2016-12-01 14:33:48 +01:00

99 lines
2.5 KiB
C++

#include "SpinePluginPrivatePCH.h"
#define LOCTEXT_NAMESPACE "Spine"
USpineSkeletonComponent::USpineSkeletonComponent () {
bWantsBeginPlay = true;
PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true;
bAutoActivate = true;
}
void USpineSkeletonComponent::BeginPlay() {
Super::BeginPlay();
}
void USpineSkeletonComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (lastAtlas != Atlas || lastData != SkeletonData) {
DisposeState();
if (Atlas && SkeletonData) {
spSkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
skeleton = spSkeleton_create(data);
stateData = spAnimationStateData_create(data);
state = spAnimationState_create(stateData);
}
lastAtlas = Atlas;
lastData = SkeletonData;
}
if (state) {
spAnimationState_update(state, DeltaTime);
spAnimationState_apply(state, skeleton);
spSkeleton_updateWorldTransform(skeleton);
}
}
void USpineSkeletonComponent::DisposeState () {
if (stateData) {
spAnimationStateData_dispose(stateData);
stateData = nullptr;
}
if (state) {
spAnimationState_dispose(state);
state = nullptr;
}
if (skeleton) {
spSkeleton_dispose(skeleton);
skeleton = nullptr;
}
}
void USpineSkeletonComponent::FinishDestroy () {
DisposeState();
Super::FinishDestroy();
}
void USpineSkeletonComponent::SetAnimation (int trackIndex, FString animationName, bool loop) {
if (state) {
spAnimationState_setAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0);
}
}
void USpineSkeletonComponent::AddAnimation (int trackIndex, FString animationName, bool loop, float delay) {
if (state) {
spAnimationState_addAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0, delay);
}
}
void USpineSkeletonComponent::SetEmptyAnimation (int trackIndex, float mixDuration) {
if (state) {
spAnimationState_setEmptyAnimation(state, trackIndex, mixDuration);
}
}
void USpineSkeletonComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
if (state) {
spAnimationState_addAnimationByName(state, trackIndex, mixDuration, delay);
}
}
void USpineSkeletonComponent::ClearTracks () {
if (state) {
spAnimationState_clearTracks(state);
}
}
void USpineSkeletonComponent::ClearTrack (int trackIndex) {
if (state) {
spAnimationState_clearTrack(state, trackIndex);
}
}
#undef LOCTEXT_NAMESPACE