Expose Dynamic Material Instances (#1225)

Moved atlasXBlendMaterials arrays to public namespace for accessibility at runtime.

See also:
https://github.com/EsotericSoftware/spine-runtimes/issues/1210
This commit is contained in:
soctty 2018-12-17 08:05:53 -06:00 committed by Mario Zechner
parent 651416c620
commit 6bea3e8e8f

View File

@ -47,6 +47,7 @@ public:
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
// Material Instance parents
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* NormalBlendMaterial;
@ -59,6 +60,23 @@ public:
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* ScreenBlendMaterial;
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
float DepthOffset = 0.1f;
@ -68,9 +86,9 @@ public:
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
FLinearColor Color = FLinearColor(1, 1, 1, 1);
/** Whether to generate collision geometry for the skeleton, or not. */
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
bool bCreateCollision;
/** Whether to generate collision geometry for the skeleton, or not. */
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
bool bCreateCollision;
virtual void FinishDestroy() override;
@ -79,23 +97,6 @@ protected:
void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
UPROPERTY()
TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
spine::Vector<float> worldVertices;
spine::SkeletonClipping clipper;
};