private void SetupAnimations()
{
// this is very important due to the nature of the exported animations
bodyEnt.Skeleton.BlendMode = SkeletalAnimBlendMode.Cumulative;
string[] animNames = new string[]
{
"IdleBase", "IdleTop", "RunBase", "RunTop", "HandsClosed", "HandsRelaxed", "DrawSwords",
"SliceVertical", "SliceHorizontal", "Dance", "JumpStart", "JumpLoop", "JumpEnd"
};
for ( int i = 0; i < NumAnims; i++ )
{
anims[ i ] = bodyEnt.GetAnimationState( animNames[ i ] );
anims[ i ].Loop = true;
fadingIn[ i ] = false;
fadingOut[ i ] = false;
}
// start off in the idle state (top and bottom together)
SetBaseAnimation( AnimationID.IdleBase );
SetTopAnimation( AnimationID.IdleTop );
// relax the hands since we're not holding anything
anims[ (int)AnimationID.HandsRelaxed ].IsEnabled = true;
swordsDrawn = false;
}