added final animations and json to the resource

This commit is contained in:
Angus Antley 2019-04-25 19:14:31 -07:00
parent 27ed468946
commit 395a4cc9c4
4 changed files with 11 additions and 11 deletions

View file

@ -990,7 +990,7 @@
"data": {
"currentState": "masterIdle",
"triggerTimeMin": 10.0,
"triggerTimeMax": 40.0,
"triggerTimeMax": 60.0,
"transitionVar": "timeToFidget",
"states": [
{
@ -1032,7 +1032,7 @@
"currentState": "masterIdle1",
"triggerRandomSwitch": "masterIdleSwitch",
"randomSwitchTimeMin": 10.0,
"randomSwitchTimeMax": 40.0,
"randomSwitchTimeMax": 60.0,
"states": [
{
"id": "masterIdle1",
@ -1079,7 +1079,7 @@
"data": {
"url": "qrc:///avatar/animations/idleWS_all.fbx",
"startFrame": 1.0,
"endFrame": 1313.0,
"endFrame": 1620.0,
"timeScale": 1.0,
"loopFlag": true
},
@ -1237,9 +1237,9 @@
"id": "movement4",
"type": "clip",
"data": {
"url": "qrc:///avatar/animations/idleWS.fbx",
"url": "qrc:///avatar/animations/idleWS_all.fbx",
"startFrame": 1,
"endFrame": 1314,
"endFrame": 1620,
"timeScale": 1.0,
"loopFlag": false
},
@ -1273,9 +1273,9 @@
"id": "movement7",
"type": "clip",
"data": {
"url": "qrc:///avatar/animations/idleWS.fbx",
"url": "qrc:///avatar/animations/idleWS_all.fbx",
"startFrame": 1,
"endFrame": 1314,
"endFrame": 1620,
"timeScale": 1.0,
"loopFlag": false
},
@ -1301,7 +1301,7 @@
"data": {
"currentState": "transitionToAltIdle1",
"triggerTimeMin": 10.0,
"triggerTimeMax": 40.0,
"triggerTimeMax": 60.0,
"transitionVar": "finishAltIdle2",
"states": [
{

View file

@ -26,6 +26,7 @@ const AnimPoseVec& AnimRandomSwitch::evaluate(const AnimVariantMap& animVars, co
AnimRandomSwitch::RandomSwitchState::Pointer desiredState = _currentState;
if (abs(_randomSwitchEvaluationCount - context.getEvaluationCount()) > 1 || animVars.lookup(_triggerRandomSwitchVar, false)) {
// get a random number and decide which motion to choose.
bool currentStateHasPriority = false;
float dice = randFloatInRange(0.0f, 1.0f);
@ -35,10 +36,9 @@ const AnimPoseVec& AnimRandomSwitch::evaluate(const AnimVariantMap& animVars, co
float upperBound = lowerBound + (randState->getPriority() / _totalPriorities);
if ((dice > lowerBound) && (dice < upperBound)) {
desiredState = randState;
break;
} else {
lowerBound = upperBound;
}
lowerBound = upperBound;
// this indicates if the curent state is one that can be selected randomly, or is one that was transitioned to by the random duration timer.
currentStateHasPriority = currentStateHasPriority || (_currentState == randState);
}