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haxe
2 years ago
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package arm; class ActionPlayer extends iron.Trait { function getAnim() { // Trait placed on mesh object //anim variable is set to the animation of the object that this script is on var anim = object.animation; // Trait placed on armature object - retrieve animation from child mesh // if the there is no animation (null) get the animation from the child 0 object. if (anim == null) anim = object.children[0].animation; //returs the anim variables value if the getAnim() function is used like: var anim = getAnim(); below return anim; } //new fuction dono why new public function new() { //dono super(); //this runs when the object is initialized (game starts) notifyOnInit(function() { //place the getAnim() return value into the anim variable var anim = getAnim(); //when the marker on the animation is reached execute function anim.notifyOnMarker("my_marker", function() { //print "Marker!" to the console trace("Marker!"); }); }); //declare the variable and give it a value. I'm doing this outside the update function so the variable is not redeclared and set over and over the gameloop var tooglePlayback = false; //this is executed while the game is running notifyOnUpdate(function() { // variable kb is set to keyboard input var kb = iron.system.Input.getKeyboard(); //place the getAnim() return value into the anim variable var anim = getAnim(); //if 1 key is started play idle animation if (kb.started("1")) anim.play("idle"); //if 2 key is started play run animation if (kb.started("2")) anim.play("run"); //if 3 key is started play slash animation and execute the onSlash function if (kb.started("3")) anim.play("slash", onSlash); //if space key is started set the tooglePlayback to the opposite of what it is right now if (kb.started("space")) { tooglePlayback = !tooglePlayback; //if the tooglePlayback is true pause the animation if (tooglePlayback) anim.pause(); //if togglePlayback is false resume the animation else anim.resume(); } }); } function onSlash() { trace("Slash animation played!"); } }
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