AnimationBehavior.cs 3.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2014 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. if (!isObject(AnimationBehavior))
  23. {
  24. %template = new BehaviorTemplate(AnimationBehavior);
  25. %template.addBehaviorField(DeathAnimation, "The animation asset Id", asset, "", AnimationAsset);
  26. %template.addBehaviorInput(playDeath, "", "Plays the death animation");
  27. %template.addBehaviorOutput(reset, "", "Called when an animation has reset");
  28. }
  29. //-----------------------------------------------------------------------------
  30. function AnimationBehavior::onAddToScene(%this, %scene)
  31. {
  32. // Find out if this object has the button behavior.
  33. %button = %this.owner.getBehavior("ButtonBehavior");
  34. // If yes, create a behavior connection.
  35. if (isObject(%button))
  36. %this.owner.connect(%button, %this, buttonDown, playDeath);
  37. // Save the starting animation state.
  38. %this.StartAnimation = %this.owner.Animation;
  39. }
  40. //-----------------------------------------------------------------------------
  41. function AnimationBehavior::playDeath(%this, %fromBehavior, %fromOutput)
  42. {
  43. // Change to the death animation if it's not already playing.
  44. if (%this.owner.Animation $= %this.StartAnimation)
  45. %this.owner.Animation = %this.DeathAnimation;
  46. }
  47. //-----------------------------------------------------------------------------
  48. function AnimationBehavior::onAnimationEnd(%this)
  49. {
  50. // Get the current animation.
  51. %animation = %this.owner.getAnimation();
  52. // If it is the death animation, schedule a reset.
  53. if (%animation $= %this.DeathAnimation)
  54. %this.schedule(500, "resetAnimation");
  55. }
  56. //-----------------------------------------------------------------------------
  57. function AnimationBehavior::resetAnimation(%this)
  58. {
  59. // Change the current animation to the initial state.
  60. %this.owner.Animation = %this.StartAnimation;
  61. // Raise a signal to other behaviors that the animation state has reset.
  62. %this.owner.raise(%this, reset);
  63. }