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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 il y a 13 ans
Parent
commit
5ce5e4c67c
1 fichiers modifiés avec 6 ajouts et 3 suppressions
  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 ) {