Update all female_citizen actors so that idle animations properly show carried resources.
By refactoring unitAI slightly, we can easily improve our support for running/walking/idle animations. Other gatherer entities (and other entities with custom walking animations for certain variants) will need to be updated individually at a later point to support this feature. Reviewed By: bb, fatherbushido (a while ago) Differential Revision: https://code.wildfiregames.com/D311 This was SVN commit r20631.
This commit is contained in:
parent
f7aa7ac79e
commit
8446b92f1b
@ -2,7 +2,7 @@
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<mesh>skeletal/new/f_dress.dae</mesh>
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<props>
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<prop actor="props/units/heads/new/head_female_dudette_b.xml" attachpoint="head"/>
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@ -14,7 +14,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/female_death.xml"/>
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@ -28,16 +38,6 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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</group>
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<material>player_trans_spec.xml</material>
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</actor>
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@ -2,7 +2,7 @@
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<props>
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<prop actor="props/units/heads/new/head_kart_fem_1.xml" attachpoint="head"/>
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</props>
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@ -17,7 +17,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/female_death.xml"/>
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@ -31,16 +41,6 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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</group>
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<material>player_trans.xml</material>
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</actor>
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@ -2,7 +2,7 @@
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<mesh>skeletal/new/f_dress.dae</mesh>
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<props>
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<prop actor="props/units/heads/new/head_female_celt.xml" attachpoint="head"/>
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@ -13,7 +13,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/female_death.xml"/>
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@ -27,16 +37,6 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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</group>
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<material>player_trans.xml</material>
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</actor>
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@ -15,7 +15,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/attack_capture.xml"/>
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@ -30,16 +40,6 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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<variant file="biped/death_infantry.xml"/>
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</group>
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<material>basic_specmap.xml</material>
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@ -2,7 +2,7 @@
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<props>
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<prop actor="props/units/heads/new/head_female_e.xml" attachpoint="head"/>
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</props>
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@ -53,7 +53,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/female_death.xml"/>
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@ -67,16 +77,6 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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</group>
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<material>player_trans.xml</material>
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</actor>
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@ -2,7 +2,7 @@
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<mesh>skeletal/new/f_dress.dae</mesh>
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<textures>
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<texture file="skeletal/gown_green.dds" name="baseTex"/>
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@ -13,7 +13,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/female_death.xml"/>
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@ -27,15 +37,5 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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</group>
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</actor>
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<props>
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<prop actor="props/units/heads/new/head_pers_fem_1.xml" attachpoint="head"/>
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<prop actor="props/units/heads/iber_helmet_02.xml" attachpoint="helmet"/>
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@ -18,7 +18,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/female_death.xml"/>
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@ -32,16 +42,6 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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</group>
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<material>player_trans.xml</material>
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</actor>
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<mesh>skeletal/new/f_dress.dae</mesh>
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<props>
