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Get rid of "null" animation warnings.

These were coming from the initial setting of weapon, when there was no active animation yet (as behavior didn't get yet to select the animation state).
alteredq 13 år sedan
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5ce5e4c67c
1 ändrade filer med 6 tillägg och 3 borttagningar
  1. 6 3
      examples/js/MD2CharacterComplex.js

+ 6 - 3
examples/js/MD2CharacterComplex.js

@@ -248,9 +248,12 @@ THREE.MD2CharacterComplex = function () {
 			activeWeapon.visible = true;
 			this.meshWeapon = activeWeapon;
 
-			activeWeapon.playAnimation( this.activeAnimation );
-			this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
+			if ( this.activeAnimation ) {
 
+				activeWeapon.playAnimation( this.activeAnimation );
+				this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
+
+			}
 
 		}
 
@@ -258,7 +261,7 @@ THREE.MD2CharacterComplex = function () {
 
 	this.setAnimation = function ( animationName ) {
 
-		if ( animationName === this.activeAnimation ) return;
+		if ( animationName === this.activeAnimation || !animationName ) return;
 
 		if ( this.meshBody ) {