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Import / projects / Gameloft / bne_lib / code / GameObjects / AnimationEvent.cpp
#include "AnimationEvent.h"

SERIALIZE_BASE_BEGIN(bne::AnimationPfxDesc)
SERIALIZEPTR(m_pEventObject, "Animation event object", "The animation event that triggers the PFX", "Event", RKSERIAL_TYPE_EVENTS);
SERIALIZE(m_attachmentBoneName, "Attachment Bone", "The name of the attachment hone", "Event", RKSERIAL_FLAG_NONE);
SERIALIZEPTR(m_pParticleEmitterType, "Particle Emitter", "The particle emitter for the event", "Event", RKSERIAL_TYPE_PARTICLE_EMITTER_TYPE);
SERIALIZE_END()

SERIALIZE_BASE_BEGIN(bne::AnimationObjectDesc)
SERIALIZEPTR(m_pEventObject, "Animation event object", "The animation event that triggers the object", "Event", RKSERIAL_TYPE_EVENTS);
SERIALIZE(m_attachmentBoneName, "Attachment Bone", "The name of the attachment hone", "Event", RKSERIAL_FLAG_NONE);
SERIALIZE(m_objectTemplateName, "Template Object", "The template object to show / hide for the animation event", "Event", RKSERIAL_FLAG_TEMPLATE);
SERIALIZE(m_objectAnimationName, "Animation", "Animation to play on triggered object", "Event", RKSERIAL_TYPE_ASSET_ANIMATION);
SERIALIZE(m_bShow, "Is Shown", "Should the object be shown (true) or hidden (false)?", "Event", RKSERIAL_FLAG_NONE);
SERIALIZE_END()

SERIALIZE_BASE_BEGIN(bne::AnimationSfxDesc)
SERIALIZEPTR(m_pEventObject, "Animation event object", "The animation event that triggers the SFX", "Event", RKSERIAL_TYPE_EVENTS);

// TODO: investigate why the RKSERIAL_TYPE_ASSET_SOUND flag does not work with this. N.B. it works for RKEventAudio.
SERIALIZE(m_sfxName, "Audio", "Audio to use for this event", "Event", RKSERIAL_FLAG_NONE);

SERIALIZE(m_fadeTime, "Fade Duration", "The duration of any fade in / out (in milliseconds)", "Event", RKSERIAL_FLAG_NONE);
SERIALIZE(m_bPlay, "Is Played", "Should the SFX should be started (true) or stopped (false)?", "Event", RKSERIAL_FLAG_NONE);
SERIALIZE_END()