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//===========================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// Component: PlayAnimOnce
//
// Description: PlayAnimOnce is an AnimSwitch (See actionbuttonhandler) where, button
// button press, the associated animation (AnimCollDSG object) is played
// once, then the animation stops and the button disappears
//
// Authors: Michael Riegger
//
//===========================================================================
//---------------------------------------------------------------------------
// Includes
//===========================================================================
#include <p3d/anim/multicontroller.hpp>
#include <ai/playanimonce.h>
#include <ai/sequencer/action.h>
#include <ai/sequencer/sequencer.h>
#include <ai/actionbuttonmanager.h>
#include <meta/actioneventlocator.h>
#include <meta/triggervolumetracker.h>
#include <events/eventmanager.h>
#include <events/eventdata.h>
//===========================================================================
// Local Constants, Typedefs, and Macros
//===========================================================================
//===========================================================================
// Global Data, Local Data, Local Classes
//===========================================================================
//===========================================================================
// Member Functions
//===========================================================================
//===========================================================================
// PlayAnimOnce::PlayAnimOnce
//===========================================================================
// Description:
// PlayAnimOnce - ctor
//
// Constraints:
// Needs certain things in the inventory
//
// Parameters:
// ActionEventLocator, can't be NULL
//
// Return:
//
//
//===========================================================================
using namespace ActionButton;
PlayAnimOnce::PlayAnimOnce( ActionEventLocator* pActionEventLocator )
: PlayAnim( pActionEventLocator ),
mWasPressed( false )
{
}
//===========================================================================
// PlayAnimOnce::~PlayAnimOnce
//===========================================================================
// Description:
// PlayAnimOnce - dtor
//
// Constraints:
//
// Parameters:
//
// Return:
//
//
//===========================================================================
PlayAnimOnce::~PlayAnimOnce()
{
//
// Make good and sure this thing isn't going to play sound anymore
//
GetEventManager()->TriggerEvent( EVENT_STOP_ANIMATION_SOUND, this );
}
bool PlayAnimOnce::OnButtonPressed( Character* pCharacter, Sequencer* pSeq )
{
bool success;
if ( mWasPressed == false )
{
// Don't think, play the animation, then remove this actionbuttonhandler from the manager
// Force the animation to be NOT cyclic.
//
tMultiController* pAnimController = GetAnimController();
pAnimController->SetCycleMode( FORCE_NON_CYCLIC );
pAnimController->SetFrame( 0.0f );
// Action will assign this value which will start the animation.
//
Action* pAction = 0;
float fDirection = 1.0f;
pSeq->BeginSequence();
pAction = new AssignValueToFloat( GetAnimationDirection( ), fDirection );
pSeq->AddAction( pAction );
pSeq->EndSequence( );
// Disallow the pressing of this button ever again
mWasPressed = true;
for (unsigned int i = 0 ; i < GetActionEventLocator()->GetNumTriggers() ; i++)
{
TriggerVolume* pTriggerVolume = GetActionEventLocator()->GetTriggerVolume( i );
GetTriggerVolumeTracker()->RemoveTrigger( pTriggerVolume );
}
if( mSoundName != NULL )
{
AnimSoundData data( mSoundName, mSettingsName );
GetEventManager()->TriggerEvent( EVENT_START_ANIMATION_SOUND, &data );
}
success = true;
}
else
{
success = false;
}
return success;
}
//===========================================================================
// PlayAnimOnce::PositionCharacter
//===========================================================================
// Description:
// PositionCharacter
//
// Constraints:
//
// Parameters:
//
// Return:
//
//
//===========================================================================
void
PlayAnimOnce::PositionCharacter( Character* pCharacter, Sequencer* pSeq )
{
if ( mWasPressed == false )
{
AnimSwitch::PositionCharacter( pCharacter, pSeq );
}
}
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