Refactor Scripted Animations to provide an option for which clock to use
This commit is contained in:
@@ -30,7 +30,7 @@ public:
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// The hash of the animation step, a 63-bit unique identifier.
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//
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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UPROPERTY()
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int64 Hash;
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// The Body contains all the key-value pairs in an encoded form. To
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@@ -74,7 +74,7 @@ class INTEGRATION_API UlxAnimationStepLibrary : public UBlueprintFunctionLibrary
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static FString AnimationStepDebugString(const FlxAnimationStep& step);
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// Stores the key-value pairs in properties of the target object.
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@@ -101,26 +101,29 @@ public:
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Step")
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static void UnpackAnimationStep(bool &bChanged, FString &Action, const FlxAnimationStep& step, UObject* target, const FString& VariableNamePrefix = TEXT("aq"));
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static bool AnimationStepEqual(const FlxAnimationStep &StepA, const FlxAnimationStep &StepB);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static bool AnimationStepIsIdle(const FlxAnimationStep &step);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static FName AnimationStepGetName(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name);
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UFUNCTION(BlueprintPure, meta = (BlueprintAutocast), Category = "Luprex|Animation Step")
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static int64 AnimationStepID(const FlxAnimationStep& step) { return step.Hash; }
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};
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////////////////////////////////////////////////
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@@ -1,59 +1,5 @@
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#include "ScriptedAnimation.h"
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////////////////////////////////////////////////////////////
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//
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// Routines to calculate the current state of an FlxScriptedAnimation.
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//
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////////////////////////////////////////////////////////////
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double FlxScriptedAnimation::CalculateFade(double Offset, double Fade)
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{
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if (Offset < 0.0)
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{
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return 0.0;
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}
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if (Fade > 0.001)
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{
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return FMath::Min(Offset / Fade, 1.0);
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}
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return 1.0;
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}
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double FlxScriptedAnimation::UnclampedElapsedTime(double CurrentTime) const
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{
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return CurrentTime - StartTime;
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}
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double FlxScriptedAnimation::UnclampedTimeLeft(double CurrentTime) const
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{
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return EndTime - CurrentTime;
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}
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double FlxScriptedAnimation::ClampedElapsedTime(double CurrentTime) const
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{
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return FMath::Max(0.0, CurrentTime - StartTime);
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}
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double FlxScriptedAnimation::ClampedTimeLeft(double CurrentTime) const
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{
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return FMath::Max(0.0, EndTime - CurrentTime);
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}
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double FlxScriptedAnimation::CalcFadeInAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedElapsedTime(CurrentTime), FadeInDuration);
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}
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double FlxScriptedAnimation::CalcFadeOutAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedTimeLeft(CurrentTime), FadeOutDuration);
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}
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double FlxScriptedAnimation::CalcFadeInOutAlpha(double CurrentTime) const
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{
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return FMath::Min(CalcFadeInAlpha(CurrentTime), CalcFadeOutAlpha(CurrentTime));
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}
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#include "Engine/Engine.h"
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void FlxScriptedAnimation::InitiateFadeOut(double CurrentTime, double AllowedFade)
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{
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@@ -81,43 +27,48 @@ void UlxScriptedAnimations::Keep(int n)
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}
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void UlxScriptedAnimations::AddAnimation(
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UObject* WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime, double FadeOutTime, int64 AqHash)
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UObject* WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime, double FadeOutTime,
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int64 AnimationStepID, bool ContinueWhenPaused)
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{
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check(KeepCount >= 1);
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FlxScriptedAnimation Result;
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// Get World Time
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UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
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double WorldTime = World ? World->GetTimeSeconds() : 0.0;
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FlxWorldClocks Clocks = UlxScriptedAnimationLibrary::GetAllWorldClocks(WorldContextObject);
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double CurrentTime = ContinueWhenPaused ? Clocks.RealTime : Clocks.WorldTime;
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// Get the animation Length.