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<prop actor="props/units/heads/new/dudette_head.xml" attachpoint="head"/>
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
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<variant file="biped/female_base_walk.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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</group>
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<group>
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<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
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<variant name="Idle" frequency="1"/>
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<variant file="biped/attack_melee_female.xml"/>
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<variant file="biped/attack_slaughter.xml"/>
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<variant file="biped/female_death.xml"/>
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@ -28,16 +38,6 @@
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<variant file="biped/gather_praise.xml"/>
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<variant file="biped/female_build.xml"/>
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<variant file="biped/female_build_farm.xml"/>
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<variant file="biped/female_carry_food.xml"/>
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<variant file="biped/female_carry_meat.xml"/>
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<variant file="biped/female_carry_wood.xml"/>
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<variant file="biped/female_carry_stone.xml"/>
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<variant file="biped/female_carry_metal.xml"/>
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<variant file="biped/female_carry_food_idle.xml"/>
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<variant file="biped/female_carry_meat_idle.xml"/>
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<variant file="biped/female_carry_wood_idle.xml"/>
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<variant file="biped/female_carry_stone_idle.xml"/>
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<variant file="biped/female_carry_metal_idle.xml"/>
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</group>
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<material>player_trans_spec.xml</material>
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</actor>
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<actor version="1">
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<castshadow/>
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<group>
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<variant file="biped/female_base.xml">
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<variant>
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<props>
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<prop actor="props/units/heads/new/head_maur_fem.xml" attachpoint="head"/>
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</props>
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@ -53,7 +53,17 @@
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Idle"/>
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<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
|
||||
<variant name="Idle" frequency="1"/>
|
||||
<variant file="biped/attack_melee_female.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
<variant file="biped/female_death.xml"/>
|
||||
@ -67,16 +77,6 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
</group>
|
||||
<material>player_trans_spec.xml</material>
|
||||
</actor>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<actor version="1">
|
||||
<castshadow/>
|
||||
<group>
|
||||
<variant file="biped/female_base.xml">
|
||||
<variant>
|
||||
<props>
|
||||
<prop actor="props/units/heads/new/head_pers_fem_1.xml" attachpoint="head"/>
|
||||
</props>
|
||||
@ -23,7 +23,17 @@
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="Idle"/>
|
||||
<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
|
||||
<variant name="Idle" frequency="1"/>
|
||||
<variant file="biped/attack_melee_female.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
<variant file="biped/female_death.xml"/>
|
||||
@ -37,16 +47,6 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
</group>
|
||||
<material>player_trans.xml</material>
|
||||
</actor>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<actor version="1">
|
||||
<castshadow/>
|
||||
<group>
|
||||
<variant file="biped/female_base.xml">
|
||||
<variant>
|
||||
<mesh>skeletal/new/f_dress.dae</mesh>
|
||||
<props>
|
||||
<prop actor="props/units/heads/new/head_ptol_fem.xml" attachpoint="head"/>
|
||||
@ -14,7 +14,17 @@
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="Idle"/>
|
||||
<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
|
||||
<variant name="Idle" frequency="1"/>
|
||||
<variant file="biped/attack_melee_female.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
<variant file="biped/female_death.xml"/>
|
||||
@ -28,16 +38,6 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
</group>
|
||||
<material>player_trans_spec.xml</material>
|
||||
</actor>
|
||||
|
@ -15,9 +15,9 @@
|
||||
<texture file="skeletal/ptol_cleopatra.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="Idle"/>
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/attack_ranged_archer.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
<variant file="biped/female_death.xml"/>
|
||||
@ -31,16 +31,6 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
<variant file="biped/death_infantry.xml"/>
|
||||
</group>
|
||||
<material>player_trans.xml</material>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<actor version="1">
|
||||
<castshadow/>
|
||||
<group>
|
||||
<variant file="biped/female_base.xml">
|
||||
<variant>
|
||||
<mesh>skeletal/new/f_dress.dae</mesh>
|
