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

84 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimMontage.cpp: Montage classes that contains slots
=============================================================================*/
#include "Animation/EditorAnimSegment.h"
#include "Animation/AnimMontage.h"
#include "Animation/Skeleton.h"
UEditorAnimSegment::UEditorAnimSegment(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
AnimSlotIndex = 0;
AnimSegmentIndex = 0;
}
void UEditorAnimSegment::InitAnimSegment(int32 AnimSlotIndexIn, int32 AnimSegmentIndexIn)
{
AnimSlotIndex = AnimSlotIndexIn;
AnimSegmentIndex = AnimSegmentIndexIn;
if(UAnimMontage* Montage = Cast<UAnimMontage>(AnimObject))
{
if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
{
AnimSegment = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex];
}
}
}
void UEditorAnimSegment::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimReference))
{
AnimSegment.UpdateCachedPlayLength();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
bool UEditorAnimSegment::ApplyChangesToMontage()
{
if(UAnimMontage* Montage = Cast<UAnimMontage>(AnimObject))
{
if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex) )
{
if (AnimSegment.GetAnimReference() && Montage->GetSkeleton()->IsCompatibleForEditor(AnimSegment.GetAnimReference()->GetSkeleton()))
{
Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex] = AnimSegment;
Montage->UpdateLinkableElements(AnimSlotIndex, AnimSegmentIndex);
// Need to update linkable elements for segments further along.
int32 NumSegments = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.Num();
for(int32 SegmentIdx = AnimSegmentIndex + 1 ; SegmentIdx < NumSegments ; ++SegmentIdx)
{
Montage->UpdateLinkableElements(AnimSlotIndex, SegmentIdx);
}
return true;
}
else
{
AnimSegment.SetAnimReference(Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex].GetAnimReference());
return false;
}
}
}
return false;
}
bool UEditorAnimSegment::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));
}