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Get rid of "null" animation warnings.

These were coming from the initial setting of weapon, when there was no active animation yet (as behavior didn't get yet to select the animation state).
alteredq 14 år sedan
förälder
incheckning
5ce5e4c67c
1 ändrade filer med 6 tillägg och 3 borttagningar
  1. 6 3
      examples/js/MD2CharacterComplex.js

+ 6 - 3
examples/js/MD2CharacterComplex.js

@@ -248,9 +248,12 @@ THREE.MD2CharacterComplex = function () {
 			activeWeapon.visible = true;
 			activeWeapon.visible = true;
 			this.meshWeapon = activeWeapon;
 			this.meshWeapon = activeWeapon;
 
 
-			activeWeapon.playAnimation( this.activeAnimation );
-			this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
+			if ( this.activeAnimation ) {
 
 
+				activeWeapon.playAnimation( this.activeAnimation );
+				this.meshWeapon.setAnimationTime( this.activeAnimation, this.meshBody.getAnimationTime( this.activeAnimation ) );
+
+			}
 
 
 		}
 		}
 
 
@@ -258,7 +261,7 @@ THREE.MD2CharacterComplex = function () {
 
 
 	this.setAnimation = function ( animationName ) {
 	this.setAnimation = function ( animationName ) {
 
 
-		if ( animationName === this.activeAnimation ) return;
+		if ( animationName === this.activeAnimation || !animationName ) return;
 
 
 		if ( this.meshBody ) {
 		if ( this.meshBody ) {
 
 

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