Rename files in Docs, and add new Doc about print statements.
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@@ -125,11 +125,9 @@ public:
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UFUNCTION(BlueprintPure, meta = (BlueprintAutocast), Category = "Luprex|Animation Step")
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static int64 AnimationStepID(const FlxAnimationStep& step) { return step.Hash; }
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// Scan an animation step for key-value pairs of the form mat_XXXX={x,y,z}.
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// For each match, create a dynamic material instance on the actor's mesh
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// components and set the vector parameter XXXX. Materials are restored to
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// their base (non-dynamic) state before applying, so parameters from
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// previous calls do not persist.
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// Using mat_xxxx values from the animation step, update the actor's
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// material parameters. Doing this may involve creating or replacing
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// dynamic material instances for the actor.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
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static void AnimationStepApplyMaterials(const FlxAnimationStep& step, AActor* actor);
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@@ -137,6 +135,8 @@ public:
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// Look for a mesh=name key-value pair in the animation step.
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// If found, load the named mesh and apply it to the actor's
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// mesh component. The actor must have exactly one mesh component.
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// If FallbackToBP is true, and mesh=name is not present, looks
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// for a bp=name pair instead.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
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static void AnimationStepApplyMesh(const FlxAnimationStep& step, bool FallbackToBP, AActor* actor);
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@@ -144,6 +144,8 @@ public:
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////////////////////////////////////////////////
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//
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// An animation step that doesn't actually store the step,
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// it just contains a pointer to the string.
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//
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////////////////////////////////////////////////
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@@ -243,7 +245,7 @@ private:
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FlxStreamBuffer Decoder;
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public:
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// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
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// Initialize the FlxAnimationStepDecoder.
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//
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FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}
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