Big refactor of ScriptedAnimations, moved into their own source file, lots of reorganization.
This commit is contained in:
@@ -12,10 +12,11 @@
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//
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// An single animation step.
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//
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// The body consists of a sequence of FlxAnimationField
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// records. The body is encoded, to read the
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// FlxAnimationField records you need an
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// FlxAnimationStepDecoder.
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// This struct contains an entire animation step. The
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// key-value pairs are stored in an encoded form, which is not
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// directly accessible to blueprints. To read these key-value
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// pairs, blueprints will need to use UnpackAnimationStep or
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// AnimationStepGetXXX.
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//
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////////////////////////////////////////////////
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@@ -27,9 +28,15 @@ public:
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UPROPERTY()
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bool Finished;
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UPROPERTY()
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// The hash of the animation step, a 63-bit unique identifier.
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//
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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int64 Hash;
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// The Body contains all the key-value pairs in an encoded form. To
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// obtain these in a useful form, you will need to use
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// UnpackAnimationStep or AnimationStepGetXXX.
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//
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UPROPERTY()
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TArray<uint8> Body;
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177
Source/Integration/ScriptedAnimation.cpp
Normal file
177
Source/Integration/ScriptedAnimation.cpp
Normal file
@@ -0,0 +1,177 @@
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#include "ScriptedAnimation.h"
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////////////////////////////////////////////////////////////
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//
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// Routines to calculate the current state of an FlxScriptedAnimation.
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//
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////////////////////////////////////////////////////////////
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double FlxScriptedAnimation::CalculateFade(double Offset, double Fade)
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{
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if (Offset < 0.0)
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{
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return 0.0;
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}
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if (Fade > 0.001)
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{
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return FMath::Min(Offset / Fade, 1.0);
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}
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return 1.0;
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}
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double FlxScriptedAnimation::UnclampedElapsedTime(double CurrentTime) const
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{
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return CurrentTime - StartTime;
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}
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double FlxScriptedAnimation::UnclampedTimeLeft(double CurrentTime) const
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{
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return EndTime - CurrentTime;
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}
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double FlxScriptedAnimation::ClampedElapsedTime(double CurrentTime) const
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{
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return FMath::Max(0.0, CurrentTime - StartTime);
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}
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double FlxScriptedAnimation::ClampedTimeLeft(double CurrentTime) const
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{
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return FMath::Max(0.0, EndTime - CurrentTime);
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}
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double FlxScriptedAnimation::CalcFadeInAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedElapsedTime(CurrentTime), FadeInDuration);
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}
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double FlxScriptedAnimation::CalcFadeOutAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedTimeLeft(CurrentTime), FadeOutDuration);
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}
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double FlxScriptedAnimation::CalcFadeInOutAlpha(double CurrentTime) const
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{
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return FMath::Min(CalcFadeInAlpha(CurrentTime), CalcFadeOutAlpha(CurrentTime));
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}
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void FlxScriptedAnimation::InitiateFadeOut(double CurrentTime, double AllowedFade)
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{
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// We only need to truncate if we aren't already fading out,
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// or if the in-progress fadeout isn't sufficiently fast.
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//
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double FadeOutAlpha = CalcFadeOutAlpha(CurrentTime);
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if ((FadeOutAlpha >= 1.0) || (FadeOutDuration > AllowedFade))
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{
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double CurrentAlpha = FMath::Min(CalcFadeInAlpha(CurrentTime), FadeOutAlpha);
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double NewFadeOutDuration = FMath::Min(AllowedFade, FadeOutDuration);
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double NewTimeLeft = NewFadeOutDuration * CurrentAlpha;
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EndTime = CurrentTime + NewTimeLeft;
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FadeOutDuration = NewFadeOutDuration;
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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, int64 AqHash)
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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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// Get the animation Length.
