Ok, I made the code as small as possible and focused on procedure RunAllAnimation. to contain a copy of Names: array of String. ![]() The only thing you have to do is initialize AnimList to be implementation should be similar to RunAllAnimations, but you have to initialize new AnimList with the contents of Names It should take, as arguments, the Scene, and the list of animation names, and look like procedure xxx.RunAnimationSequence(const Scene: TCastleSceneCore const Names: array of String) ![]() Once you got it, the next step is to change RunAllAnimations into something like RunAnimationSequence. I emphasize: make sure it works, and play with this code so you understand what it does. Code from the outside should only call RunAllAnimations. Code from the outside should not call RunNextAnimation, this doesn’t make sense – RunNextAnimation is just a helper method, we need it as a the Params.StopNotification callback. Please first make sure it works – that you have a working RunAllAnimations, in a simple test application. The first step was to make RunAllAnimations running, so that my example from Play all animations in sequence - #8 by michalis works. Can you please help me with the code? I got my game animation stuff almost complete except playing sequences of animations. I just need to play the sequence of the 4 animation names that are in the sprite xml screen.
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