//----------------------------------------------------------------------------- // Copyright (c) 2014 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- if (!isObject(AnimationBehavior)) { %template = new BehaviorTemplate(AnimationBehavior); %template.addBehaviorField(DeathAnimation, "The animation asset Id", asset, "", AnimationAsset); %template.addBehaviorInput(playDeath, "", "Plays the death animation"); %template.addBehaviorOutput(reset, "", "Called when an animation has reset"); } //----------------------------------------------------------------------------- function AnimationBehavior::onAddToScene(%this, %scene) { // Find out if this object has the button behavior. %button = %this.owner.getBehavior("ButtonBehavior"); // If yes, create a behavior connection. if (isObject(%button)) %this.owner.connect(%button, %this, buttonDown, playDeath); // Save the starting animation state. %this.StartAnimation = %this.owner.Animation; } //----------------------------------------------------------------------------- function AnimationBehavior::playDeath(%this, %fromBehavior, %fromOutput) { // Change to the death animation if it's not already playing. if (%this.owner.Animation $= %this.StartAnimation) %this.owner.Animation = %this.DeathAnimation; } //----------------------------------------------------------------------------- function AnimationBehavior::onAnimationEnd(%this) { // Get the current animation. %animation = %this.owner.getAnimation(); // If it is the death animation, schedule a reset. if (%animation $= %this.DeathAnimation) %this.schedule(500, "resetAnimation"); } //----------------------------------------------------------------------------- function AnimationBehavior::resetAnimation(%this) { // Change the current animation to the initial state. %this.owner.Animation = %this.StartAnimation; // Raise a signal to other behaviors that the animation state has reset. %this.owner.raise(%this, reset); }