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https://github.com/TorqueGameEngines/Torque3D.git
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adds the name of the sequence just completed for simple FSMs and the like. example usage:
function shapeBaseData::onEndSequence(%this, %obj, %slot, %name)
{
%script = "on" @ %name;
if(%this.isMethod(%script))
%this.call(%script, %obj);
}
function fooData::onDeploy(%this,%obj)
{
error("fooData::onDeploy" SPC %this SPC %obj);
}
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@ -114,11 +114,12 @@ IMPLEMENT_CALLBACK( ShapeBaseData, onTrigger, void, ( ShapeBase* obj, S32 index,
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"@param index Index of the trigger that changed\n"
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"@param state New state of the trigger\n" );
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IMPLEMENT_CALLBACK( ShapeBaseData, onEndSequence, void, ( ShapeBase* obj, S32 slot ), ( obj, slot ),
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IMPLEMENT_CALLBACK(ShapeBaseData, onEndSequence, void, (ShapeBase* obj, S32 slot, const String &name), (obj, slot, name),
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"@brief Called when a thread playing a non-cyclic sequence reaches the end of the "
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"sequence.\n\n"
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"@param obj The ShapeBase object\n"
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"@param slot Thread slot that finished playing\n" );
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"@param slot Thread slot that finished playing\n"
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"@param name Thread name that finished playing\n");
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IMPLEMENT_CALLBACK( ShapeBaseData, onForceUncloak, void, ( ShapeBase* obj, const char* reason ), ( obj, reason ),
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"@brief Called when the object is forced to uncloak.\n\n"
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@ -2352,7 +2353,7 @@ void ShapeBase::advanceThreads(F32 dt)
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st.atEnd = true;
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updateThread(st);
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if (!isGhost()) {
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mDataBlock->onEndSequence_callback( this, i );
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mDataBlock->onEndSequence_callback(this, i, this->getThreadSequenceName(i));
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}
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}
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@ -648,7 +648,7 @@ public:
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DECLARE_CALLBACK( void, onCollision, ( ShapeBase* obj, SceneObject* collObj, VectorF vec, F32 len ) );
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DECLARE_CALLBACK( void, onDamage, ( ShapeBase* obj, F32 delta ) );
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DECLARE_CALLBACK( void, onTrigger, ( ShapeBase* obj, S32 index, bool state ) );
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DECLARE_CALLBACK( void, onEndSequence, ( ShapeBase* obj, S32 slot ) );
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DECLARE_CALLBACK( void, onEndSequence, (ShapeBase* obj, S32 slot, const String &name));
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DECLARE_CALLBACK( void, onForceUncloak, ( ShapeBase* obj, const char* reason ) );
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/// @}
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};
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