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rendering/game: make player model semi-transparent in ghost form
Add GhostStateCallback to GameHandler, fired when PLAYER_FLAGS_GHOST transitions on or off in UPDATE_OBJECT / login detection. Add setInstanceOpacity() to CharacterRenderer to directly set opacity without disturbing fade-in state. Application wires the callback to set opacity 0.5 on ghost entry and 1.0 on resurrect.
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5 changed files with 28 additions and 0 deletions
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@ -624,6 +624,10 @@ public:
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using StandStateCallback = std::function<void(uint8_t standState)>;
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void setStandStateCallback(StandStateCallback cb) { standStateCallback_ = std::move(cb); }
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// Ghost state callback — fired when player enters or leaves ghost (spirit) form
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using GhostStateCallback = std::function<void(bool isGhost)>;
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void setGhostStateCallback(GhostStateCallback cb) { ghostStateCallback_ = std::move(cb); }
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// Melee swing callback (for driving animation/SFX)
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using MeleeSwingCallback = std::function<void()>;
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void setMeleeSwingCallback(MeleeSwingCallback cb) { meleeSwingCallback_ = std::move(cb); }
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@ -2256,6 +2260,7 @@ private:
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NpcAggroCallback npcAggroCallback_;
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NpcRespawnCallback npcRespawnCallback_;
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StandStateCallback standStateCallback_;
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GhostStateCallback ghostStateCallback_;
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MeleeSwingCallback meleeSwingCallback_;
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SpellCastAnimCallback spellCastAnimCallback_;
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NpcSwingCallback npcSwingCallback_;
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@ -78,6 +78,7 @@ public:
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void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
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void moveInstanceTo(uint32_t instanceId, const glm::vec3& destination, float durationSeconds);
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void startFadeIn(uint32_t instanceId, float durationSeconds);
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void setInstanceOpacity(uint32_t instanceId, float opacity);
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const pipeline::M2Model* getModelData(uint32_t modelId) const;
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void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
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void setGroupTextureOverride(uint32_t instanceId, uint16_t geosetGroup, VkTexture* texture);
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