home *** CD-ROM | disk | FTP | other *** search
- AnimObject = {
- Properties = {
- Animation = "default",
- -- fileModel="Objects/characters/mercenaries/new_mercs/merc_m_heavy_a.cgf",
- fileModel="Objects/characters/story_characters/valerie/valeri.cgf",
- bPlaying=0,
- bAlwaysUpdate=0,
- attachmet1={
- boneName="weapon_bone",
- fileObject="Objects/Weapons/M4/M4_bind.cgf",
- },
- attachmet2={
- boneName="",
- fileObject="",
- },
- attachmet3={
- boneName="",
- fileObject="",
- },
- attachmet4={
- boneName="",
- fileObject="",
- },
- -- boneName="weapon_bone",
- -- fileAttachment="",
-
- },
- };
-
- function AnimObject:Event_StartAnimation(sender)
- self:StartAnimation(0,self.Properties.Animation);
- end
-
- function AnimObject:Event_StopAnimtion(sender)
- self:ResetAnimation(0);
- end
-
-
- function AnimObject:OnReset()
- if (self.Properties.fileModel ~= "") then
- self:LoadCharacter(self.Properties.fileModel,0);
- end
-
- --for idx,piece in self.pieces do
-
- -- Draw object loaded in slot 0 in normal mode
- ---- self:DrawObject(0, 1);
- if(self.Properties.attachmet1.fileObject ~= "") then
- self:LoadObject( self.Properties.attachmet1.fileObject, 0, 1);
- -- self:DrawObject(0, 0);
- self:AttachObjectToBone( 0, self.Properties.attachmet1.boneName );
- end
- if(self.Properties.attachmet2.fileObject ~= "") then
- self:LoadObject( self.Properties.attachmet2.fileObject, 1, 1);
- self:AttachObjectToBone( 1, self.Properties.attachmet2.boneName );
- -- self:DrawObject(1, 1);
- end
- if(self.Properties.attachmet3.fileObject ~= "") then
- self:LoadObject( self.Properties.attachmet3.fileObject, 2, 1);
- self:AttachObjectToBone( 2, self.Properties.attachmet3.boneName );
- end
- if(self.Properties.attachmet4.fileObject ~= "") then
- self:LoadObject( self.Properties.attachmet4.fileObject, 3, 1);
- self:AttachObjectToBone( 3, self.Properties.attachmet4.boneName );
- end
-
-
- -- Physicalize the object and give it an initial velocity to clear player properly
- if (self.Properties.bPlaying == 1) then
- self:StartAnimation(0,self.Properties.Animation);
- end
-
- if (self.Properties.bAlwaysUpdate == 1) then
- self:EnableUpdate(1);
- self:SetUpdateType( eUT_Unconditional );
- else
- self:EnableUpdate(0);
- self:SetUpdateType( eUT_Visible );
- end
- end
-
- function AnimObject:Event_HideAttached(sender)
- self:DetachObjectToBone( self.Properties.attachmet1.boneName );
- -- self:DrawObject(0, 0);
- -- self:DrawObject(1, 0);
- -- self:DrawCharacter(0, 0);
- -- self:DrawCharacter(1, 0);
-
- end
-
- function AnimObject:Event_ShowAttached(sender)
- self:AttachObjectToBone( 0, self.Properties.attachmet1.boneName );
- -- self:DrawObject(0, 1);
- -- self:DrawObject(0, 0);
- end
-
-
- function AnimObject:OnPropertyChange()
- self:OnReset();
- end
-
- function AnimObject:OnInit()
- self:OnReset();
- end
-
- function AnimObject:OnShutDown()
- end
-
- function AnimObject:OnSave(stm)
- end
-
- function AnimObject:OnLoad(stm)
- end