A lot of work on the Lua Call interface and some work on animation queues
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@@ -153,12 +153,22 @@ void UlxTangible::GetCurrentAnimation(AActor *target, FlxAnimationStep &step) {
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step = GetActorTangible(target)->AnimTracker.GetCurrentAnimation();
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}
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void UlxTangible::FinishedAnimation(AActor *target, const FlxAnimationStep &step, bool autoxyz, bool autofacing, bool autoplane) {
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void UlxTangible::FinishedAnimation(AActor *target, const FlxAnimationStep &step, bool AutoUpdate) {
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if (target == nullptr)
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{
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UE_LOG(LogBlueprint, Error, TEXT("In FinishedAnimation, tangible cannot be null"));
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return;
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}
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UlxTangible *tan = GetActorTangible(target);
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if (autoxyz) step.AutoUpdateXYZ(target);
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if (autofacing) step.AutoUpdateFacing(target);
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if (autoplane) step.AutoUpdatePlane(&(tan->Plane));
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if (AutoUpdate)
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{
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step.AutoUpdateXYZ(target);
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step.AutoUpdateFacing(target);
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step.AutoUpdatePlane(&(tan->Plane));
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}
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tan->AnimTracker.FinishedAnimation(step.Hash);
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FString DebugString = UlxAnimationStepLibrary::AnimationStepDebugString(step);
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UE_LOG(LogBlueprint, Display, TEXT("Animation Finished: %s"), *DebugString);
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}
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FString UlxTangible::GetTangiblePlane(AActor* target) {
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