bugfix for animation progress
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4af65d1e19
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4daef05777
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@ -2043,13 +2043,28 @@ bool Unit::update() {
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}
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}
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if(getAnimProgressAsFloat() < targetProgress) {
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if(getAnimProgressAsFloat() < targetProgress) {
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float diff = targetProgress - getAnimProgressAsFloat();
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float diff = targetProgress - getAnimProgressAsFloat();
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this->animProgress = this->animProgress + static_cast<int>(diff * 100.f) / (GameConstants::updateFps);
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int progressIncrease = this->animProgress + static_cast<int>(diff * 100.f) / (GameConstants::updateFps);
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// Ensure we increment at least a value of 1 of the action will be stuck infinitely
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if(diff > 0 && GameConstants::updateFps > 0 && progressIncrease == 0) {
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progressIncrease = 1;
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}
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this->animProgress = progressIncrease;
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}
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}
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}
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}
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else {
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else {
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int speedDenominator = speedDivider *
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int speedDenominator = speedDivider *
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game->getWorld()->getUpdateFps(this->getFactionIndex());
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game->getWorld()->getUpdateFps(this->getFactionIndex());
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this->animProgress += (currSkill->getAnimSpeed() * heightFactor) / speedDenominator;
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int progressIncrease = (currSkill->getAnimSpeed() * heightFactor) / speedDenominator;
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// Ensure we increment at least a value of 1 of the action will be stuck infinitely
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if(currSkill->getAnimSpeed() > 0 && heightFactor > 0 && progressIncrease == 0) {
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progressIncrease = 1;
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}
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this->animProgress += progressIncrease;
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//this->animProgress += (currSkill->getAnimSpeed() * heightFactor) / speedDenominator;
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//if(currSkill->getClass() == scDie) {
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// printf("Unit died progress: %d anim: %d\n",progress,this->animProgress);
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//}
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}
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}
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//update target
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//update target
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updateTarget();
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updateTarget();
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