mirror of
https://github.com/UberGames/EF2GameSource.git
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137 lines
3.7 KiB
C++
137 lines
3.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/PlayAnim.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Date:: 4/26/02 2:22p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// CloseInOnEnemyWhileFiringWeapon Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class PlayAnim;
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#ifndef __PLAY_ANIM_HPP__
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#define __PLAY_ANIM_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: CloseInOnEnemyWhileFiringWeapon
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// Base Class: Behavior
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//
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// Description: Makes the actor move closer to its current enemy
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class PlayAnim : public Behavior
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{
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum
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{
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PLAYANIM_SETUP,
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PLAYANIM_ANIMATE,
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PLAYANIM_SUCCESS,
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PLAYANIM_FAILED
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} PlayAnimStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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str _legAnim;
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str _torsoAnim;
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float _minTime;
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float _maxTime;
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void transitionToState ( PlayAnimStates_t state );
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void setInternalState ( PlayAnimStates_t state , const str &stateName );
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void init ( Actor &self );
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void think ();
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void setupStateSetup ();
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BehaviorReturnCode_t evaluateStateSetup ();
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void failureStateSetup ( const str& failureReason );
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void setupStateAnimate ();
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BehaviorReturnCode_t evaluateStateAnimate ();
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void failureStateAnimate ( const str& failureReason );
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE( PlayAnim );
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PlayAnim();
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~PlayAnim();
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void SetArgs ( Event *ev );
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void Begin ( Actor &self );
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BehaviorReturnCode_t Evaluate ( Actor &self );
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void End ( Actor &self );
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virtual void Archive ( Archiver &arc );
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void setAnim ( const str &animName ) { _legAnim = animName; }
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void setTorsoAnim( const str &animName ) { _torsoAnim = animName; }
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void setMinTime ( float minTime ) { _minTime = minTime; }
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void setMaxTime ( float maxTime ) { _maxTime = maxTime; }
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//-------------------------------------
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// Components
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//-------------------------------------
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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PlayAnimStates_t _state;
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float _endTime;
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};
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inline void PlayAnim::Archive( Archiver &arc )
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{
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Behavior::Archive( arc );
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// Archive Parameters
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arc.ArchiveString ( &_legAnim );
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arc.ArchiveString ( &_torsoAnim );
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arc.ArchiveFloat ( &_minTime );
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arc.ArchiveFloat ( &_maxTime);
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// Archive Components
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// Archive Member Variables
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ArchiveEnum ( _state, PlayAnimStates_t );
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arc.ArchiveFloat ( &_endTime );
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}
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#endif /* __PLAY_ANIM_HPP__ */
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