More work on anim queues
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@@ -58,6 +58,14 @@ public:
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// routine tries to find a string property "color" in the
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// UObject, and then it sets that property to "blue."
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//
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// The prefix is prepended to the key names. For example,
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// if one of the key-value pairs is "color=blue", and the
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// prefix is "aq", then the property "aqColor=blue" will be
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// stored in the UObject.
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//
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// All properties of the UObject starting with the specified
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// prefix are cleared before unpacking the animation step.
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//
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// Returns true if all of the key-value pairs in the
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// animation step could be unpacked into fields of the UObject.
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// This could fail, for instance, if the UObject just doesn't
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@@ -65,16 +73,10 @@ public:
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// fail if there's a type mismatch. For example, "color=blue"
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// cannot be stored in a property "color" of type int.
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//
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// The prefix is prepended to the key names. For example,
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// if one of the key-value pairs is "color=blue", and the
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// prefix is "aq", then the property "aqColor=blue" will be
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// stored in the UObject.
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// Automatically injects a boolean property "idle" representing
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// whether the property's finished flag is set.
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//
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// If pre-clear is true, then all properties of the UObject
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// starting with the specified prefix are cleared before
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// unpacking the animation step.
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//
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bool Unpack(const FString& prefix, UObject* into, bool preclear = true) const;
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bool Unpack(const FString& prefix, UObject* into) const;
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// Auto-Execute
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//
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@@ -108,7 +110,10 @@ public:
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static FString AnimationStepDebugString(const FlxAnimationStep& step);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "into"), Category = Luprex)
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static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix);
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static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix = TEXT("aq"));
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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static bool AnimationStepEqual(const FlxAnimationStep &StepA, const FlxAnimationStep &StepB);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = Luprex)
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static bool AnimationStepIsIdle(const FlxAnimationStep &step);
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@@ -241,7 +246,7 @@ public:
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// Convert an AnimStep to an FString.
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//
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static FString DebugString(uint64 hash, std::string_view body);
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static FString DebugString(bool injectidle, bool persistentonly, uint64 hash, std::string_view body);
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};
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////////////////////////////////////////////////
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