Game Development Community

2D3D updateAnimation

by Will O-Reagan · in Torque X 2D · 05/23/2008 (4:15 pm) · 0 replies

I had to change the source so I wouldnt get an error here.. at update animation...

heres my changes..

public void UpdateAnimation(float dt)
        {
            if (_shapeInstance == null)
                return;

            Profiler.Instance.StartBlock("T2DShape3D.UpdateAnimation");

            // Let the derived class get a chance to do any
            // custom animation tasks.
            if (OnAnimateShape != null)
                OnAnimateShape(dt);

            // Advance any threads that need it.
            for (int i = 0; i < _threadInterfaces.Count; i++)
            {
                Thread thread = _threadInterfaces[i].Value;
                if (thread != null && (_threadAutoAdvance & (1 << i)) != 0)
                    thread.AdvanceTime(dt);
            }

            // Fire off the trigger events.
            for (int i = 1; i <= 32; i++)
            {
                // TODO: Should be a delegate!
                if (_shapeInstance.GetTriggerState(i, true) && OnAnimationTrigger != null)
                    OnAnimationTrigger(i);
            }

            Profiler.Instance.EndBlock("T2DShape3D.UpdateAnimation");
        }


my changes were on this line here

if (_shapeInstance.GetTriggerState(i, true) && OnAnimationTrigger != null)

I think GG should change this in future versions, so it doesn't throw an error

About the author

I have a degree in dramatic art, and literature, from UC Santa Barbara. I've worked for a few studios, also at Animax Ent in 2008, and some smaller studios. Currently studying Computer Science at CSU Channel Islands.