Now passing FlxAnimationStep into the blueprint
This commit is contained in:
@@ -136,28 +136,13 @@ void AIntegrationGameModeBase::UpdateTangibles() {
|
||||
for (uint64 hash : aborted) {
|
||||
IlxTangibleInterface::Execute_AbortAnimation(t->Actor, hash);
|
||||
}
|
||||
FlxAnimStoredStep step;
|
||||
ElxAnimPlaybackMode mode = t->AnimTracker.GetNextStep(step);
|
||||
bool started = false;
|
||||
if (mode != ElxAnimPlaybackMode::INVALID) {
|
||||
FlxAnimStepDecoder::UnpackInto(step.Body, TEXT("aq"), true, t->Actor);
|
||||
}
|
||||
switch (mode) {
|
||||
case ElxAnimPlaybackMode::INVALID:
|
||||
started = false; // Nothing to do.
|
||||
break;
|
||||
case ElxAnimPlaybackMode::WARP_TO_FINAL:
|
||||
started = IlxTangibleInterface::Execute_WarpToFinal(t->Actor, step.Hash, step.Body.size());
|
||||
break;
|
||||
case ElxAnimPlaybackMode::BLEND_TO_FINAL:
|
||||
started = IlxTangibleInterface::Execute_BlendToFinal(t->Actor, step.Hash, step.Body.size());
|
||||
break;
|
||||
case ElxAnimPlaybackMode::START_ANIMATION:
|
||||
started = IlxTangibleInterface::Execute_StartAnimation(t->Actor, step.Hash, step.Body.size());
|
||||
break;
|
||||
}
|
||||
if (started) {
|
||||
t->AnimTracker.StartedStep(step.Hash);
|
||||
FlxAnimationStep step;
|
||||
ElxAnimationMode mode = t->AnimTracker.GetNextStep(step);
|
||||
if (mode != ElxAnimationMode::INVALID) {
|
||||
bool started = IlxTangibleInterface::Execute_StartAnimation(t->Actor, mode, step);
|
||||
if (started) {
|
||||
t->AnimTracker.StartedStep(step.Hash);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user