mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
148 lines
4.1 KiB
C++
148 lines
4.1 KiB
C++
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228
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%{
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#include "Entities/StdH/StdH.h"
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#include <Entities/AnimationChanger.h>
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%}
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class CAnimationHub : CRationalEntity {
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name "AnimationHub";
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thumbnail "Thumbnails\\AnimationHub.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 CTString m_strName "Name" 'N' = "Animation hub",
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2 CTString m_strDescription = "",
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3 FLOAT m_tmDelayEach "Delay each" 'D' = 0.0f,
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10 CEntityPointer m_penTarget0 "Target0" 'T' COLOR(C_GREEN|0xFF),
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11 CEntityPointer m_penTarget1 "Target1" COLOR(C_GREEN|0xFF),
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12 CEntityPointer m_penTarget2 "Target2" COLOR(C_GREEN|0xFF),
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13 CEntityPointer m_penTarget3 "Target3" COLOR(C_GREEN|0xFF),
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14 CEntityPointer m_penTarget4 "Target4" COLOR(C_GREEN|0xFF),
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15 CEntityPointer m_penTarget5 "Target5" COLOR(C_GREEN|0xFF),
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16 CEntityPointer m_penTarget6 "Target6" COLOR(C_GREEN|0xFF),
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17 CEntityPointer m_penTarget7 "Target7" COLOR(C_GREEN|0xFF),
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18 CEntityPointer m_penTarget8 "Target8" COLOR(C_GREEN|0xFF),
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19 CEntityPointer m_penTarget9 "Target9" COLOR(C_GREEN|0xFF),
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20 FLOAT m_tmDelay0 "Delay0" = 0.0f,
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21 FLOAT m_tmDelay1 "Delay1" = 0.0f,
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22 FLOAT m_tmDelay2 "Delay2" = 0.0f,
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23 FLOAT m_tmDelay3 "Delay3" = 0.0f,
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24 FLOAT m_tmDelay4 "Delay4" = 0.0f,
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25 FLOAT m_tmDelay5 "Delay5" = 0.0f,
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26 FLOAT m_tmDelay6 "Delay6" = 0.0f,
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27 FLOAT m_tmDelay7 "Delay7" = 0.0f,
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28 FLOAT m_tmDelay8 "Delay8" = 0.0f,
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29 FLOAT m_tmDelay9 "Delay9" = 0.0f,
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100 INDEX m_iModelAnim = 0,
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101 BOOL m_bModelLoop = 0,
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102 INDEX m_iTextureAnim = 0,
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103 BOOL m_bTextureLoop = 0,
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104 INDEX m_iLightAnim = 0,
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105 BOOL m_bLightLoop = 0,
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106 COLOR m_colAmbient = 0,
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107 COLOR m_colDiffuse = 0,
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110 INDEX m_iCounter = 0,
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components:
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1 model MODEL_HUB "Models\\Editor\\AnimationHub.mdl",
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2 texture TEXTURE_HUB "Models\\Editor\\AnimationHub.tex"
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functions:
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const CTString &GetDescription(void) const {
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((CTString&)m_strDescription).PrintF("-><none>");
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if (m_penTarget0!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s...",(const char *) m_penTarget0->GetName());
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}
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return m_strDescription;
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}
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procedures:
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RelayEvents()
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{
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// for each target
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m_iCounter=0;
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while(m_iCounter<10) {
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// get delay
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FLOAT fDelay = m_tmDelayEach + (&m_tmDelay0)[m_iCounter];
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// if has delay
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if (fDelay>0) {
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// wait
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autowait(fDelay);
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}
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// get the target
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CEntity *penTarget = (&m_penTarget0)[m_iCounter];
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// if no more targets
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if (penTarget==NULL) {
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// stop
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jump WaitChange();
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}
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// sent event to it
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EChangeAnim eca;
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eca.iModelAnim = m_iModelAnim ;
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eca.bModelLoop = m_bModelLoop ;
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eca.iTextureAnim = m_iTextureAnim;
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eca.bTextureLoop = m_bTextureLoop;
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eca.iLightAnim = m_iLightAnim ;
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eca.bLightLoop = m_bLightLoop ;
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eca.colAmbient = m_colAmbient ;
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eca.colDiffuse = m_colDiffuse ;
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penTarget->SendEvent(eca);
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m_iCounter++;
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}
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jump WaitChange();
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}
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WaitChange()
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{
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// wait forever
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while(TRUE) {
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wait() {
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on (EChangeAnim eca) : {
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m_iModelAnim = eca.iModelAnim ;
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m_bModelLoop = eca.bModelLoop ;
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m_iTextureAnim = eca.iTextureAnim;
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m_bTextureLoop = eca.bTextureLoop;
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m_iLightAnim = eca.iLightAnim ;
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m_bLightLoop = eca.bLightLoop ;
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m_colAmbient = eca.colAmbient ;
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m_colDiffuse = eca.colDiffuse ;
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jump RelayEvents();
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}
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}
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}
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}
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Main()
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{
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_HUB);
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SetModelMainTexture(TEXTURE_HUB);
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// check target types
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for (INDEX i=0; i<10; i++) {
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CEntityPointer &penTarget = (&m_penTarget0)[i];
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if (penTarget!=NULL &&
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!IsOfClass(penTarget, "ModelHolder2") &&
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!IsOfClass(penTarget, "Light")) {
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WarningMessage("All targets must be ModelHolder2 or Light!");
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penTarget=NULL;
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}
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}
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jump WaitChange();
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}
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};
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