public virtual void SetCurrentNames(CSMotion motion) { if (Animation != null) { Animation.SetCurrentNames(motion); } }
public virtual void SetStopFrameType(CSMotion motion, EActionStopFrameType stopType) { if (Animation != null) { Animation.SetStopFrameType(motion, stopType); } }
/// <summary> /// 添加一个模型的加载数据 /// 在结束解析的时候,开始加载 /// </summary> /// <param name="model"></param> /// <param name="structure"></param> /// <param name="motion"></param> /// <param name="direction"></param> /// <param name="resourceType"></param> /// <param name="resourceAssistType"></param> protected void Load(uint model, EModelStructure structure, CSMotion motion, CSDirection direction, EResourceType resourceType, EResourceAssistType resourceAssistType) { //加载的模型不存在 if (model == 0) { //如果要加载身体模型不存在,那么要注意清理其他的组件 if (structure == EModelStructure.Body) { } return; } long key = GetKey((int)model, (int)motion, (int)direction, (int)structure); ModelComponentLoadData data = null; if (!ModelComponentLoadedCacheDic.TryGetValue(key, out data)) { data = new T(); ModelComponentLoadedCacheDic[key] = data; } data.Model = model; data.Key = key; data.Structure = structure; data.ResourceType = resourceType; data.ResourceAssistType = resourceAssistType; WaitLoadComponentKey.Add(data); }
public bool EndOfAction(string motion, CSMotion m) { if (Animation != null) { return(Animation.EndOfAction(motion, m)); } return(false); }
public override bool SetAction(CSMotion motion, bool IsTrigger = false, CSMotion triggerRevertMotion = CSMotion.Stand, bool IsForceSet = false) { if (!base.SetAction(motion, IsTrigger, triggerRevertMotion, IsForceSet)) { return(false); } if (AvaterAnimator == null) { return(false); } return(true); }
public virtual bool PlayAction(CSMotion motion, float normalizedTime) { return(true); }
/// <summary> /// 设置模型动作 /// </summary> /// <param name="motion">模型动作</param> /// <param name="IsTrigger">模型动作设置状态(如果为true,那么该状态是触发型,触发完成后,会回归到其他状态上,如果为false,直接进入一个持续状态)</param> /// <param name="IsForceSet"></param> public virtual bool SetAction(CSMotion motion, bool IsTrigger = false, CSMotion triggerRevertMotion = CSMotion.Stand, bool IsForceSet = false) { return(true); }
public void SendCSMotion(CSMotion csmotion, Action <SCEmptyMotion> ResponseSCEmptyMotionCallBack, Action <ErrorInfo> errorCallBack, bool isShowDefaultTip = true) { OpCodeType opCodeType = ListOPRelation.GetOpCodeTypeByRequest <CSMotion> (); ProtoSendMethod.BusinessRequest <SCEmptyMotion>(csmotion, opCodeType, ResponseSCEmptyMotionCallBack, errorCallBack, isShowDefaultTip); }