ClearAnimEvents entity[,sequence]
Parameters
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entity - handle of an animated entity sequence (optional) - sequence to clear, or -1 for all of them; -1 (default) |
Description
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Removes animation events from an entity, along with any that are still waiting to be read. Pass a sequence number to strip the events from that one move - handy when you rebuild a footstep pattern after changing a walk cycle. Leave the parameter off, or pass -1, and every event definition on the entity goes, together with the whole pending queue. The queue matters as much as the definitions. If a character dies mid-stride you probably do not want the footstep that was already queued to play a moment later; clearing the events throws away anything that has fired but not yet been polled. It is also worth doing when you recycle an entity from a pool, so events set up for its previous life do not leak into the next one. Passing a sequence number that does not exist raises an error. See also: AddAnimEvent, PollAnimEvent, PendingAnimEvents, Animate. |
Example
; ClearAnimEvents Example ; ----------------------- Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,0,2,-6 RotateEntity camera,12,0,0 light=CreateLight() RotateEntity light,45,45,0 ; A grassy paddock for the fox to roam ground=CreatePlane() EntityTexture ground,LoadTexture("media/MossyGround.BMP") ; Load the rigged fox; it has the named clips "Survey", "Walk" and "Run" fox=LoadAnimMesh("../../../samples/glTF/assets/Fox/Fox.glb") If fox=0 Then RuntimeError "Could not load Fox.glb: "+ModelLoadError() ; Shrink the fox to game scale (the file is modelled about 100 units tall) FitMesh fox,-0.8,0,-0.8,1.6,1.6,1.6,True ; Place footstep events on the walk cycle for UpdateWorld to queue walk=FindAnimSeq(fox,"Walk") AddAnimEvent fox,walk,10,"left footstep" AddAnimEvent fox,walk,30,"right footstep" CrossFadeAnim fox,walk,0,1 events_on=True last_event$="none yet" total=0 While Not KeyDown(1) ; Space toggles the footstep events on and off. ClearAnimEvents removes ; both the event definitions and anything still waiting in the queue. If KeyHit(57) events_on=1-events_on If events_on AddAnimEvent fox,walk,10,"left footstep" AddAnimEvent fox,walk,30,"right footstep" Else ClearAnimEvents fox,walk EndIf EndIf UpdateWorld ; Poll whatever UpdateWorld queued this frame Repeat event$=PollAnimEvent(fox) If event$<>"" Then last_event$=event$ : total=total+1 Until event$="" ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Text 0,0,"Space: toggle events Arrows: camera Esc: exit" If events_on Then Text 0,20,"Footstep events active (Space calls ClearAnimEvents)" Else Text 0,20,"ClearAnimEvents removed the events - no more footsteps" Text 0,40,"Last event: "+last_event$+" total polled: "+total Flip Wend End
Index