Removed 'autofinish' from the animation C++ system, replaced it with more elegant implementation in blueprint.
This commit is contained in:
@@ -256,15 +256,6 @@ public:
|
||||
// True if something has recently changed.
|
||||
//
|
||||
bool Changed;
|
||||
|
||||
// Autofinish parameters.
|
||||
//
|
||||
bool AutoFinish;
|
||||
FString AutoFinishAction;
|
||||
FVector AutoFinishXYZ;
|
||||
|
||||
private:
|
||||
bool MatchesAutoFinish(const FlxAnimationStep &step);
|
||||
|
||||
public:
|
||||
// Construct a tracker.
|
||||
@@ -284,14 +275,6 @@ public:
|
||||
//
|
||||
void Update(std::string_view encqueue);
|
||||
|
||||
// Auto-finish animation.
|
||||
//
|
||||
// Next time 'update' is called, we will check for the presence
|
||||
// of a new animation matching these parameters. If there is
|
||||
// one, it is automatically marked 'finished'.
|
||||
//
|
||||
void SetAutoFinish(const FString &action, const FVector &xyz);
|
||||
|
||||
// Get the current blueprint name, as a string.
|
||||
//
|
||||
FString GetCurrentBlueprintName();
|
||||
@@ -312,6 +295,12 @@ public:
|
||||
//
|
||||
void FinishedAnimation(uint64 Hash);
|
||||
|
||||
// Return true if an animation step is marked finished.
|
||||
//
|
||||
// Also return true if the animation step is not found.
|
||||
//
|
||||
bool IsFinished(uint64 Hash);
|
||||
|
||||
// Skip to the end of the animation queue.
|
||||
//
|
||||
// This is equivalent to calling 'FinishedHash' on every
|
||||
|
||||
Reference in New Issue
Block a user