mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
131 lines
3.4 KiB
C++
131 lines
3.4 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Logfile:: /Code/DLLs/game/PlayAnim.hpp $
|
|
// $Revision:: 169 $
|
|
// $Author:: sketcher $
|
|
// $Date:: 4/26/02 2:22p $
|
|
//
|
|
// Copyright (C) 2002 by Ritual Entertainment, Inc.
|
|
// All rights reserved.
|
|
//
|
|
// This source may not be distributed and/or modified without
|
|
// expressly written permission by Ritual Entertainment, Inc.
|
|
//
|
|
//
|
|
// DESCRIPTION:
|
|
// CloseInOnEnemyWhileFiringWeapon Behavior Definition
|
|
//
|
|
//--------------------------------------------------------------------------------
|
|
|
|
//==============================
|
|
// Forward Declarations
|
|
//==============================
|
|
class PlayAnim;
|
|
|
|
#ifndef __PLAY_ANIM_HPP__
|
|
#define __PLAY_ANIM_HPP__
|
|
|
|
#include "behavior.h"
|
|
#include "behaviors_general.h"
|
|
|
|
//------------------------- CLASS ------------------------------
|
|
//
|
|
// Name: CloseInOnEnemyWhileFiringWeapon
|
|
// Base Class: Behavior
|
|
//
|
|
// Description: Makes the actor move closer to its current enemy
|
|
//
|
|
// Method of Use: Called From State Machine
|
|
//--------------------------------------------------------------
|
|
class PlayAnim : public Behavior {
|
|
public:
|
|
//------------------------------------
|
|
// States
|
|
//------------------------------------
|
|
typedef enum {
|
|
PLAYANIM_SETUP,
|
|
PLAYANIM_ANIMATE,
|
|
PLAYANIM_SUCCESS,
|
|
PLAYANIM_FAILED
|
|
} PlayAnimStates_t;
|
|
|
|
//-------------------------------------
|
|
// Public Interface
|
|
//-------------------------------------
|
|
CLASS_PROTOTYPE(PlayAnim);
|
|
|
|
PlayAnim();
|
|
~PlayAnim();
|
|
|
|
void SetArgs(Event* ev);
|
|
void Begin(Actor& self);
|
|
BehaviorReturnCode_t Evaluate(Actor& self);
|
|
void End(Actor& self);
|
|
virtual void Archive(Archiver& arc);
|
|
|
|
void setAnim(const str& animName) { _legAnim = animName; }
|
|
void setTorsoAnim(const str& animName) { _torsoAnim = animName; }
|
|
void setMinTime(float minTime) { _minTime = minTime; }
|
|
void setMaxTime(float maxTime) { _maxTime = maxTime; }
|
|
|
|
protected:
|
|
//-------------------------------------
|
|
// Internal Functionality
|
|
//-------------------------------------
|
|
void transitionToState(PlayAnimStates_t state);
|
|
void setInternalState(PlayAnimStates_t state, const str& stateName);
|
|
void init(Actor& self);
|
|
void think();
|
|
|
|
void setupStateSetup();
|
|
BehaviorReturnCode_t evaluateStateSetup();
|
|
void failureStateSetup(const str& failureReason);
|
|
|
|
void setupStateAnimate();
|
|
BehaviorReturnCode_t evaluateStateAnimate();
|
|
void failureStateAnimate(const str& failureReason);
|
|
|
|
private:
|
|
//------------------------------------
|
|
// Parameters
|
|
//------------------------------------
|
|
str _legAnim;
|
|
str _torsoAnim;
|
|
float _minTime;
|
|
float _maxTime;
|
|
|
|
//-------------------------------------
|
|
// Components
|
|
//-------------------------------------
|
|
|
|
//-------------------------------------
|
|
// Member Variables
|
|
//-------------------------------------
|
|
PlayAnimStates_t _state;
|
|
float _endTime;
|
|
|
|
};
|
|
|
|
inline void PlayAnim::Archive(Archiver& arc) {
|
|
Behavior::Archive(arc);
|
|
|
|
// Archive Parameters
|
|
arc.ArchiveString(&_legAnim);
|
|
arc.ArchiveString(&_torsoAnim);
|
|
arc.ArchiveFloat(&_minTime);
|
|
arc.ArchiveFloat(&_maxTime);
|
|
|
|
|
|
// Archive Components
|
|
|
|
// Archive Member Variables
|
|
ArchiveEnum(_state, PlayAnimStates_t);
|
|
arc.ArchiveFloat(&_endTime);
|
|
}
|
|
|
|
#endif /* __PLAY_ANIM_HPP__ */
|
|
|
|
|
|
|
|
|
|
|