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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-06-01 11:42:40 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-06-01 11:42:40 +0400 |
commit | 39bbf3854a5c91e3d8e410d01b34d4e88df20879 (patch) | |
tree | 63b5a746bb780fe54eb398f764ce90eed5f3cf7f /source/gameengine/Ketsji/BL_ActionManager.cpp | |
parent | 6394261e54215d50b1e39e8ea45dcb63080f193e (diff) |
BGE Animations: Reimplemented the continuous function of the action actuator.
* To do this, I've added Get/SetFrame() functions.
* I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.cpp')
-rw-r--r-- | source/gameengine/Ketsji/BL_ActionManager.cpp | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.cpp b/source/gameengine/Ketsji/BL_ActionManager.cpp index ddbf287e501..2570cc1f140 100644 --- a/source/gameengine/Ketsji/BL_ActionManager.cpp +++ b/source/gameengine/Ketsji/BL_ActionManager.cpp @@ -42,6 +42,20 @@ BL_ActionManager::~BL_ActionManager() StopAction(i); } +float BL_ActionManager::GetActionFrame(short layer) +{ + if (m_layers[layer]) + return m_layers[layer]->GetFrame(); + + return 0.f; +} + +void BL_ActionManager::SetActionFrame(short layer, float frame) +{ + if (m_layers[layer]) + m_layers[layer]->SetFrame(frame); +} + void BL_ActionManager::PlayAction(class KX_GameObject* gameobj, const char* name, float start, |