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-- -----------------------------------------------------------------
-- View update
-- -----------------------------------------------------------------
local function animateFish(model)
if model:isAlive() then
local action = model:getAction()
if "move_up" == action then
model:runAnim("vertical_up")
elseif "move_down" == action then
model:runAnim("vertical_down")
elseif "move_left" == action or "move_right" == action then
model:runAnim("swam")
elseif "turn" == action then
model:runAnim("turn")
elseif "activate" == action then
model:setAnim("turn", 0)
elseif "busy" == action then
model:setAnim("turn", 0)
else
--NOTE: for talking see animateHead() bellow
model:runAnim("rest")
end
else
model:runAnim("skeleton")
end
end
-- -----------------------------------------------------------------
local function animateHead(model)
if model:isAlive() then
local state = model:getState()
if "talking" == state or model_isTalking(TALK_INDEX_BOTH) then
if not model.talk_phase then
model.talk_phase = random(3)
elseif math.mod(game_getCycles(), 2) == 0 then
model.talk_phase = math.mod(
model.talk_phase + randint(1, 2), 3)
end
else
model.talk_phase = false
end
local action = model:getAction()
if "busy" == action then
if model.talk_phase then
model:setAnim("talk", model.talk_phase)
else
model:setAnim("turn", 0)
end
else
if "talking" == state or model_isTalking(TALK_INDEX_BOTH) then
model:useSpecialAnim("head_talking", model.talk_phase)
elseif "pushing" == state then
model:useSpecialAnim("head_pushing", 0)
elseif random(100) < 6 then
model:useSpecialAnim("head_blink", 0)
end
end
end
end
-- -----------------------------------------------------------------
function animateUnits()
for index, unit in pairs(getUnitTable()) do
animateFish(unit)
animateHead(unit)
end
end
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