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


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