Can now specify bp= in the animation queue, and it works

This commit is contained in:
2024-01-24 14:51:21 -05:00
parent 0b5e4e60e5
commit 864ecf0015
6 changed files with 74 additions and 55 deletions

View File

@@ -4,12 +4,14 @@
#include "Tangible.h"
#include "TangibleManager.h"
#define DEFAULT_BLUEPRINT (TEXT("TangibleStaticMesh"))
UlxTangible::UlxTangible()
{
Manager = nullptr;
TangibleId = -1;
CurrentActor = nullptr;
ActorBlueprint = nullptr;
ActorBlueprintName = TEXT("");
NearAccordingToLuprex = false;
NearAccordingToUnreal = false;
}
@@ -20,19 +22,20 @@ void UlxTangible::Init(UlxTangibleManager* tm, int64 id)
TangibleId = id;
}
bool UlxTangible::BlueprintIsTangible(TSubclassOf<AActor> bp) {
if (bp == nullptr) return true;
return bp->ImplementsInterface(UlxTangibleInterface::StaticClass());
}
void UlxTangible::SetActorBlueprintClass(TSubclassOf<AActor> bp) {
void UlxTangible::SetActorBlueprint(const FString &name) {
// If we're already of the right class, do nothing.
if (ActorBlueprint == bp) {
if (ActorBlueprintName == name) {
return;
}
// Sanity check the blueprint. Nullptr is allowed.
check(BlueprintIsTangible(bp));
// Get the blueprint.
// If the blueprint doesn't exist, or doesn't implement
// TangibleInterface, then use the fallback blueprint.
UClass *blueprint = Manager->GetTangibleClass(name);
if ((!name.IsEmpty()) && (blueprint == nullptr)) {
blueprint = Manager->GetTangibleClass(DEFAULT_BLUEPRINT);
check(blueprint != nullptr);
}
// If there's already an actor, delete it.
if (CurrentActor != nullptr) {
@@ -50,17 +53,17 @@ void UlxTangible::SetActorBlueprintClass(TSubclassOf<AActor> bp) {
CurrentActor->Destroy();
}
// Update the blueprint reference.
ActorBlueprint = bp;
// Update the blueprint name
ActorBlueprintName = name;
// Now create a new actor, unless the BP is nullptr.
if (ActorBlueprint != nullptr) {
if (blueprint != nullptr) {
// Create the actor.
FActorSpawnParameters params;
FVector location(0, 0, 0);
FRotator rotation(0, 0, 0);
UWorld* w = Manager->GetWorld();
AActor* a = w->SpawnActor(ActorBlueprint, &location, &rotation, params);
AActor* a = w->SpawnActor(blueprint, &location, &rotation, params);
// Insert a TangibleComponent into the actor.
UActorComponent* ac = a->AddComponentByClass(UlxTangibleComponent::StaticClass(), false, FTransform::Identity, false);
@@ -80,6 +83,9 @@ void UlxTangible::UpdateAnimationQueue(std::string_view aq) {
if (limit == 0) break;
limit -= 1;
AnimTracker.ClearChanged();
FString blueprint = AnimTracker.GetCurrentBlueprintName();
if (blueprint.IsEmpty()) blueprint = DEFAULT_BLUEPRINT;
SetActorBlueprint(blueprint);
IlxTangibleInterface::Execute_AnimationStateChanged(GetActor());
}
}
@@ -93,11 +99,11 @@ FVector UlxTangible::GetLocation() const {
}
void UlxTangible::Destroy() {
SetActorBlueprintClass(nullptr);
SetActorBlueprint("");
Manager = nullptr;
TangibleId = -1;
CurrentActor = nullptr;
ActorBlueprint = nullptr;
ActorBlueprintName = "";
AnimTracker.Clear();
NearAccordingToLuprex = false;
NearAccordingToUnreal = false;