Exemple #1
0
		// Parent name (who's anchoring the entity)
		public static string ParentEntityName(GameEntityModel model){
			GameEntityModel parentEntityModel = StateManager.state.GetModel(model.parentEntity) as GameEntityModel;
			if (parentEntityModel == null) return null;
			AnimationModel animModel = GameEntityController.GetAnimationModel(parentEntityModel);
			if (animModel == null) return null;
			return animModel.characterName;
		}
Exemple #2
0
		// Anchored animation name
		public static string AnchoredEntityAnimation(GameEntityModel model, int anchorId){
			if (model.anchoredEntities == null || model.anchoredEntities.Count <= anchorId || model.anchoredEntities[anchorId] == null) return null;
			GameEntityModel anchoredEntityModel = StateManager.state.GetModel(model.anchoredEntities[anchorId]) as GameEntityModel;
			if (anchoredEntityModel == null) return null;
			AnimationModel animModel = GameEntityController.GetAnimationModel(anchoredEntityModel);
			if (animModel == null) return null;
			return animModel.animationName;
		}
Exemple #3
0
		// Forces the animation of an anchored entity, so that it can't be messed with it's current animation events
		public static void SetAnchoredEntityAnimation(GameEntityModel model, int anchorId, string animationName){
			if (model.anchoredEntities == null || model.anchoredEntities.Count <= anchorId) return;
			GameEntityModel anchoredEntityModel = StateManager.state.GetModel(model.anchoredEntities[anchorId]) as GameEntityModel;
			if (anchoredEntityModel != null){
				AnimationModel anchoredAnimationModel = GameEntityController.GetAnimationModel(anchoredEntityModel);
				AnimationController anchoredAnimController = anchoredAnimationModel.Controller() as AnimationController;
				if (anchoredAnimController != null){
					// Force animation, so that it ignores any desired transition from a previous animation update 
					anchoredAnimController.ForceAnimation(anchoredAnimationModel, animationName);
				}
			}
		}