55 lines
1.7 KiB
C
55 lines
1.7 KiB
C
#ifndef _CRY_COMMON_CRY_CHAR_ANIMATION_PARAMS_HDR_
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#define _CRY_COMMON_CRY_CHAR_ANIMATION_PARAMS_HDR_
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//////////////////////////////////////////////////////////////////////////
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// This structure describes the parameters used to start an animation
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// on a character.
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struct CryCharAnimationParams
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{
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CryCharAnimationParams(
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float _fBlendInTime = 0.125f,
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float _fBlendOutTime = 0.125f,
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int _nLayerID = 0,
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unsigned _nFlags = 0):
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fBlendInTime (_fBlendInTime),
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fBlendOutTime (_fBlendOutTime),
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nLayerID (_nLayerID),
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nFlags (_nFlags)
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{
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}
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// Summary:
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// Flags used by CryCharAnimationParams to set the playback and synchronization of the animation.
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enum EFlagsEnum
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{
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// Means that the corresponding animation for attachments will be played
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// (by default, no animated attachments receive the command to play this animation).
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FLAGS_RECURSIVE = 1,
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// If set, the animation is started at the same phase as the one in layer 0.
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FLAGS_SYNCHRONIZE_WITH_LAYER_0 = 1 << 1,
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// Means that the animation will be queued until the current one is finished
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// and that the next animation will also be queued until this (aligned) one is finished.
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FLAGS_ALIGNED = 1 << 2,
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// If set, the animation is not treated as default idle animation
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// otherwise, if it's looped, it'll be used as default idle animation.
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FLAGS_NO_DEFAULT_IDLE = 1 << 3
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};
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// blendin and out times of the animation
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// Used to specify the blend-in length of the animation.
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float fBlendInTime;
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// Used to specify the blend-out length of the animation.
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float fBlendOutTime;
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// Specify the layer where to start the animation.
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int nLayerID;
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// Combination of flags defined above.
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unsigned nFlags;
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};
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#endif |