Successful implementation of UlxScriptedAnimations

This commit is contained in:
2025-10-10 17:33:39 -04:00
parent 4b0f85ef19
commit e7cb47db5b
6 changed files with 235 additions and 8 deletions

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@@ -4,6 +4,7 @@
#include "CoreUObject.h"
#include "StringDecoder.h"
#include "Containers/Deque.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AnimQueue.generated.h"
@@ -61,7 +62,7 @@ public:
////////////////////////////////////////////////
UCLASS()
class INTEGRATION_API UlxAnimationStepLibrary : public UObject
class INTEGRATION_API UlxAnimationStepLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()

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@@ -10,6 +10,7 @@
#include "Components/GridPanel.h"
#include "InputMappingContext.h"
#include "EnhancedInputComponent.h"
#include "Animation/AnimSequenceBase.h"
#define LOCTEXT_NAMESPACE "Luprex Utility"
@@ -212,6 +213,121 @@ void UlxUtilityLibrary::GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel,
}
}
void UlxScriptedAnimations::Keep(int n)
{
if (n < 0) n = 0;
if (Animations.Num() > n)
{
Animations.SetNum(n);
}
}
void UlxScriptedAnimations::AddAnimation(
UObject* WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime, double FadeOutTime)
{
check(KeepCount >= 1);
FlxScriptedAnimation Result;
// Get World Time
UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
double WorldTime = World ? World->GetTimeSeconds() : 0.0;
// Fill the static setup fields
Result.Sequence = Sequence;
Result.FadeIn = FadeInTime;
Result.FadeOut = FadeOutTime;
Result.StartTime = WorldTime;
Result.AdjustedLength = (Result.Sequence ? static_cast<double>(Result.Sequence->GetPlayLength()) : 0.0);
Keep(KeepCount - 1);
Animations.Insert(Result, 0);
}
void UlxScriptedAnimations::FadeOutAll(UObject *WorldContextObject)
{
}
FlxScriptedAnimationProgress UlxUtilityLibrary::ScriptedAnimationProgress(const FlxScriptedAnimation &Animation, double CurrentTime)
{
FlxScriptedAnimationProgress Progress(Animation);
// Store the world time of the last update.
Progress.UpdateTime = CurrentTime;
// Compute time relationships
Progress.EndTime = Animation.StartTime + Progress.AdjustedLength;
Progress.ElapsedTime = FMath::Max(0.0, Progress.UpdateTime - Progress.StartTime);
Progress.TimeLeft = FMath::Max(0.0, Progress.EndTime - Progress.UpdateTime);
// Determine fade-in / fade-out blend
Progress.FadeInAlpha = 1.0;
Progress.FadeOutAlpha = 1.0;
if (Progress.FadeIn > 0.0) Progress.FadeInAlpha = FMath::Clamp(Progress.ElapsedTime / Progress.FadeIn, 0.0, 1.0);
if (Progress.FadeOut > 0.0) Progress.FadeOutAlpha = FMath::Clamp(Progress.TimeLeft / Progress.FadeOut, 0.0, 1.0);
Progress.FadeAlpha = FMath::Min(Progress.FadeInAlpha, Progress.FadeOutAlpha);
return Progress;
}
void UlxUtilityLibrary::ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha)
{
Sequence0 = nullptr;
Sequence1 = nullptr;
Sequence2 = nullptr;
ExplicitTime0 = 0.0;
ExplicitTime1 = 0.0;
ExplicitTime2 = 0.0;
BaseAlpha = 0.0;
Sequence0Alpha = 0.0;
Sequence1Alpha = 0.0;
Sequence2Alpha = 0.0;
if (Animations != nullptr)
{
const TArray<FlxScriptedAnimation> &Anims = Animations->GetAnimations();
if (Anims.Num() > 0)
{
FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[0], CurrentTime);
Sequence0 = Progress.Sequence;
ExplicitTime0 = Progress.ElapsedTime;
Sequence0Alpha = Progress.FadeAlpha;
}
if (Anims.Num() > 1)
{
FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[1], CurrentTime);
Sequence1 = Progress.Sequence;
ExplicitTime1 = Progress.ElapsedTime;
Sequence1Alpha = Progress.FadeAlpha;
}
if (Anims.Num() > 2)
{
FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[2], CurrentTime);
Sequence2 = Progress.Sequence;
ExplicitTime2 = Progress.ElapsedTime;
Sequence2Alpha = Progress.FadeAlpha;
}
}
double AlphaTotal = Sequence0Alpha + Sequence1Alpha + Sequence2Alpha;
if (AlphaTotal > 1.0)
{
double Scale = 1.0 / AlphaTotal;
Sequence0Alpha *= Scale;
Sequence1Alpha *= Scale;
Sequence2Alpha *= Scale;
BaseAlpha = 0.0;
}
else
{
BaseAlpha = 1.0 - AlphaTotal;
}
}
ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext)
{
if (!MappingContext)

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@@ -6,9 +6,96 @@
#include "Kismet/KismetSystemLibrary.h"
#include "Input/Events.h"
#include "CommonTypes.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UtilityLibrary.generated.h"
class UEnhancedInputLocalPlayerSubsystem;
class UAnimSequenceBase;
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxScriptedAnimation
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UAnimSequenceBase *Sequence;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeIn = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeOut = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double StartTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double AdjustedLength = 0.0;
};
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxScriptedAnimationProgress : public FlxScriptedAnimation
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double UpdateTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double EndTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double ElapsedTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double TimeLeft = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeInAlpha = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeOutAlpha = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeAlpha = 0.0;
};
UCLASS(BlueprintType)
class INTEGRATION_API UlxScriptedAnimations : public UObject
{
GENERATED_BODY()
private:
UPROPERTY()
int KeepCount = 3;
UPROPERTY()
TArray<FlxScriptedAnimation> Animations;
// If the number of elements in the array exceeds the count, discard.
//
void Keep(int n);
public:
// Allow read-only access anywhere.
//
const TArray<FlxScriptedAnimation> &GetAnimations() const { return Animations; }
// Add a scripted animation to the end of the array.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
void AddAnimation(
UObject *WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime = 0.2, double FadeOutTime = 0.2);
// Truncate all current animations: force them all to begin fading out.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
void FadeOutAll(UObject *WorldContextObject);
};
/**
*
@@ -18,7 +105,7 @@ class UEnhancedInputLocalPlayerSubsystem;
*
*/
UCLASS()
class INTEGRATION_API UlxUtilityLibrary : public UObject
class INTEGRATION_API UlxUtilityLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
@@ -133,6 +220,29 @@ public:
UFUNCTION(BlueprintPure, Category="Widget")
static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
// Calculate the progress of a Scripted Animation.
//
// Given a scripted animation and the current time, calculates
// how much time has elapsed, how much time is left, and several
// other parameters pertaining to the passage of time for
// this animation.
//
UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
static FlxScriptedAnimationProgress ScriptedAnimationProgress(const FlxScriptedAnimation &Animation, double CurrentTime);
// Get the data to drive Sequence Evaluators and Multi Blend
//
// To apply scripted animations in an Anim Graph, you will need
// three sequence evaluators and a multi-blend node. This
// function outputs the input parameters for all of those nodes.
//
UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
static void ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha);
// Check if a given key is used by the specified mapping context.
//
// This is true if the key is mapped to anything at all within