added sword and sword animation

stable-5.2
Richard Gerum 2010-01-23 16:20:22 +01:00
parent 3b7344dbf7
commit 19626dc16a
13 changed files with 138455 additions and 33756 deletions

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[DefCore]
id=SWOR
Version=4,9,5
Category=C4D_Object|C4D_SelectMaterial|C4D_SelectKnowledge|C4D_SelectHomebase
MaxUserSelect=5
Value=16
Mass=20
Width=5
Height=16
Offset=-2,-8
Vertices=2
VertexX=0,0
VertexY=-7,7
VertexFriction=50,50
Picture=10,10,54,54
Components=WOOD=1;METL=1;
Rebuy=1
Collectible=1
Rotate=1

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Die Nahkampfwaffe der Wahl eines jeden Ritters.

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The standart close combat weapon for every knight.

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</boneassignments>
</submesh>
</submeshes>
<skeletonlink name="Sword.skeleton"/>
</mesh>

View File

@ -0,0 +1,21 @@
material Sword
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.702745 0.702745 0.702745 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture Sword.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}

View File

@ -0,0 +1,110 @@
/*-- Sword --*/
private func Hit()
{
Sound("WoodHit"); //TODO Some metal sond
}
local fDrawn;
local fAttack;
local iAnimStrike;
static const SWOR_StrikeTime = 35;
public func ControlUse(object clonk, int x, int y)
{
if(fDrawn && !fAttack)
{
Message("!Attack!", this);
fAttack = 1;
// if(iAnimStrike) clonk->StopAnimation(iAnimStrike);
iAnimStrike = clonk->PlayAnimation("StrikeArms", 10, Anim_Linear(0, 0, clonk->GetAnimationLength("StrikeArms"), SWOR_StrikeTime, ANIM_Remove), Anim_Const(1000));
ScheduleCall(this, "DoStrike", 15*SWOR_StrikeTime/20, 1, clonk); // Do Damage at animation frame 15 of 20
ScheduleCall(this, "StrikeEnd", SWOR_StrikeTime, 1, clonk);
}
else if(clonk->GetAction() == "Walk" && !fAttack)
{
DrawSword(0);
Message("Draw!", this);
}
return true;
}
public func DoStrike(clonk)
{
if(!fAttack) return;
clonk->CreateParticle("Blast", 20*(-1+2*clonk->GetDir()), 0, 0, 0, 20);
// TODO Make Damage!
}
public func StrikeEnd(clonk)
{
clonk->StopAnimation(iAnimStrike);
fAttack = 0;
}
public func DrawSword(fUndraw)
{
if(fDrawn != fUndraw) return 0;
if(fDrawn) RemoveEffect("IntSword", Contained());
else AddEffect("IntSword", Contained(), 1, 1, this);
return 1;
}
func FxIntSwordStart(pTarget, iNumber, fTmp)
{
if(fTmp) return;
if(itemmesh > 0) pTarget->DetachMesh(itemmesh);
itemmesh = pTarget->AttachMesh(GetID(), "pos_hand1", "Main", 130);
// pTarget->SetPhysical("Walk", 20000, 2);
fDrawn = 1;
fAttack = 0;
}
func FxIntSwordTimer(pTarget, iNumber, iTime)
{
if(pTarget->GetAction() != "Walk" && pTarget->GetAction() != "Jump") return -1;
}
func FxIntSwordStop(pTarget, iNumber, iReason, fTmp)
{
if(fTmp) return;
if(itemmesh > 0) pTarget->DetachMesh(itemmesh);
itemmesh = pTarget->AttachMesh(GetID(), "pos_back", "Main", 130);
if(fAttack) StrikeEnd(pTarget);
fDrawn = 0;
}
local itemmesh;
public func Entrance(pTarget)
{
fDrawn = 0;
itemmesh = pTarget->AttachMesh(GetID(), "pos_back", "Main", 130);
}
public func Departure()
{
// if the item had a holdmode detach mesh
if(itemmesh > 0) DetachMesh(itemmesh);
}
public func Selection(pTarget, fSecond)
{
// if(second) return;
}
public func Deselection(pTarget, fSecond)
{
DrawSword(1);
}
public func IsTool() { return 1; }
public func IsToolProduct() { return 1; }
func Definition(def) {
SetProperty("Collectible", 1, def);
SetProperty("Name", "$Name$", def);
}

View File

@ -0,0 +1 @@
Name=Schwert

View File

@ -0,0 +1 @@
Name=Sword

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

View File

@ -0,0 +1,169 @@
<skeleton>
<bones>
<bone id="0" name="Main">
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<rotation angle="1.570796">
<axis x="1.000000" y="0.000000" z="0.000000"/>
</rotation>
</bone>
</bones>
<bonehierarchy>
</bonehierarchy>
<animations>
<animation name="Action" length="0.800000">
<tracks>
<track bone="Main">
<keyframes>
<keyframe time="0.000000">
<translate x="0.000000" y="0.000000" z="0.000000"/>
<rotate angle="0.259506">
<axis x="-0.000000" y="0.000000" z="-1.000000"/>
</rotate>
<scale x="1.000000" y="1.000000" z="1.000000"/>
</keyframe>
<keyframe time="0.040000">
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</rotate>
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</keyframe>
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</rotate>
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</keyframe>
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</track>
</tracks>
</animation>
</animations>
</skeleton>

View File

@ -1319,8 +1319,8 @@ StdMeshInstance::AnimationNode* StdMeshInstance::PlayAnimation(const StdMeshAnim
break;*/
Number2 = Number1 + 1;
if(Number1 == AnimationNodes.size()) AnimationNodes.push_back(NULL);
if(sibling && Number2 == AnimationNodes.size()) AnimationNodes.push_back(NULL);
if(Number1 == AnimationNodes.size()) AnimationNodes.push_back( (StdMeshInstance::AnimationNode*) NULL);
if(sibling && Number2 == AnimationNodes.size()) AnimationNodes.push_back( (StdMeshInstance::AnimationNode*) NULL);
AnimationNode* child = new AnimationNode(&animation, position);
AnimationNodes[Number1] = child;