Refactor Scripted Animations to provide an option for which clock to use
This commit is contained in:
@@ -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,
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static void ScriptedAnimationEvaluatorData(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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