EM_Task/UnrealEd/Private/Animation/EditorAnimCompositeSegment.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/EditorAnimCompositeSegment.h"
#include "Animation/AnimComposite.h"
UEditorAnimCompositeSegment::UEditorAnimCompositeSegment(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
AnimSegmentIndex = 0;
}
void UEditorAnimCompositeSegment::InitAnimSegment(int AnimSegmentIndexIn)
{
AnimSegmentIndex = AnimSegmentIndexIn;
if (UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
{
if (Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
{
AnimSegment = Composite->AnimationTrack.AnimSegments[AnimSegmentIndex];
}
}
}
bool UEditorAnimCompositeSegment::ApplyChangesToMontage()
{
if (UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
{
if (Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
{
if (AnimSegment.AnimReference && Composite->GetSkeleton() == AnimSegment.AnimReference->GetSkeleton())
{
Composite->AnimationTrack.AnimSegments[AnimSegmentIndex] = AnimSegment;
return true;
}
else
{
AnimSegment.AnimReference = Composite->AnimationTrack.AnimSegments[AnimSegmentIndex].AnimReference;
return false;
}
}
}
return false;
}
bool UEditorAnimCompositeSegment::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;
}