Files
UnrealEngine/Engine/Source/Editor/UnrealEd/Private/Animation/EditorAnimCompositeSegment.cpp
2025-05-18 13:04:45 +08:00

72 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimMontage.cpp: Montage classes that contains slots
=============================================================================*/
#include "Animation/EditorAnimCompositeSegment.h"
#include "Animation/AnimComposite.h"
#include "Animation/Skeleton.h"
UEditorAnimCompositeSegment::UEditorAnimCompositeSegment(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
AnimSegmentIndex = 0;
}
void UEditorAnimCompositeSegment::InitAnimSegment(int32 AnimSegmentIndexIn)
{
AnimSegmentIndex = AnimSegmentIndexIn;
if(UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
{
if(Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
{
AnimSegment = Composite->AnimationTrack.AnimSegments[AnimSegmentIndex];
}
}
}
void UEditorAnimCompositeSegment::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimReference))
{
AnimSegment.UpdateCachedPlayLength();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
bool UEditorAnimCompositeSegment::ApplyChangesToMontage()
{
if(UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
{
if(Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
{
if (AnimSegment.GetAnimReference() && Composite->GetSkeleton()->IsCompatibleForEditor(AnimSegment.GetAnimReference()->GetSkeleton()))
{
Composite->AnimationTrack.AnimSegments[AnimSegmentIndex] = AnimSegment;
return true;
}
else
{
AnimSegment.SetAnimReference(Composite->AnimationTrack.AnimSegments[AnimSegmentIndex].GetAnimReference(), false);
return false;
}
}
}
return false;
}
bool UEditorAnimCompositeSegment::PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent)
{
const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
// Changing the end or start time of the segment length can't change the order of the montage segments.
// Return false so that the montage editor does not fully rebuild its UI and we can keep this UEditorAnimSegment object
// in the details view. (A better solution would be handling the rebuilding in a way that didn't possibly invalidate the UEditorMontageObj in the details view)
return !(PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimEndTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimStartTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimPlayRate) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, LoopingCount));
}