Implement code to unpack anim steps into UObject

This commit is contained in:
2023-09-18 19:24:52 -04:00
parent fb65d23230
commit b74f9495fc
4 changed files with 119 additions and 8 deletions

View File

@@ -104,6 +104,15 @@ void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
}
}
//#pragma optimize( "", off )
//void SetLocal(UObject* obj, const char *name, int value) {
// FString sname((const UTF8CHAR *)name);
// FName nname(sname);
// UClass* uclass = obj->GetClass();
// FProperty* fprop = FindFProperty<FProperty>(uclass, nname);
// FStructProperty* sprop = FindFProperty<FStructProperty>(uclass, nname);
//}
void AIntegrationGameModeBase::UpdateTangibles() {
if (!Playing) return;
FlxLockedWrapper w(LockableWrapper);
@@ -130,6 +139,9 @@ void AIntegrationGameModeBase::UpdateTangibles() {
FlxAnimStoredStep step;
ElxAnimPlaybackMode mode = t->AnimTracker.GetNextStep(step);
bool started = false;
if (mode != ElxAnimPlaybackMode::INVALID) {
FlxAnimStepDecoder::UnpackInto(step.Body, TEXT("aq"), true, t->Actor);
}
switch (mode) {
case ElxAnimPlaybackMode::INVALID:
started = false; // Nothing to do.