diff --git a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp index 819d0ffbe..050265f87 100644 --- a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp +++ b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp @@ -45,7 +45,7 @@ bool USpineSkeletonComponent::SetSkin(const FString& skinName) { else return false; } -bool USpineSkeletonComponent::setAttachment (const FString& slotName, const FString& attachmentName) { +bool USpineSkeletonComponent::SetAttachment (const FString& slotName, const FString& attachmentName) { CheckState(); if (skeleton) return spSkeleton_setAttachment(skeleton, TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName)) != 0; return false; diff --git a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonAnimationComponent.h b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonAnimationComponent.h index 605d2a25b..e551e9bd6 100644 --- a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonAnimationComponent.h +++ b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonAnimationComponent.h @@ -84,115 +84,115 @@ public: void SetTrackEntry (spTrackEntry* entry); spTrackEntry* GetTrackEntry(); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") int GetTrackIndex () { return entry ? entry->trackIndex : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") bool GetLoop () { return entry ? entry->loop != 0 : false; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetLoop (bool loop) { if (entry) entry->loop = loop ? 1 : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetEventThreshold () { return entry ? entry->eventThreshold : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetEventThreshold(float eventThreshold) { if (entry) entry->eventThreshold = eventThreshold; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetAttachmentThreshold() { return entry ? entry->attachmentThreshold : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetAttachmentThreshold(float attachmentThreshold) { if (entry) entry->attachmentThreshold = attachmentThreshold; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetDrawOrderThreshold() { return entry ? entry->drawOrderThreshold : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetDrawOrderThreshold(float drawOrderThreshold) { if (entry) entry->drawOrderThreshold = drawOrderThreshold; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetAnimationStart() { return entry ? entry->animationStart : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetAnimationStart(float animationStart) { if (entry) entry->animationStart = animationStart; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetAnimationEnd() { return entry ? entry->animationEnd : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetAnimationEnd(float animationEnd) { if (entry) entry->animationEnd = animationEnd; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetAnimationLast() { return entry ? entry->animationLast : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetAnimationLast(float animationLast) { if (entry) entry->animationLast = animationLast; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetNextAnimationLast() { return entry ? entry->nextAnimationLast : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetNextAnimationLast(float nextAnimationLast) { if (entry) entry->nextAnimationLast = nextAnimationLast; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetDelay() { return entry ? entry->delay : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetDelay(float delay) { if (entry) entry->delay = delay; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetTrackTime() { return entry ? entry->trackTime : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetTrackTime(float trackTime) { if (entry) entry->trackTime = trackTime; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetTrackLast() { return entry ? entry->trackLast : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetTrackLast(float trackLast) { if (entry) entry->trackLast = trackLast; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetNextTrackLast() { return entry ? entry->nextTrackLast : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetNextTrackLast(float nextTrackLast) { if (entry) entry->nextTrackLast = nextTrackLast; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetTrackEnd() { return entry ? entry->trackEnd : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetTrackEnd(float trackEnd) { if (entry) entry->trackEnd = trackEnd; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetTimeScale() { return entry ? entry->timeScale : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetTimeScale(float timeScale) { if (entry) entry->timeScale = timeScale; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetAlpha() { return entry ? entry->alpha : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetAlpha(float alpha) { if (entry) entry->alpha = alpha; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetMixTime() { return entry ? entry->mixTime : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetMixTime(float mixTime) { if (entry) entry->mixTime = mixTime; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetMixDuration() { return entry ? entry->mixDuration : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetMixDuration(float mixDuration) { if (entry) entry->mixDuration = mixDuration; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") float GetMixAlpha() { return entry ? entry->mixAlpha : 0; } - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry") void SetMixAlpha(float mixAlpha) { if (entry) entry->mixAlpha = mixAlpha; } - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry") FSpineAnimationStartDelegate AnimationStart; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry") FSpineAnimationInterruptDelegate AnimationInterrupt; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry") FSpineAnimationEventDelegate AnimationEvent; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry") FSpineAnimationCompleteDelegate AnimationComplete; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry") FSpineAnimationEndDelegate AnimationEnd; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry") FSpineAnimationDisposeDelegate AnimationDispose; protected: @@ -216,49 +216,49 @@ public: virtual void FinishDestroy () override; // Blueprint functions - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") void SetTimeScale(float timeScale); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") float GetTimeScale(); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") UTrackEntry* SetAnimation (int trackIndex, FString animationName, bool loop); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") UTrackEntry* AddAnimation (int trackIndex, FString animationName, bool loop, float delay); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") UTrackEntry* SetEmptyAnimation (int trackIndex, float mixDuration); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") UTrackEntry* AddEmptyAnimation (int trackIndex, float mixDuration, float delay); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") UTrackEntry* GetCurrent (int trackIndex); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") void ClearTracks (); - UFUNCTION(BlueprintCallable, Category="Components|Spine") + UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation") void ClearTrack (int trackIndex); - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation") FSpineAnimationStartDelegate AnimationStart; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation") FSpineAnimationInterruptDelegate AnimationInterrupt; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation") FSpineAnimationEventDelegate AnimationEvent; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation") FSpineAnimationCompleteDelegate AnimationComplete; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation") FSpineAnimationEndDelegate AnimationEnd; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation") FSpineAnimationDisposeDelegate AnimationDispose; // used in C event callback. Needs to be public as we can't call diff --git a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h index 913bb5bd7..182a02ae1 100644 --- a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h +++ b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h @@ -53,46 +53,46 @@ public: spSkeleton* GetSkeleton () { return skeleton; }; - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") bool SetSkin (const FString& SkinName); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") - bool setAttachment (const FString& slotName, const FString& attachmentName); + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") + bool SetAttachment (const FString& slotName, const FString& attachmentName); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") FTransform GetBoneWorldTransform (const FString& BoneName); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") void SetBoneWorldPosition (const FString& BoneName, const FVector& position); + + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") + void UpdateWorldTransform(); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") void SetToSetupPose (); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") void SetBonesToSetupPose (); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") - void UpdateWorldTransform (); - - UFUNCTION(BlueprintCallable, Category = "Components|Spine") - void SetSlotsToSetupPose (); + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") + void SetSlotsToSetupPose(); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") void SetFlipX(bool flipX); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") bool GetFlipX(); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") void SetFlipY(bool flipY); - UFUNCTION(BlueprintCallable, Category = "Components|Spine") + UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") bool GetFlipY(); - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton") FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform; - UPROPERTY(BlueprintAssignable, Category = "Components|Spine") + UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton") FSpineAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform; USpineSkeletonComponent ();