||||
<props>
|
||||
<prop actor="props/units/heads/new/dudette_head.xml" attachpoint="head"/>
|
||||
@ -15,8 +15,18 @@
|
||||
<texture file="skeletal/rome_fem_a.dds" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
|
||||
<variant frequency="1" name="Idle"/>
|
||||
<variant file="biped/attack_melee_female.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
@ -31,16 +41,6 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
</group>
|
||||
<material>player_trans.xml</material>
|
||||
</actor>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<actor version="1">
|
||||
<castshadow/>
|
||||
<group>
|
||||
<variant file="biped/female_base.xml">
|
||||
<variant>
|
||||
<mesh>skeletal/new/f_dress.dae</mesh>
|
||||
<props>
|
||||
<prop actor="props/units/heads/new/head_maur_fem.xml" attachpoint="head"/>
|
||||
@ -14,6 +14,16 @@
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
|
||||
<variant frequency="1" name="Idle"/>
|
||||
<variant file="biped/attack_melee_female.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
@ -28,16 +38,6 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
</group>
|
||||
<material>player_trans_spec.xml</material>
|
||||
</actor>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<actor version="1">
|
||||
<castshadow/>
|
||||
<group>
|
||||
<variant file="biped/female_base.xml">
|
||||
<variant>
|
||||
<mesh>skeletal/new/f_tunic_short.dae</mesh>
|
||||
<props>
|
||||
<prop actor="props/units/heads/new/dudette_head.xml" attachpoint="head"/>
|
||||
@ -14,6 +14,16 @@
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
|
||||
<variant frequency="1" name="Idle"/>
|
||||
<variant file="biped/attack_melee_female.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
@ -28,16 +38,6 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
</group>
|
||||
<material>player_trans_spec.xml</material>
|
||||
</actor>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<actor version="1">
|
||||
<castshadow/>
|
||||
<group>
|
||||
<variant file="biped/female_base.xml">
|
||||
<variant>
|
||||
<mesh>skeletal/new/f_dress.dae</mesh>
|
||||
<textures>
|
||||
<texture file="skeletal/gown_green.dds" name="baseTex"/>
|
||||
@ -13,6 +13,16 @@
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, defined overloads for "Idle", "Walk" and "Run" -->
|
||||
<variant file="biped/female_base_walk.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
</group>
|
||||
<group>
|
||||
<!-- In this group, define overloads for other animation types, since they presumably do not collide with each other -->
|
||||
<variant frequency="1" name="Idle"/>
|
||||
<variant file="biped/attack_melee_female.xml"/>
|
||||
<variant file="biped/attack_slaughter.xml"/>
|
||||
@ -27,15 +37,5 @@
|
||||
<variant file="biped/gather_praise.xml"/>
|
||||
<variant file="biped/female_build.xml"/>
|
||||
<variant file="biped/female_build_farm.xml"/>
|
||||
<variant file="biped/female_carry_food.xml"/>
|
||||
<variant file="biped/female_carry_meat.xml"/>
|
||||
<variant file="biped/female_carry_wood.xml"/>
|
||||
<variant file="biped/female_carry_stone.xml"/>
|
||||
<variant file="biped/female_carry_metal.xml"/>
|
||||
<variant file="biped/female_carry_food_idle.xml"/>
|
||||
<variant file="biped/female_carry_meat_idle.xml"/>
|
||||
<variant file="biped/female_carry_wood_idle.xml"/>
|
||||
<variant file="biped/female_carry_stone_idle.xml"/>
|
||||
<variant file="biped/female_carry_metal_idle.xml"/>
|
||||
</group>
|
||||
</actor>
|
||||
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_food">
|
||||
<animations>
|
||||
<animation file="biped/new/male_carry_grain.dae" name="carry_food" speed="20"/>
|
||||
<animation file="biped/new/male_carry_grain.dae" name="Walk" speed="20"/>
|
||||
<animation file="biped/new/male_carry_grain_idle.dae" name="Idle" speed="20"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_basket.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_meat">
|
||||
<animations>
|
||||
<animation file="biped/new/male_carry_meat.dae" name="carry_meat" speed="20"/>
|
||||
<animation file="biped/new/male_carry_meat.dae" name="Walk" speed="20"/>
|
||||
<animation file="biped/new/male_carry_meat_idle.dae" name="Idle" speed="20"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_meat_male_R.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_metal">
|
||||
<animations>
|
||||
<animation file="biped/new/male_carry_ore.dae" name="carry_metal" speed="20"/>
|
||||
<animation file="biped/new/male_carry_ore.dae" name="Walk" speed="20"/>
|
||||
<animation file="biped/new/male_carry_ore_idle.dae" name="Idle" speed="20"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_metal.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_stone">
|
||||
<animations>
|
||||
<animation file="biped/new/male_carry_ore.dae" name="carry_stone" speed="20"/>
|
||||
<animation file="biped/new/male_carry_ore.dae" name="Walk" speed="20"/>
|
||||
<animation file="biped/new/male_carry_ore_idle.dae" name="Idle" speed="20"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_stone.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_wood">
|
||||
<animations>
|
||||
<animation file="biped/new/male_carry_wood.dae" name="carry_wood" speed="20"/>
|
||||
<animation file="biped/new/male_carry_wood.dae" name="Walk" speed="20"/>
|
||||
<animation file="biped/new/male_carry_wood_idle.dae" name="Idle" speed="20"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_wood.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_food">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_grain.dae" name="carry_food" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_grain_idle.dae" name="Idle" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_grain.dae" name="Walk" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_basket_back.xml" attachpoint="back"/>
|
||||
|
@ -1,10 +0,0 @@
|
||||
<variant name="carry_food_idle">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_grain_idle.dae" name="carry_food_idle" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_basket_back.xml" attachpoint="back"/>
