84 lines
3.3 KiB
C++
84 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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AnimMontage.cpp: Montage classes that contains slots
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=============================================================================*/
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#include "Animation/EditorAnimSegment.h"
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#include "Animation/AnimMontage.h"
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#include "Animation/Skeleton.h"
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UEditorAnimSegment::UEditorAnimSegment(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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AnimSlotIndex = 0;
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AnimSegmentIndex = 0;
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}
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void UEditorAnimSegment::InitAnimSegment(int32 AnimSlotIndexIn, int32 AnimSegmentIndexIn)
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{
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AnimSlotIndex = AnimSlotIndexIn;
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AnimSegmentIndex = AnimSegmentIndexIn;
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if(UAnimMontage* Montage = Cast<UAnimMontage>(AnimObject))
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{
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if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
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{
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AnimSegment = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex];
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}
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}
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}
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void UEditorAnimSegment::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimReference))
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{
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AnimSegment.UpdateCachedPlayLength();
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}
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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bool UEditorAnimSegment::ApplyChangesToMontage()
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{
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if(UAnimMontage* Montage = Cast<UAnimMontage>(AnimObject))
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{
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if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex) )
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{
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if (AnimSegment.GetAnimReference() && Montage->GetSkeleton()->IsCompatibleForEditor(AnimSegment.GetAnimReference()->GetSkeleton()))
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{
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Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex] = AnimSegment;
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Montage->UpdateLinkableElements(AnimSlotIndex, AnimSegmentIndex);
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// Need to update linkable elements for segments further along.
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int32 NumSegments = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.Num();
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for(int32 SegmentIdx = AnimSegmentIndex + 1 ; SegmentIdx < NumSegments ; ++SegmentIdx)
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{
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Montage->UpdateLinkableElements(AnimSlotIndex, SegmentIdx);
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}
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return true;
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}
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else
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{
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AnimSegment.SetAnimReference(Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex].GetAnimReference());
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return false;
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}
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}
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}
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return false;
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}
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bool UEditorAnimSegment::PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent)
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{
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const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
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// Changing the end or start time of the segment length can't change the order of the montage segments.
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// Return false so that the montage editor does not fully rebuild its UI and we can keep this UEditorAnimSegment object
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// 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)
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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));
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}
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