提交 5ce5e4c6 编写于 作者: A alteredq

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).
上级 06fbed65
......@@ -248,9 +248,12 @@ THREE.MD2CharacterComplex = function () {
activeWeapon.visible = true;
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 ) {
if ( animationName === this.activeAnimation ) return;
if ( animationName === this.activeAnimation || !animationName ) return;
if ( this.meshBody ) {
......
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