AnimElemTime/ja
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Trigger: AnimElemTime
Gets the animation-time elapsed since the start of a specified element of the current animation action. Useful for synchronizing events to elements of an animation action. (reminder: first element of an action is element 1, not 0)
- Format:
- AnimElemTime(exprn)
- Arguments:
- exprn
- Expression that evaluates to the element number to check (int).
- Return type:
- int
- Error conditions:
- Returns SFalse if exprn evaluates to SFalse, or if exprn evaluates to an element number that is not valid for the current action.
- Notes:
- AnimElemTime will not trigger on the first game-tick of the second or later loop of an animation with a finite looptime. For example, "AnimElemTime(1) = 0" will trigger the first tick a player changes to an animation, but will not trigger on the tick that it loops. You may get it to trigger each time using "AnimElemTime(1) = 0 || AnimTime = 0".
Examples:
trigger1 = AnimElemTime(2) = 0
True on the first game-tick that the player's animation
is on element 2. Is equivalent to saying:
trigger1 = AnimElem = 2
trigger1 = AnimElemTime(2) = 4
True 4 game-ticks after the start of the player's
second animation element.
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
True for the whole of the second element of the player's
animation, assuming there is a third element. If a
third element does not exist, the second line will evaluate
to SFalse and hence trigger1 will never trigger. In this case,
the second line should read,
trigger1 = AnimTime <= 0