63 lines
2.5 KiB
C++
63 lines
2.5 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/EditorAnimCompositeSegment.h"
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#include "Animation/AnimComposite.h"
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UEditorAnimCompositeSegment::UEditorAnimCompositeSegment(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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AnimSegmentIndex = 0;
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}
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void UEditorAnimCompositeSegment::InitAnimSegment(int AnimSegmentIndexIn)
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{
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AnimSegmentIndex = AnimSegmentIndexIn;
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if (UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
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{
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if (Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
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{
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AnimSegment = Composite->AnimationTrack.AnimSegments[AnimSegmentIndex];
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}
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}
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}
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bool UEditorAnimCompositeSegment::ApplyChangesToMontage()
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{
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if (UAnimComposite* Composite = Cast<UAnimComposite>(AnimObject))
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{
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if (Composite->AnimationTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
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{
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if (AnimSegment.AnimReference && Composite->GetSkeleton() == AnimSegment.AnimReference->GetSkeleton())
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{
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Composite->AnimationTrack.AnimSegments[AnimSegmentIndex] = AnimSegment;
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return true;
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}
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else
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{
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AnimSegment.AnimReference = Composite->AnimationTrack.AnimSegments[AnimSegmentIndex].AnimReference;
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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 UEditorAnimCompositeSegment::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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if (PropertyName == FName(TEXT("AnimEndTime")) || PropertyName == FName(TEXT("AnimStartTime")) || PropertyName == FName(TEXT("AnimPlayRate")) || PropertyName == FName(TEXT("LoopingCount")))
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{
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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 false;
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}
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return true;
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}
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