Game Development Reference
In-Depth Information
As promised, here is one of the overloads of the Animator::SwitchAnimation()
method:
Since we are potentially switching to a new animation, we need to change the texture of
the sprite to the texture of the new animation. However, since both animation and
m_CurrentAnimation can be nullptr , we have to check for that first. If anima-
tion is not nullptr , we can safely use the texture name to call our AssetManager
and ask for the texture's reference. In this case, even if the texture of the previous anima-
tion is the same as this one, the overhead of triggering a change will be minimal because
we are only dealing with references.
Next, we set the m_CurrentAnimation pointer to animation for later use and reset
the time. The animation parameter, being nullptr , is fine in this instance since it
just means that we do not want an animation to be playing at this time.
There is an overload of the Animator::SwitchAnimation(Animation*) func-
tion, which takes string instead of Animation* . This function is public and is used
to change animations based on their name, rather than direct pointers. Here is its imple-
mentation:
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