Successful implementation of UlxScriptedAnimations
This commit is contained in:
@@ -4,6 +4,7 @@
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#include "CoreUObject.h"
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#include "StringDecoder.h"
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#include "Containers/Deque.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "AnimQueue.generated.h"
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@@ -61,7 +62,7 @@ public:
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////////////////////////////////////////////////
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UCLASS()
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class INTEGRATION_API UlxAnimationStepLibrary : public UObject
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class INTEGRATION_API UlxAnimationStepLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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@@ -10,6 +10,7 @@
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#include "Components/GridPanel.h"
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#include "InputMappingContext.h"
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#include "EnhancedInputComponent.h"
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#include "Animation/AnimSequenceBase.h"
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#define LOCTEXT_NAMESPACE "Luprex Utility"
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@@ -212,6 +213,121 @@ void UlxUtilityLibrary::GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel,
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}
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}
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void UlxScriptedAnimations::Keep(int n)
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{
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if (n < 0) n = 0;
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if (Animations.Num() > n)
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{
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Animations.SetNum(n);
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}
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}
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void UlxScriptedAnimations::AddAnimation(
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UObject* WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime, double FadeOutTime)
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{
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check(KeepCount >= 1);
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FlxScriptedAnimation Result;
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// Get World Time
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UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
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double WorldTime = World ? World->GetTimeSeconds() : 0.0;
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// Fill the static setup fields
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Result.Sequence = Sequence;
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Result.FadeIn = FadeInTime;
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Result.FadeOut = FadeOutTime;
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Result.StartTime = WorldTime;
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Result.AdjustedLength = (Result.Sequence ? static_cast<double>(Result.Sequence->GetPlayLength()) : 0.0);
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Keep(KeepCount - 1);
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Animations.Insert(Result, 0);
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}
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void UlxScriptedAnimations::FadeOutAll(UObject *WorldContextObject)
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{
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}
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FlxScriptedAnimationProgress UlxUtilityLibrary::ScriptedAnimationProgress(const FlxScriptedAnimation &Animation, double CurrentTime)
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{
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FlxScriptedAnimationProgress Progress(Animation);
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// Store the world time of the last update.
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Progress.UpdateTime = CurrentTime;
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// Compute time relationships
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Progress.EndTime = Animation.StartTime + Progress.AdjustedLength;
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Progress.ElapsedTime = FMath::Max(0.0, Progress.UpdateTime - Progress.StartTime);
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Progress.TimeLeft = FMath::Max(0.0, Progress.EndTime - Progress.UpdateTime);
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// Determine fade-in / fade-out blend
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Progress.FadeInAlpha = 1.0;
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Progress.FadeOutAlpha = 1.0;
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if (Progress.FadeIn > 0.0) Progress.FadeInAlpha = FMath::Clamp(Progress.ElapsedTime / Progress.FadeIn, 0.0, 1.0);
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if (Progress.FadeOut > 0.0) Progress.FadeOutAlpha = FMath::Clamp(Progress.TimeLeft / Progress.FadeOut, 0.0, 1.0);
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Progress.FadeAlpha = FMath::Min(Progress.FadeInAlpha, Progress.FadeOutAlpha);
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return Progress;
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}
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void UlxUtilityLibrary::ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
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UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
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UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
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UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
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float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha)
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{
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Sequence0 = nullptr;
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Sequence1 = nullptr;
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Sequence2 = nullptr;
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ExplicitTime0 = 0.0;
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ExplicitTime1 = 0.0;
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ExplicitTime2 = 0.0;
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BaseAlpha = 0.0;
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Sequence0Alpha = 0.0;
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Sequence1Alpha = 0.0;
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Sequence2Alpha = 0.0;
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if (Animations != nullptr)
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{
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const TArray<FlxScriptedAnimation> &Anims = Animations->GetAnimations();
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if (Anims.Num() > 0)
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{
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FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[0], CurrentTime);
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Sequence0 = Progress.Sequence;
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ExplicitTime0 = Progress.ElapsedTime;
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Sequence0Alpha = Progress.FadeAlpha;
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}
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if (Anims.Num() > 1)
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{
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FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[1], CurrentTime);
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Sequence1 = Progress.Sequence;
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ExplicitTime1 = Progress.ElapsedTime;
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Sequence1Alpha = Progress.FadeAlpha;
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}
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if (Anims.Num() > 2)
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{
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FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[2], CurrentTime);
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Sequence2 = Progress.Sequence;
