Fix bugs in animation queue handling, and add animation timeouts
This commit is contained in:
@@ -23,7 +23,32 @@ void UlxTangible::Init(UlxTangibleManager* tm, int64 id)
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TangibleId = id;
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}
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#pragma optimize("", off)
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void UlxTangible::DeleteCurrentActor()
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{
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if (CurrentActor == nullptr) return;
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// Remove the tangible component. This is probably
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// unnecessary, but it makes it more likely that we'll
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// catch bugs early.
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UlxTangibleComponent* comp = CurrentActor->GetComponentByClass<UlxTangibleComponent>();
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if (comp != nullptr) {
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comp->DestroyComponent();
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}
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// Now destroy the actor itself. According to various
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// documents I've read online, it may be necessary to take
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// further steps to delete the object. Not clear.
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CurrentActor->Destroy();
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// If this actor previously was posessed by a player controller,
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// then it's not posessed anymore, because there is no actor any more.
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if (Manager->PossessedTangible == this) {
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Manager->PossessedTangible = nullptr;
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};
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CurrentActor = nullptr;
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}
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void UlxTangible::SetActorBlueprint(const FString &XName) {
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FString Name = XName.ToLower();
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@@ -32,7 +57,6 @@ void UlxTangible::SetActorBlueprint(const FString &XName) {
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return;
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}
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// Get the blueprint.
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UClass *blueprint = UlxAssetLookup::LoadTangibleBlueprintAsset(this, Name);
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if (blueprint == nullptr)
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{
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@@ -40,71 +64,50 @@ void UlxTangible::SetActorBlueprint(const FString &XName) {
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check(blueprint != nullptr);
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}
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// If there's already an actor, delete it.
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if (CurrentActor != nullptr) {
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// Remove the tangible component. This is probably
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// unnecessary, but it makes it more likely that we'll
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// catch bugs early.
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UlxTangibleComponent* comp = CurrentActor->GetComponentByClass<UlxTangibleComponent>();
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if (comp != nullptr) {
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comp->DestroyComponent();
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}
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// Now destroy the actor itself. According to various
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// documents I've read online, it may be necessary to take
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// further steps to delete the object. Not clear.
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CurrentActor->Destroy();
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// If this actor previously was posessed by a player controller,
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// then it's not posessed anymore, because there is no actor any more.
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if (Manager->PossessedTangible == this) {
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Manager->PossessedTangible = nullptr;
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};
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}
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// Update the blueprint name
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ActorBlueprintName = Name;
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// Now create a new actor, unless the BP is nullptr.
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if (blueprint != nullptr) {
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UWorld* w = Manager->GetWorld();
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FActorSpawnParameters params;
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// If there's already an actor, delete it.
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DeleteCurrentActor();
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// Give the new actor a reasonable name.
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params.Name = FName(*FString::Printf(TEXT("%s_%ld"), *Name, TangibleId));
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// Now create a new actor.
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UWorld* w = Manager->GetWorld();
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FActorSpawnParameters params;
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// Currently, the actor is spawned at (0,0,0), which is not good.
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// We should spawn at the actor's current location. I'll get to it
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// eventually.
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FTransform transform;
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transform.SetLocation(FVector(0,0,0));
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transform.SetRotation(FQuat(FRotator(0,0,0)));
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// Give the new actor a reasonable name.
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params.Name = FName(*FString::Printf(TEXT("%s_%ld"), *Name, TangibleId));
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// Create the actor at the specified location even if there's something in the way.
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params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// Normally, SpawnActor runs the BeginPlay entry point. We
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// want to delay that until after we've had a chance to set
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// up the TangibleComponent.
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params.bDeferConstruction = true;
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AActor* a = w->SpawnActor(blueprint, &transform, params);
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check(a != nullptr);
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// Currently, the actor is spawned at (0,0,0), which is not good.
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// We should spawn at the actor's current location. I'll get to it
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// eventually.
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FTransform transform;
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transform.SetLocation(FVector(0,0,0));
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transform.SetRotation(FQuat(FRotator(0,0,0)));
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// Make sure the label and the name are the same.
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a->SetActorLabel(params.Name.ToString());
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// Create the actor at the specified location even if there's something in the way.
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params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// Normally, SpawnActor runs the BeginPlay entry point. We
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// want to delay that until after we've had a chance to set
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// up the TangibleComponent.
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params.bDeferConstruction = true;
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AActor* a = w->SpawnActor(blueprint, &transform, params);
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check(a != nullptr);
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// Insert a TangibleComponent into the actor.
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// Link the actor to its tangible, and the tangible to its actor.
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UActorComponent* ac = a->AddComponentByClass(UlxTangibleComponent::StaticClass(), false, FTransform::Identity, false);
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UlxTangibleComponent* tc = Cast<UlxTangibleComponent>(ac);
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check(tc != nullptr);
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tc->Tangible = this;
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CurrentActor = a;
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// Make sure the label and the name are the same.
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a->SetActorLabel(params.Name.ToString());
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// This executes the BeginPlay entry point. We have to do this here
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// because we deferred it in SpawnActor.
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a->FinishSpawning(transform, true);
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}
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// Insert a TangibleComponent into the actor.
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// Link the actor to its tangible, and the tangible to its actor.
