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..
my changes were on this line here
I think GG should change this in future versions, so it doesn't throw an error
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.