diff --git a/Source/FLESH/Private/DismemberedAnimInstance.cpp b/Source/FLESH/Private/DismemberedAnimInstance.cpp index d7457db..ba8c2af 100644 --- a/Source/FLESH/Private/DismemberedAnimInstance.cpp +++ b/Source/FLESH/Private/DismemberedAnimInstance.cpp @@ -2,7 +2,7 @@ UDismemberedAnimInstance::UDismemberedAnimInstance() { - // 初始化成员变量 + //Initialize member variables SourceBoneName = NAME_None; CutType = 0; RootBoneName = NAME_None; @@ -19,10 +19,10 @@ void UDismemberedAnimInstance::NativeUpdateAnimation(float DeltaSeconds) { Super::NativeUpdateAnimation(DeltaSeconds); - // 更新动画逻辑 - // 可以根据LinearVelocity和AngularVelocity更新动画状态 - - // 随时间衰减速度 + //Update animation logic + // You can update the animation state based on LinearVelocity and AngularVelocity + + // Decay speed over time const float DampingFactor = 0.95f; LinearVelocity *= DampingFactor; AngularVelocity *= DampingFactor; @@ -32,14 +32,14 @@ void UDismemberedAnimInstance::NativeInitializeAnimation() { Super::NativeInitializeAnimation(); - // 获取拥有者骨骼网格体 + // Get the owner skeleton mesh USkeletalMeshComponent* OwnerMesh = GetSkelMeshComponent(); if (!OwnerMesh) { return; } - // 初始化动画相关参数 + // Initialize animation related parameters } void UDismemberedAnimInstance::SetSourceBone(const FName& BoneName) @@ -54,10 +54,10 @@ void UDismemberedAnimInstance::SetCutType(int32 InCutType) void UDismemberedAnimInstance::ApplyImpulse(const FVector& Impulse) { - // 应用冲量到分离的部分 + // Apply impulse to the separated part LinearVelocity += Impulse; - // 根据冲量生成一些随机的角速度 + // Generate some random angular velocity based on the impulse const float AngularImpulseFactor = 0.1f; FVector RandomAngular = FVector( FMath::RandRange(-1.0f, 1.0f), @@ -66,4 +66,4 @@ void UDismemberedAnimInstance::ApplyImpulse(const FVector& Impulse) ); AngularVelocity += RandomAngular * Impulse.Size() * AngularImpulseFactor; -} +} \ No newline at end of file