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UActorComponent* ac = a->AddComponentByClass(UlxTangibleComponent::StaticClass(), false, FTransform::Identity, false);
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UlxTangibleComponent* tc = Cast<UlxTangibleComponent>(ac);
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check(tc != nullptr);
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tc->Tangible = this;
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CurrentActor = a;
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// This executes the BeginPlay entry point. We have to do this here
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// because we deferred it in SpawnActor.
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a->FinishSpawning(transform, true);
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}
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void UlxTangible::UpdateAnimationQueue(std::string_view aq) {
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@@ -113,6 +116,9 @@ void UlxTangible::UpdateAnimationQueue(std::string_view aq) {
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void UlxTangible::MaybeExecuteAnimStateChanged() {
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int limit = 3;
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bool AnyChange = AnimTracker.IsChanged();
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while (AnimTracker.IsChanged()) {
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if (limit == 0) break;
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limit -= 1;
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@@ -122,13 +128,47 @@ void UlxTangible::MaybeExecuteAnimStateChanged() {
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SetActorBlueprint(blueprint);
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AActor *actor = GetActor();
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UFunction *aqchanged = actor->GetClass()->FindFunctionByName(FName(TEXT("Animation Queue Changed")));
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if (aqchanged != nullptr) {
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if (aqchanged != nullptr)
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{
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actor->ProcessEvent(aqchanged, nullptr);
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}
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}
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// Refresh the pending animation state.
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double Now = GetWorld()->GetTimeSeconds();
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if (AnyChange)
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{
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const FlxAnimationStep *Unfinished = AnimTracker.FirstUnfinished();
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if (Unfinished == nullptr)
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{
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PendingAnimationHash = 0;
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PendingAnimationTimeout = 0.0;
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}
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else if (Unfinished->Hash != PendingAnimationHash)
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{
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PendingAnimationHash = Unfinished->Hash;
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PendingAnimationTimeout = Now + 10.0;
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}
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}
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// Implement the animation timeout.
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if ((PendingAnimationHash != 0) && (Now > PendingAnimationTimeout))
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{
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const FlxAnimationStep *Step = AnimTracker.FindAnimation(PendingAnimationHash);
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if (Step != nullptr)
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{
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FString DS = UlxAnimationStepLibrary::AnimationStepDebugString(*Step);
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UE_LOG(LogLuprex, Warning, TEXT("Timeout - blueprint didn't finish animation: %s"), *DS);
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AnimTracker.FinishedAnimation(PendingAnimationHash);
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}
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AutoUpdatePosition();
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PendingAnimationHash = 0;
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PendingAnimationTimeout = 0.0;
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}
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}
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FVector UlxTangible::GetLocation() const {
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FVector UlxTangible::GetLocation() const
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{
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if (CurrentActor == nullptr) {
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return FVector(0,0,0);
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} else {
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@@ -136,8 +176,9 @@ FVector UlxTangible::GetLocation() const {
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}
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}
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void UlxTangible::Destroy() {
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SetActorBlueprint("");
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void UlxTangible::Destroy()
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{
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DeleteCurrentActor();
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Manager = nullptr;
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TangibleId = -1;
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CurrentActor = nullptr;
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@@ -147,14 +188,16 @@ void UlxTangible::Destroy() {
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NearAccordingToUnreal = false;
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}
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UlxTangible *UlxTangible::GetActorTangibleQuiet(AActor *actor) {
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UlxTangible *UlxTangible::GetActorTangibleQuiet(AActor *actor)
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{
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if (actor == nullptr) return nullptr;
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UlxTangibleComponent* comp = actor->GetComponentByClass<UlxTangibleComponent>();
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if (comp == nullptr) return nullptr;
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return comp->Tangible.Get();
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}
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UlxTangible *UlxTangible::GetActorTangibleOrLog(AActor *actor) {
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UlxTangible *UlxTangible::GetActorTangibleOrLog(AActor *actor)
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{
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UlxTangible *tan = GetActorTangibleQuiet(actor);
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if (tan == nullptr) {
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if (actor == nullptr) {
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@@ -175,18 +218,24 @@ void UlxTangible::GetCurrentAnimation(AActor *target, FlxAnimationStep &step) {
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step = tan->AnimTracker.GetCurrentAnimation();
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}
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void UlxTangible::AutoUpdatePosition()
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{
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const FlxAnimationStep *Step = AnimTracker.LastFinished();
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if (Step != nullptr)
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{
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Step->AutoUpdateXYZ(GetActor());
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Step->AutoUpdateFacing(GetActor());
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Step->AutoUpdatePlane(&(this->Plane));
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}
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}
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void UlxTangible::FinishedAnimation(AActor *target, const FlxAnimationStep &step, bool AutoUpdate) {
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UlxTangible *tan = GetActorTangibleOrLog(target);
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if (tan == nullptr) return;
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if (AutoUpdate)
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{
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step.AutoUpdateXYZ(target);
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step.AutoUpdateFacing(target);
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step.AutoUpdatePlane(&(tan->Plane));
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}
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tan->AnimTracker.FinishedAnimation(step.Hash);
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if (AutoUpdate) tan->AutoUpdatePosition();
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FString DebugString = UlxAnimationStepLibrary::AnimationStepDebugString(step);
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UE_LOG(LogBlueprint, Display, TEXT("Animation Finished: %s"), *DebugString);
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UE_LOG(LogLuprex, Display, TEXT("Animation Finished: %s"), *DebugString);
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}
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FString UlxTangible::GetTangiblePlane(AActor* target) {
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