2019-05-02 11:38:19 +02:00

73 lines
2.8 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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.
*****************************************************************************/
#pragma once
#include "Components/SceneComponent.h"
#include "SpineBoneDriverComponent.generated.h"
class USpineSkeletonComponent;
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineBoneDriverComponent : public USceneComponent {
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
AActor* Target = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString BoneName;
//Uses just this component when set to true. Updates owning actor otherwise.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool UseComponentTransform = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool UsePosition = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool UseRotation = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool UseScale = true;
USpineBoneDriverComponent();
virtual void BeginPlay() override;
virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
protected:
UFUNCTION()
void BeforeUpdateWorldTransform(USpineSkeletonComponent* skeleton);
USpineSkeletonComponent* lastBoundComponent = nullptr;
};