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
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@@ -1429,8 +1429,8 @@ namespace BrewMonster
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{
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PLAYER_ACTION elseAction = m_PlayerActions[iAction];
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m_pActionController.PlayWoundActionWithName(ByteToStringUtils.ByteArrayToCP936String(action.data.action_name));
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m_pActionController.PlayWoundActionWithName(ByteToStringUtils.ByteArrayToUTF8String(action.data.action_name));
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return true;
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// if (m_pPetModel != null)
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// {
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// A3DSkinModel pSkinModel = m_pPetModel.GetA3DSkinModel();
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@@ -420,11 +420,11 @@ namespace BrewMonster
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return check;
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}
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public override bool PlayWoundActionWithName(string szActName){
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//A3DSkinModel not implemented in C#
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return false;
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// //LOG_DEBUG_INFO(AString().Format("PlayWoundActionWithName:%s", szActName));
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// TOdo; add channel support for animation
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// return GetModel()
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// && GetModel()->GetA3DSkinModel()->PlayActionByName(szActName, CECModel::ACTCHA_WOUND, 1, 0, false);
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// && GetModel().PlayActionByName(szActName, (int)ActionChannel.ACTCHA_WOUND, 1, 0, false);
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return true;
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// //LOG_DEBUG_INFO(AString().Format("PlayWoundActionWithName:%s", szActName));
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}
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public override void ClearComActFlagAllRankNodes(bool bSignalCurrent){
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if (GetModel()!=null){
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