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ExplicitTime2 = Progress.ElapsedTime;
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Sequence2Alpha = Progress.FadeAlpha;
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}
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}
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double AlphaTotal = Sequence0Alpha + Sequence1Alpha + Sequence2Alpha;
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if (AlphaTotal > 1.0)
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{
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double Scale = 1.0 / AlphaTotal;
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Sequence0Alpha *= Scale;
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Sequence1Alpha *= Scale;
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Sequence2Alpha *= Scale;
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BaseAlpha = 0.0;
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}
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else
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{
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BaseAlpha = 1.0 - AlphaTotal;
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}
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}
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ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext)
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{
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if (!MappingContext)
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@@ -6,9 +6,96 @@
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#include "Kismet/KismetSystemLibrary.h"
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#include "Input/Events.h"
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#include "CommonTypes.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "UtilityLibrary.generated.h"
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class UEnhancedInputLocalPlayerSubsystem;
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class UAnimSequenceBase;
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USTRUCT(BlueprintType)
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struct INTEGRATION_API FlxScriptedAnimation
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UAnimSequenceBase *Sequence;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double FadeIn = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double FadeOut = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double StartTime = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double AdjustedLength = 0.0;
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};
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USTRUCT(BlueprintType)
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struct INTEGRATION_API FlxScriptedAnimationProgress : public FlxScriptedAnimation
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double UpdateTime = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double EndTime = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double ElapsedTime = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double TimeLeft = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double FadeInAlpha = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double FadeOutAlpha = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double FadeAlpha = 0.0;
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};
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UCLASS(BlueprintType)
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class INTEGRATION_API UlxScriptedAnimations : public UObject
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{
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GENERATED_BODY()
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private:
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UPROPERTY()
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int KeepCount = 3;
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UPROPERTY()
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TArray<FlxScriptedAnimation> Animations;
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// If the number of elements in the array exceeds the count, discard.
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//
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void Keep(int n);
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public:
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// Allow read-only access anywhere.
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//
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const TArray<FlxScriptedAnimation> &GetAnimations() const { return Animations; }
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// Add a scripted animation to the end of the array.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
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void AddAnimation(
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UObject *WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime = 0.2, double FadeOutTime = 0.2);
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// Truncate all current animations: force them all to begin fading out.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
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void FadeOutAll(UObject *WorldContextObject);
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};
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/**
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*
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@@ -18,7 +105,7 @@ class UEnhancedInputLocalPlayerSubsystem;
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*
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*/
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UCLASS()
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class INTEGRATION_API UlxUtilityLibrary : public UObject
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class INTEGRATION_API UlxUtilityLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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@@ -133,6 +220,29 @@ public:
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UFUNCTION(BlueprintPure, Category="Widget")
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static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
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// Calculate the progress of a Scripted Animation.
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//
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// Given a scripted animation and the current time, calculates
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// how much time has elapsed, how much time is left, and several
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// other parameters pertaining to the passage of time for
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// this animation.
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//
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UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
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static FlxScriptedAnimationProgress ScriptedAnimationProgress(const FlxScriptedAnimation &Animation, double CurrentTime);
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// Get the data to drive Sequence Evaluators and Multi Blend
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//
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// To apply scripted animations in an Anim Graph, you will need
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// three sequence evaluators and a multi-blend node. This
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// function outputs the input parameters for all of those nodes.
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//
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UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
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static void ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
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UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
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UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
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UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
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float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha);
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// Check if a given key is used by the specified mapping context.
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//
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// This is true if the key is mapped to anything at all within
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