Merge pull request 'Skip wound animation. add chanel logic to active it agaist.' (#356) from fixbug/fix-animation-stop-unexpectedly into develop

Reviewed-on: https://git.pthub.vn/Unity/perfect-world-unity/pulls/356
This commit is contained in:
namth
2026-04-17 08:44:29 +00:00
2 changed files with 6 additions and 6 deletions
@@ -1429,8 +1429,8 @@ namespace BrewMonster
{
PLAYER_ACTION elseAction = m_PlayerActions[iAction];
m_pActionController.PlayWoundActionWithName(ByteToStringUtils.ByteArrayToCP936String(action.data.action_name));
m_pActionController.PlayWoundActionWithName(ByteToStringUtils.ByteArrayToUTF8String(action.data.action_name));
return true;
// if (m_pPetModel != null)
// {
// A3DSkinModel pSkinModel = m_pPetModel.GetA3DSkinModel();
@@ -420,11 +420,11 @@ namespace BrewMonster
return check;
}
public override bool PlayWoundActionWithName(string szActName){
//A3DSkinModel not implemented in C#
return false;
// //LOG_DEBUG_INFO(AString().Format("PlayWoundActionWithName:%s", szActName));
// TOdo; add channel support for animation
// return GetModel()
// && GetModel()->GetA3DSkinModel()->PlayActionByName(szActName, CECModel::ACTCHA_WOUND, 1, 0, false);
// && GetModel().PlayActionByName(szActName, (int)ActionChannel.ACTCHA_WOUND, 1, 0, false);
return true;
// //LOG_DEBUG_INFO(AString().Format("PlayWoundActionWithName:%s", szActName));
}
public override void ClearComActFlagAllRankNodes(bool bSignalCurrent){
if (GetModel()!=null){