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double Length = (Sequence ? static_cast<double>(Sequence->GetPlayLength()) : 0.0);
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// Fill the static setup fields
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Result.Sequence = Sequence;
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Result.AqHash = AqHash;
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Result.FadeInDuration = FadeInTime;
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Result.FadeOutDuration = FadeOutTime;
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Result.StartTime = WorldTime;
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Result.EndTime = WorldTime + Length;
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Result.Sequence = Sequence;
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Result.ContinueWhenPaused = ContinueWhenPaused;
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Result.AnimationStepID = AnimationStepID;
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Result.FadeInDuration = FadeInTime;
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Result.FadeOutDuration = FadeOutTime;
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Result.StartTime = CurrentTime;
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Result.EndTime = CurrentTime + Length;
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Keep(KeepCount - 1);
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Animations.Insert(Result, 0);
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}
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void UlxScriptedAnimations::FadeGarbage(TArray<int32> Hashes, double CurrentTime)
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void UlxScriptedAnimations::FadeGarbage(const UObject *WorldContextObject, TArray<int64> KeepIDs)
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{
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FlxWorldClocks Clocks = UlxScriptedAnimationLibrary::GetAllWorldClocks(WorldContextObject);
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for (int i = 0; i < Animations.Num(); i++)
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{
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FlxScriptedAnimation &Anim = Animations[i];
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if ((Anim.AqHash != 0) && (!Hashes.Contains(Anim.AqHash)))
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if ((Anim.AnimationStepID > 0) && (!KeepIDs.Contains(Anim.AnimationStepID)))
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{
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Anim.InitiateFadeOut(CurrentTime, 0.2);
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Anim.InitiateFadeOut(Anim.ChooseCorrectClock(Clocks), 0.2);
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}
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}
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}
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void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
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void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(
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const UlxScriptedAnimations *Animations,
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const FlxWorldClocks &WorldClocks,
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UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
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UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
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UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
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@@ -140,6 +91,7 @@ void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(const UlxScript
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if (Anims.Num() > 0)
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{
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const FlxScriptedAnimation &Anim = Anims[0];
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double CurrentTime = Anim.ChooseCorrectClock(WorldClocks);
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Sequence0 = Anim.Sequence;
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ExplicitTime0 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence0Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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@@ -147,6 +99,7 @@ void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(const UlxScript
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if (Anims.Num() > 1)
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{
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const FlxScriptedAnimation &Anim = Anims[1];
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double CurrentTime = Anim.ChooseCorrectClock(WorldClocks);
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Sequence1 = Anim.Sequence;
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ExplicitTime1 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence1Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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@@ -154,6 +107,7 @@ void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(const UlxScript
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if (Anims.Num() > 2)
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{
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const FlxScriptedAnimation &Anim = Anims[2];
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double CurrentTime = Anim.ChooseCorrectClock(WorldClocks);
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Sequence2 = Anim.Sequence;
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ExplicitTime2 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence2Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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@@ -175,3 +129,14 @@ void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(const UlxScript
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}
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}
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FlxWorldClocks UlxScriptedAnimationLibrary::GetAllWorldClocks(const UObject *WorldContextObject)
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{
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UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
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FlxWorldClocks Result;
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if (World != nullptr)
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{
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Result.WorldTime = World->GetTimeSeconds();
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Result.RealTime = World->GetRealTimeSeconds();
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}
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return Result;
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}
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@@ -2,9 +2,9 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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// #include "Kismet/KismetSystemLibrary.h"
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// #include "CommonTypes.h"
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// #include "Kismet/BlueprintFunctionLibrary.h"
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#include "ScriptedAnimation.generated.h"
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@@ -12,6 +12,18 @@ class UEnhancedInputLocalPlayerSubsystem;
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class UAnimSequenceBase;
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USTRUCT(BlueprintType)
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struct INTEGRATION_API FlxWorldClocks
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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double WorldTime = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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double RealTime = 0.0;
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};
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USTRUCT(BlueprintType)
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struct INTEGRATION_API FlxScriptedAnimation
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{
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@@ -20,13 +32,16 @@ struct INTEGRATION_API FlxScriptedAnimation
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UAnimSequenceBase *Sequence = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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int64 AqHash = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool ContinueWhenPaused = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int64 AnimationStepID = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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double FadeInDuration = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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double FadeOutDuration = 0.0;
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// StartTime and EndTime.
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@@ -38,55 +53,94 @@ struct INTEGRATION_API FlxScriptedAnimation
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// may be reduced to implement the truncation.
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//
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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double StartTime = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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double EndTime = 0.0;
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// Calculate the progress of a fade.
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//
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static double CalculateFade(double Offset, double Fade);
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inline static double CalculateFade(double Offset, double Fade)
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{
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if (Offset < 0.0)
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{
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return 0.0;
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}
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if (Fade > 0.001)
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{
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return FMath::Min(Offset / Fade, 1.0);
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}
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return 1.0;
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}
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// Given an FGameTime, extract the correct clock to use for this animation.
