EM_Task/UnrealEd/Private/Animation/EditorAnimSegment.cpp

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimMontage.cpp: Montage classes that contains slots
=============================================================================*/
#include "Animation/EditorAnimSegment.h"
#include "Animation/AnimMontage.h"
UEditorAnimSegment::UEditorAnimSegment(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
AnimSlotIndex = 0;
AnimSegmentIndex = 0;
}
void UEditorAnimSegment::InitAnimSegment(int AnimSlotIndexIn, int 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];
}
}
}
bool UEditorAnimSegment::ApplyChangesToMontage()
{
if (UAnimMontage* Montage = Cast<UAnimMontage>(AnimObject))
{
if (Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
{
if (AnimSegment.AnimReference && AnimSegment.AnimReference->GetSkeleton() == Montage->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.AnimReference = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex].AnimReference;
return false;
}
}
}
return false;
}
bool UEditorAnimSegment::PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent)
{
const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == FName(TEXT("AnimEndTime")) || PropertyName == FName(TEXT("AnimStartTime")) || PropertyName == FName(TEXT("AnimPlayRate")) || PropertyName == FName(TEXT("LoopingCount")))
{
// 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 false;
}
return true;
}