|
||||
<prop attachpoint="weapon_L"/>
|
||||
<prop attachpoint="weapon_R"/>
|
||||
</props>
|
||||
</variant>
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_meat">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_meat.dae" name="carry_meat" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_meat_idle.dae" name="Idle" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_meat.dae" name="Walk" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_meat_female.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,9 +0,0 @@
|
||||
<variant name="carry_meat_idle">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_meat_idle.dae" name="carry_meat_idle" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_meat.xml" attachpoint="weapon_R"/>
|
||||
<prop attachpoint="weapon_L"/>
|
||||
</props>
|
||||
</variant>
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_metal">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_ore.dae" name="carry_metal" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_ore_idle.dae" name="Idle" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_ore.dae" name="Walk" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_metal.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,9 +0,0 @@
|
||||
<variant name="carry_metal_idle">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_ore_idle.dae" name="carry_metal_idle" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_metal.xml" attachpoint="weapon_R"/>
|
||||
<prop attachpoint="weapon_L"/>
|
||||
</props>
|
||||
</variant>
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_stone">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_ore.dae" name="carry_stone" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_ore_idle.dae" name="Idle" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_ore.dae" name="Walk" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_stone.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,9 +0,0 @@
|
||||
<variant name="carry_stone_idle">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_ore_idle.dae" name="carry_stone_idle" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_stone.xml" attachpoint="weapon_R"/>
|
||||
<prop attachpoint="weapon_L"/>
|
||||
</props>
|
||||
</variant>
|
@ -1,6 +1,7 @@
|
||||
<variant name="carry_wood">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_wood.dae" name="carry_wood" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_wood_idle.dae" name="Idle" speed="25"/>
|
||||
<animation file="biped/new/fem_carry_wood.dae" name="Walk" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_wood.xml" attachpoint="weapon_R"/>
|
||||
|
@ -1,9 +0,0 @@
|
||||
<variant name="carry_wood_idle">
|
||||
<animations>
|
||||
<animation file="biped/new/fem_carry_wood_idle.dae" name="carry_wood_idle" speed="25"/>
|
||||
</animations>
|
||||
<props>
|
||||
<prop actor="props/units/shuttle_wood.xml" attachpoint="weapon_R"/>
|
||||
<prop attachpoint="weapon_L"/>
|
||||
</props>
|
||||
</variant>
|
@ -638,7 +638,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
|
||||
Engine.QueryInterface(this.entity, IID_ResourceGatherer).CommitResources(dropsiteTypes);
|
||||
// Stop showing the carried resource animation.
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
|
||||
// Our next order should always be a Gather,
|
||||
// so just switch back to that order
|
||||
@ -1606,7 +1606,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
"WALKINGANDFIGHTING": {
|
||||
"enter": function () {
|
||||
// Show weapons rather than carried resources.
|
||||
this.SetGathererAnimationOverride(true);
|
||||
this.SetAnimationVariant("combat");
|
||||
|
||||
this.StartTimer(0, 1000);
|
||||
this.SelectAnimation("move");
|
||||
@ -1671,7 +1671,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
"ESCORTING": {
|
||||
"enter": function () {
|
||||
// Show weapons rather than carried resources.
|
||||
this.SetGathererAnimationOverride(true);
|
||||
this.SetAnimationVariant("combat");
|
||||
|
||||
this.StartTimer(0, 1000);
|
||||
this.SelectAnimation("move");
|
||||
@ -1805,7 +1805,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
"APPROACHING": {
|
||||
"enter": function () {
|
||||
// Show weapons rather than carried resources.
|
||||
this.SetGathererAnimationOverride(true);
|
||||
this.SetAnimationVariant("combat");
|
||||
|
||||
this.SelectAnimation("move");
|
||||
this.StartTimer(1000, 1000);
|
||||
@ -1813,7 +1813,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
|
||||
"leave": function() {
|
||||
// Show carried resources when walking.
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
|
||||
this.StopTimer();
|
||||
},
|
||||
@ -2043,7 +2043,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
"CHASING": {
|
||||
"enter": function () {
|
||||
// Show weapons rather than carried resources.
|
||||
this.SetGathererAnimationOverride(true);
|
||||
this.SetAnimationVariant("combat");
|
||||
|
||||
this.SelectAnimation("move");
|
||||
var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
|
||||
@ -2068,7 +2068,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
// Reset normal speed in case it was changed
|
||||
this.SetMoveSpeed(this.GetWalkSpeed());
|
||||
// Show carried resources when walking.
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
|
||||
this.StopTimer();
|
||||
},
|
||||
@ -2315,6 +2315,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
// off to a different target.)
|
||||
if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
|
||||
{
|
||||
this.SetDefaultAnimationVariant();
|
||||
var typename = "gather_" + this.order.data.type.specific;
|
||||
this.SelectAnimation(typename, false, 1.0, typename);
|
||||
}
|
||||
@ -2332,7 +2333,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
delete this.gatheringTarget;
|
||||
|
||||
// Show the carried resource, if we've gathered anything.