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double Length = (Sequence ? static_cast<double>(Sequence->GetPlayLength()) : 0.0);
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// Fill the static setup fields
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Result.Sequence = Sequence;
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Result.AqHash = AqHash;
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Result.FadeInDuration = FadeInTime;
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Result.FadeOutDuration = FadeOutTime;
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Result.StartTime = WorldTime;
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Result.EndTime = WorldTime + Length;
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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::FadeGarbage(TArray<int32> Hashes, double CurrentTime)
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{
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for (int i = 0; i < Animations.Num(); i++)
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{
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FlxScriptedAnimation &Anim = Animations[i];
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if ((Anim.AqHash != 0) && (!Hashes.Contains(Anim.AqHash)))
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{
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Anim.InitiateFadeOut(CurrentTime, 0.2);
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}
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}
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}
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void UlxScriptedAnimationLibrary::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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const FlxScriptedAnimation &Anim = Anims[0];
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Sequence0 = Anim.Sequence;
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ExplicitTime0 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence0Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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}
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if (Anims.Num() > 1)
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{
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const FlxScriptedAnimation &Anim = Anims[1];
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Sequence1 = Anim.Sequence;
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ExplicitTime1 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence1Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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}
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if (Anims.Num() > 2)
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{
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const FlxScriptedAnimation &Anim = Anims[2];
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Sequence2 = Anim.Sequence;
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ExplicitTime2 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence2Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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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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174
Source/Integration/ScriptedAnimation.h
Normal file
174
Source/Integration/ScriptedAnimation.h
Normal file
@@ -0,0 +1,174 @@
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#include "CoreMinimal.h"
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// #include "Kismet/KismetSystemLibrary.h"
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// #include "CommonTypes.h"
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// #include "Kismet/BlueprintFunctionLibrary.h"
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#include "ScriptedAnimation.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 = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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int64 AqHash = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double FadeInDuration = 0.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
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double FadeOutDuration = 0.0;
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// StartTime and EndTime.
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//
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// StartTime is the world time when the animation was actually started.
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// That is immutable once the animation is created. However, EndTime is
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// mutable: initially, it is set to StartTime + Animation.Length. But
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// script requests that the animation be truncated, the EndTime
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// may be reduced to implement the truncation.
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//
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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 EndTime = 0.0;
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// Calculate the progress of a fade.
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//
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static double CalculateFade(double Offset, double Fade);
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// Calculate Elapsed Time (unclamped)
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//
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// If current time is before the animation's start time, then
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// elapsed time will be negative.
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//
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double UnclampedElapsedTime(double CurrentTime) const;
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// Calculate Time Left (unclamped)
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//
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// If current time is after the animation's end time, then
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// time left will be negative.
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//
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double UnclampedTimeLeft(double CurrentTime) const;
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// Calculate Elapsed Time (clamped)
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//
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// If current time is before the animation's start time, then
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// elapsed time will be zero.
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//
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double ClampedElapsedTime(double CurrentTime) const;
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// Calculate Time Left (clamped)
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//
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// If current time is after the animation's end time, then
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// time left will be zero.
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//
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double ClampedTimeLeft(double CurrentTime) const;
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// Calculate the progress of the fadein.
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//
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double CalcFadeInAlpha(double CurrentTime) const;
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// Calculate the progress of the fadeout.
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//
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double CalcFadeOutAlpha(double CurrentTime) const;
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// Calculate the combined alpha of the fade-in-out.
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//
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double CalcFadeInOutAlpha(double CurrentTime) const;
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// Cause an animation to start fading right away.
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//
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// Sets up the animation to start fading immediately, by adjusting
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// the animation's EndTime. If the FadeOut time of the animation
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// is longer than the allowed fade, that will be reduced.
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// If the animation was already in the process of fading in
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// or fading out, then that will be taken into account.
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//
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// If you want to chop an animation off abruptly, without any fade,
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// simply set AllowedFade to 0.0.
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//
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void InitiateFadeOut(double CurrentTime, double AllowedFade);
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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.
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//
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// The step is inserted at the front of the array: the first animation
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// in the array is always the most recent. All other steps are shifted
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// back. If the array size exceeds the KeepCount, it is truncated.
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//
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// The Aq Hash parameter can be used to associate a scripted animation
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// with a step in the animation queue. This makes it feasible to garbage
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// collect the scripted animation if the animation queue step disappears.
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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, int64 AqHash=0);
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// Fade animations whose corresponding animation queue step is dead.
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//
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// Sometimes, predictive reexecution causes an animation step to
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// vanish from the animation queue. When that happens, it is usually
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// desirable to terminate any scripted animations that were launched
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// by that animation step. You don't want to cut them off abruptly,
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// you want to fade them out. This function causes all animations that
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// are owned by a dead animation step to begin fading.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
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void FadeGarbage(TArray<int32> Hashes, double CurrentTime);
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};
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UCLASS()
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class INTEGRATION_API UlxScriptedAnimationLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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private:
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public:
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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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};
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@@ -213,121 +213,6 @@ 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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}
|
||||
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)
|
||||
|
||||
@@ -14,89 +14,6 @@ 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);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* UlxUtilityLibrary is for functions that are aren't particularly luprex-specific,
|
||||
@@ -220,29 +137,6 @@ 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
|
||||
|
||||
Reference in New Issue
Block a user