175 lines
5.7 KiB
C++
175 lines
5.7 KiB
C++
#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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