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
},
|
||||
|
||||
"Timer": function(msg) {
|
||||
@ -2631,7 +2632,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
cmpResourceGatherer.CommitResources(dropsiteTypes);
|
||||
|
||||
// Stop showing the carried resource animation.
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
|
||||
// Our next order should always be a Gather,
|
||||
// so just switch back to that order
|
||||
@ -2799,7 +2800,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
{
|
||||
let dropsiteTypes = cmpResourceDropsite.GetTypes();
|
||||
cmpResourceGatherer.CommitResources(dropsiteTypes);
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
}
|
||||
|
||||
// We finished building it.
|
||||
@ -2808,7 +2809,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
{
|
||||
if (this.CanReturnResource(msg.data.newentity, true))
|
||||
{
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
|
||||
}
|
||||
return;
|
||||
@ -2827,7 +2828,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
{
|
||||
if (this.CanReturnResource(msg.data.newentity, true))
|
||||
{
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
this.PushOrder("ReturnResource", { "target": msg.data.newentity, "force": false });
|
||||
}
|
||||
this.PerformGather(msg.data.newentity, true, false);
|
||||
@ -2973,7 +2974,7 @@ UnitAI.prototype.UnitFsmSpec = {
|
||||
if (cmpResourceGatherer)
|
||||
{
|
||||
cmpResourceGatherer.CommitResources(dropsiteTypes);
|
||||
this.SetGathererAnimationOverride();
|
||||
this.SetDefaultAnimationVariant();
|
||||
}
|
||||
}
|
||||
|
||||
@ -4244,37 +4245,51 @@ UnitAI.prototype.PlaySound = function(name)
|
||||
}
|
||||
};
|
||||
|
||||
UnitAI.prototype.SetGathererAnimationOverride = function(disable)
|
||||
/*
|
||||
* Set a visualActor animation variant.
|
||||
* By changing the animation variant, you can change animations based on unitAI state.
|
||||
* If there are no specific variants or the variant doesn't exist in the actor,
|
||||
* the actor fallbacks to any existing animation.
|
||||
* @param type if present, switch to a specific animation variant.
|
||||
*/
|
||||
UnitAI.prototype.SetAnimationVariant = function(type)
|
||||
{
|
||||
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
||||
if (!cmpResourceGatherer)
|
||||
return;
|
||||
|
||||
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
||||
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
||||
if (!cmpVisual)
|
||||
return;
|
||||
|
||||
// Remove the animation override, so that weapons are shown again.
|
||||
if (disable)
|
||||
cmpVisual.SetVariant("animationVariant", type);
|
||||
return;
|
||||
};
|
||||
|
||||
/*
|
||||
* Reset the animation variant to default behavior
|
||||
* Default behavior is to pick a resource-carrying variant if resources are being carried.
|
||||
* Otherwise pick nothing in particular.
|
||||
*/
|
||||
UnitAI.prototype.SetDefaultAnimationVariant = function()
|
||||
{
|
||||
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
||||
if (!cmpResourceGatherer)
|
||||
{
|
||||
cmpVisual.ResetMoveAnimation("walk");
|
||||
this.SetAnimationVariant("");
|
||||
return;
|
||||
}
|
||||
|
||||
// Work out what we're carrying, in order to select an appropriate animation
|
||||
var type = cmpResourceGatherer.GetLastCarriedType();
|
||||
let type = cmpResourceGatherer.GetLastCarriedType();
|
||||
if (type)
|
||||
{
|
||||
var typename = "carry_" + type.generic;
|
||||
let typename = "carry_" + type.generic;
|
||||
|
||||
// Special case for meat
|
||||
if (type.specific == "meat")
|
||||
typename = "carry_" + type.specific;
|
||||
|
||||
cmpVisual.ReplaceMoveAnimation("walk", typename);
|
||||
this.SetAnimationVariant(typename);
|
||||
return;
|
||||
}
|
||||
else
|
||||
cmpVisual.ResetMoveAnimation("walk");
|
||||
|
||||
this.SetAnimationVariant("");
|
||||
};
|
||||
|
||||
UnitAI.prototype.SelectAnimation = function(name, once, speed, sound)
|
||||
|
Loading…
Reference in New Issue
Block a user