/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "SpinePluginPrivatePCH.h" USpineBoneDriverComponent::USpineBoneDriverComponent () { bWantsBeginPlay = true; PrimaryComponentTick.bCanEverTick = true; bTickInEditor = true; bAutoActivate = true; } void USpineBoneDriverComponent::BeginPlay () { Super::BeginPlay(); } void USpineBoneDriverComponent::BeforeUpdateWorldTransform(USpineSkeletonComponent* skeleton) { AActor* owner = GetOwner(); if (owner && skeleton == lastBoundComponent) { skeleton->SetBoneWorldPosition(BoneName, owner->GetActorLocation() ); } } void USpineBoneDriverComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); if (Target) { USpineSkeletonComponent* skeleton = static_cast(Target->GetComponentByClass(USpineSkeletonComponent::StaticClass())); if (skeleton != lastBoundComponent) { // if (lastBoundComponent) lastBoundComponent->BeforeUpdateWorldTransform.RemoveAll(this); if (!skeleton->BeforeUpdateWorldTransform.GetAllObjects().Contains(this)) skeleton->BeforeUpdateWorldTransform.AddDynamic(this, &USpineBoneDriverComponent::BeforeUpdateWorldTransform); lastBoundComponent = skeleton; } } }