Can now specify bp= in the animation queue, and it works
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@@ -76,9 +76,9 @@ public:
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UPROPERTY()
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TWeakObjectPtr<AActor> CurrentActor;
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// The blueprint class of the actor.
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// The name of the current blueprint.
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UPROPERTY()
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TSubclassOf<AActor> ActorBlueprint;
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FString ActorBlueprintName;
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// Animation tracker
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FlxAnimTracker AnimTracker;
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@@ -128,26 +128,6 @@ public:
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//
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FVector GetLocation() const;
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// Check a blueprint class to see if it is valid as a Tangible.
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//
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// In order for a blueprint class to be used as a tangible,
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// it must implement the interface IlxTangibleInterface.
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// This function also returns true for nullptr.
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//
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static bool BlueprintIsTangible(TSubclassOf<AActor> bp);
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// Change the blueprint class of the tangible.
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//
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// This requires the deletion and recreation of the Actor.
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// The blueprint class must satisfy 'BlueprintIsTangible' above.
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//
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// It is legal to pass in nullptr for the blueprint class.
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// Whenever the blueprint class is nullptr, the Actor is
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// also nullptr. Ie, a tangible will have no Actor associated
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// with it if its blueprint class is nullptr.
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//
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void SetActorBlueprintClass(TSubclassOf<AActor> bp);
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// Update the animation queue from Luprex.
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//
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// This reads the animation queue, and then based on
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@@ -155,13 +135,18 @@ public:
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// the Actor's TangibleInterface, calling methods such
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// as 'StartAnimation' and 'AbortAnimation' as necessary.
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//
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// If the animation queue specifies a blueprint change,
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// this function will eventually implement that by calling
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// SetActorBlueprintClass above. This is not implemented
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// yet.
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//
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void UpdateAnimationQueue(std::string_view aq);
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private:
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// Set the actor's blueprint, and recreate the actor if necessary.
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//
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// If the blueprint is the empty string, deletes the actor.
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// If the blueprint is not the empty string, creates an actor of the
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// correct class. This is a no-op if the actor already exists and
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// is already of the correct blueprint class.
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//
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void SetActorBlueprint(const FString &name);
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public:
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
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static void GetCurrentAnimation(AActor *target, FlxAnimationStep &step);
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