Code: Select all
struct Animations
{
var array<BitMap> Stand;
var array<BitMap> Walk;
var array<BitMap> Jump;
var array<BitMap> Run;
};
var private array<Animations> Sprites;
Here is an idea for how to do this, is this going the right way?
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function DetermineActor(actor Target, out string targStr)
{
if(Target == class<DummyAnimActor>) {targStr = string(Target);}
else if(Target == class<RPG_PlatformPawn>) {targStr = string(Target);}
[SANITY CHECKS ETC. GO HERE]
return targStr;
}
If I do this, the problem becomes typecasting back into a class and being able to do something like
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classTitle.Sprite[i].Walk[i]
I'm working on a parser that goes through .int files to assign textures to these arrays for the directional sprite thing. I have most of that written, but this is the last piece before I can test it.