Clean up
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16d250a51d
commit
519d780b3c
9 files changed
+25
-126
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-27
@@ -127,15 +127,7 @@ void Character::setTexture(std::shared_ptr<ZL::Texture> texture)
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void Character::setTexture(const std::string& meshName, std::shared_ptr<Texture> tex) {
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meshTextures[meshName] = std::move(tex);
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}
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/*
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void Character::setTexture(std::shared_ptr<Texture> tex) {
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for (auto& animEntry : animations) {
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for (const auto& name : animEntry.second.model.meshNamesOrdered) {
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meshTextures[name] = tex;
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}
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}
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}
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*/
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AnimationState Character::resolveActiveState() const {
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if (animations.count(currentState)) return currentState;
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@@ -174,14 +166,6 @@ void Character::update(int64_t deltaMs) {
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deltaMs = static_cast<int64_t>(static_cast<float>(deltaMs) * speedMultiplier);
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}
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//weaponInitialRotation = Eigen::AngleAxisf(x/180.0, Eigen::Vector3f::UnitZ()).toRotationMatrix();
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//weaponInitialRotation = Eigen::AngleAxisf(-M_PI*0.5, Eigen::Vector3f::UnitZ()).toRotationMatrix();
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//weaponInitialPosition = Eigen::Vector3f(0, 0.09, 0.016);
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/*if (deltaMs > 200)
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{
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deltaMs = 200;
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}*/
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Eigen::Vector3f activeTarget;
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Eigen::Vector3f lookTarget;
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@@ -373,14 +357,8 @@ void Character::update(int64_t deltaMs) {
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resetAnim = false;
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anim.currentFrame = 0;
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}
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//19
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int prevFrame = anim.currentFrame;
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anim.currentFrame += static_cast<float>(deltaMs) / 24.f;
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/*
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if (npcId == "ghost_01x")
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{
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std::cout << "Current animation frame: " << anim.currentFrame << " / " << anim.totalFrames << " -- " << anim.lastFrame << std::endl;
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}*/
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if (static_cast<int>(anim.currentFrame) >= 20 && currentState == AnimationState::STAND_TO_ACTION)
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{
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@@ -436,25 +414,21 @@ void Character::update(int64_t deltaMs) {
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if (currentState == AnimationState::STAND_TO_ACTION)
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{
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currentState = AnimationState::ACTION_IDLE;
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//resetAnim = true;
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}
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if (currentState == AnimationState::ACTION_TO_STAND)
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{
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currentState = AnimationState::STAND;
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//resetAnim = true;
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}
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if (currentState == AnimationState::ACTION_ATTACK)
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{
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currentState = AnimationState::ACTION_IDLE;
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//resetAnim = true;
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attack = 0;
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}
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if (currentState == AnimationState::ACTION_TO_DEATH)
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{
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currentState = AnimationState::DEATH_IDLE;
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//resetAnim = true;
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}
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}
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