Improved Docs, AnimationStepApplyMesh+Materials, some other minor tweaks
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@@ -7,7 +7,7 @@
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void World::tangible_clear_anim_queue_to_empty(int64_t id) {
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Tangible *t = tangible_get(id);
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assert(t != nullptr);
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AnimState state;
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AnimStepEditor state;
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t->anim_queue_.clear(state);
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t->update_plane_item();
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}
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@@ -16,7 +16,7 @@ void World::tangible_clear_anim_queue_to_empty(int64_t id) {
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void World::tangible_clear_plane_and_xyz(int64_t id, const eng::string &plane, const util::DXYZ &xyz) {
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Tangible *t = tangible_get(id);
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assert(t != nullptr);
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AnimState state;
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AnimStepEditor state;
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state.set_string("plane", plane);
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state.set_dxyz("xyz", xyz);
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state.set_persistent("plane");
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@@ -28,7 +28,7 @@ void World::tangible_clear_plane_and_xyz(int64_t id, const eng::string &plane, c
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void World::tangible_walkto(int64_t id, float x, float y) {
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Tangible *t = tangible_get(id);
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assert(t != nullptr);
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AnimState state = t->anim_queue_.get_final_persistent();
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AnimStepEditor state = t->anim_queue_.get_final_persistent();
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state.set_string("action", "walkto");
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state.set_dxyz("xyz", util::DXYZ(x,y,0.0));
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t->anim_queue_.add(state);
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@@ -71,7 +71,7 @@ eng::string World::tangibles_near_debug_string(int64_t actor, int64_t distance)
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LS.rawget(tanobj, tangibles, id);
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LS.tangetclass(classtab, tanobj);
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eng::string cname = LS.classname(classtab);
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AnimState state = tan->anim_queue_.get_final_persistent();
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AnimStepEditor state = tan->anim_queue_.get_final_persistent();
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result << id << " (" << cname << "): " << state.debug_string() << std::endl;
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}
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return result.str();
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