Add a GetAnimationName getter function for the VisualActor component, so that the simulation can not only set an animation but also find out which one is currently being played.
Differential Revision: https://code.wildfiregames.com/D219 Reviewed By: bb This was SVN commit r19299.
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@ -421,6 +421,11 @@ public:
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m_Unit->SetEntitySelection(key, selection);
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}
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virtual std::string GetAnimationName()
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{
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return m_AnimName;
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}
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virtual void SelectAnimation(const std::string& name, bool once, fixed speed, const std::wstring& soundgroup)
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{
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m_AnimRunThreshold = fixed::Zero();
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@ -23,6 +23,7 @@
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BEGIN_INTERFACE_WRAPPER(Visual)
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DEFINE_INTERFACE_METHOD_2("SetVariant", void, ICmpVisual, SetVariant, CStr, CStr)
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DEFINE_INTERFACE_METHOD_0("GetAnimationName", std::string, ICmpVisual, GetAnimationName)
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DEFINE_INTERFACE_METHOD_4("SelectAnimation", void, ICmpVisual, SelectAnimation, std::string, bool, fixed, std::wstring)
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DEFINE_INTERFACE_METHOD_1("SelectMovementAnimation", void, ICmpVisual, SelectMovementAnimation, fixed)
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DEFINE_INTERFACE_METHOD_1("ResetMoveAnimation", void, ICmpVisual, ResetMoveAnimation, std::string)
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@ -86,6 +86,11 @@ public:
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*/
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virtual void SetVariant(const CStr& key, const CStr& selection) = 0;
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/**
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* Returns the name of the currently played animation.
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*/
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virtual std::string GetAnimationName() = 0;
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/**
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* Start playing the given animation. If there are multiple possible animations then it will
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* pick one at random (not network-synchronised).
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