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//
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inline double ChooseCorrectClock(const FlxWorldClocks &WorldClocks) const
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{
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return ContinueWhenPaused ? WorldClocks.RealTime : WorldClocks.WorldTime;
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}
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// Calculate Elapsed Time (unclamped)
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//
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// If current time is before the animation's start time, then
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// elapsed time will be negative.
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//
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double UnclampedElapsedTime(double CurrentTime) const;
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inline double UnclampedElapsedTime(double CurrentTime) const
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{
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return CurrentTime - StartTime;
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}
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// Calculate Time Left (unclamped)
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//
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// If current time is after the animation's end time, then
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// time left will be negative.
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//
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double UnclampedTimeLeft(double CurrentTime) const;
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inline double UnclampedTimeLeft(double CurrentTime) const
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{
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return EndTime - CurrentTime;
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}
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// Calculate Elapsed Time (clamped)
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//
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// If current time is before the animation's start time, then
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// elapsed time will be zero.
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//
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double ClampedElapsedTime(double CurrentTime) const;
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inline double ClampedElapsedTime(double CurrentTime) const
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{
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return FMath::Max(0.0, CurrentTime - StartTime);
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}
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// Calculate Time Left (clamped)
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//
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// If current time is after the animation's end time, then
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// time left will be zero.
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//
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double ClampedTimeLeft(double CurrentTime) const;
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inline double ClampedTimeLeft(double CurrentTime) const
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{
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return FMath::Max(0.0, EndTime - CurrentTime);
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}
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// Calculate the progress of the fadein.
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//
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double CalcFadeInAlpha(double CurrentTime) const;
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inline double CalcFadeInAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedElapsedTime(CurrentTime), FadeInDuration);
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}
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// Calculate the progress of the fadeout.
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//
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double CalcFadeOutAlpha(double CurrentTime) const;
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inline double CalcFadeOutAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedTimeLeft(CurrentTime), FadeOutDuration);
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}
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// Calculate the combined alpha of the fade-in-out.
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//
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double CalcFadeInOutAlpha(double CurrentTime) const;
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inline double CalcFadeInOutAlpha(double CurrentTime) const
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{
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return FMath::Min(CalcFadeInAlpha(CurrentTime), CalcFadeOutAlpha(CurrentTime));
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}
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// Cause an animation to start fading right away.
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//
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@@ -130,25 +184,38 @@ public:
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// in the array is always the most recent. All other steps are shifted
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// back. If the array size exceeds the KeepCount, it is truncated.
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//
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// The Aq Hash parameter can be used to associate a scripted animation
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// with a step in the animation queue. This makes it feasible to garbage
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// collect the scripted animation if the animation queue step disappears.
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// The AnimationStepID parameter can be used to associate a scripted
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// animation with a step in the animation queue. Typically, you would
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// set the scripted animation ID equal to the animation queue step ID.
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// This makes it feasible to garbage collect the scripted animation
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// if the animation queue step disappears.
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//
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// If 'ContinueWhenPaused' is true, then the animation keeps playing
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// even when the game is paused. Otherwise, it freezes when the game
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// is paused.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
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void AddAnimation(
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UObject *WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime = 0.2, double FadeOutTime = 0.2, int64 AqHash=0);
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// Fade animations whose corresponding animation queue step is dead.
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UObject *WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime = 0.2, double FadeOutTime = 0.2,
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int64 AnimationStepID=0, bool ContinueWhenPaused=false);
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// Fade all animations whose IDs are not in the 'Keep' list.
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//
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// Sometimes, predictive reexecution causes an animation step to
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// vanish from the animation queue. When that happens, it is usually
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// vanish from the animation queue. When that happens, it is
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// desirable to terminate any scripted animations that were launched
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// by that animation step. You don't want to cut them off abruptly,
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// you want to fade them out. This function causes all animations that
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// are owned by a dead animation step to begin fading.
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// you want to fade them out.
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//
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// Whenever luprex calls 'Animation Queue Changed' in a blueprint,
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// it also automatically runs this garbage collection routine on the
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// scripted animations.
