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- //-----------------------------------------------------------------------------
- // 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);
- }
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