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//
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// Scripted animations with nonpositive IDs are immune to garbage
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// collection. So if you want an animation step to be not affected,
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// give it an ID of zero or a negative number.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
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void FadeGarbage(TArray<int32> Hashes, double CurrentTime);
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void FadeGarbage(const UObject *WorldContextObject, TArray<int64> KeepIDs);
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};
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UCLASS()
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@@ -156,18 +223,21 @@ class INTEGRATION_API UlxScriptedAnimationLibrary : public UBlueprintFunctionLib
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{
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GENERATED_BODY()
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private:
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public:
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// Get the data to drive Sequence Evaluators and Multi Blend
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// Get all the major 'World Clocks' in a single struct.
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//
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UFUNCTION(BlueprintPure, Category = "Utilities|Time", meta=(WorldContext = "WorldContextObject"))
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static FlxWorldClocks GetAllWorldClocks(const UObject *WorldContextObject);
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// Get the data to drive Sequence Evaluators and Multi Blend
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//
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// To apply scripted animations in an Anim Graph, you will need
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||||
// three sequence evaluators and a multi-blend node. This
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// function outputs the input parameters for all of those nodes.
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//
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UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
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static void ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
|
||||
static void ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations,
|
||||
const FlxWorldClocks &WorldClocks,
|
||||
UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
|
||||
UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
|
||||
UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
|
||||
|
||||
@@ -123,7 +123,8 @@ void UlxTangible::MaybeExecuteAnimStateChanged() {
|
||||
|
||||
bool AnyChange = AnimTracker.IsChanged();
|
||||
|
||||
while (AnimTracker.IsChanged()) {
|
||||
while (AnimTracker.IsChanged())
|
||||
{
|
||||
if (limit == 0) break;
|
||||
limit -= 1;
|
||||
AnimTracker.ClearChanged();
|
||||
@@ -164,11 +165,22 @@ void UlxTangible::MaybeExecuteAnimStateChanged() {
|
||||
FString DS = UlxAnimationStepLibrary::AnimationStepDebugString(*Step);
|
||||
UE_LOG(LogLuprex, Warning, TEXT("Timeout - blueprint didn't finish animation: %s"), *DS);
|
||||
AnimTracker.FinishedAnimation(PendingAnimationHash);
|
||||
AnyChange = true;
|
||||
}
|
||||
AutoUpdatePosition();
|
||||
PendingAnimationHash = 0;
|
||||
PendingAnimationTimeout = 0.0;
|
||||
}
|
||||
|
||||
// The following code garbage collects any scripted animations that
|
||||
// were created by animation steps that are no longer in the animation
|
||||
// queue. This is intended to handle the case that predictive reexecution
|
||||
// incorrectly predicts an animation step, and then the animation step
|
||||
// goes away during of difference transmission.
|
||||
if (AnyChange && (ScriptedAnimations != nullptr))
|
||||
{
|
||||
ScriptedAnimations->FadeGarbage(this, AnimTracker.GetHashes());
|
||||
}
|
||||
}
|
||||
|
||||
FVector UlxTangible::GetLocation() const
|
||||
@@ -233,7 +245,8 @@ void UlxTangible::AutoUpdatePosition()
|
||||
}
|
||||
}
|
||||
|
||||
void UlxTangible::FinishedAnimation(AActor *target, const FlxAnimationStep &step, bool AutoUpdate) {
|
||||
void UlxTangible::FinishedAnimation(AActor *target, const FlxAnimationStep &step, bool AutoUpdate)
|
||||
{
|
||||
UlxTangible *tan = GetActorTangibleOrLog(target);
|
||||
if (tan == nullptr) return;
|
||||
tan->AnimTracker.FinishedAnimation(step.Hash);
|
||||
@@ -242,7 +255,8 @@ void UlxTangible::FinishedAnimation(AActor *target, const FlxAnimationStep &step
|
||||
UE_LOG(LogLuprex, Display, TEXT("Animation Finished: %s"), *DebugString);
|
||||
}
|
||||
|
||||
bool UlxTangible::AnimationStepIsFinished(AActor *target, const FlxAnimationStep &step) {
|
||||
bool UlxTangible::AnimationStepIsFinished(AActor *target, const FlxAnimationStep &step)
|
||||
{
|
||||
UlxTangible *tan = GetActorTangibleOrLog(target);
|
||||
if (tan == nullptr) return true;
|
||||
return tan->AnimTracker.IsFinished(step.Hash);
|
||||
|
||||
Reference in New Issue
Block a user