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41 lines
1.3 KiB
C++
41 lines
1.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "SpineboyCppPawn.h"
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#include "SpineSkeletonAnimationComponent.h"
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#include "SpineUE.h"
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// Sets default values
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ASpineboyCppPawn::ASpineboyCppPawn() {
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// Set this pawn to call Tick() every frame. You can turn this off to improve
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// performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ASpineboyCppPawn::BeginPlay() {
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Super::BeginPlay();
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USpineSkeletonAnimationComponent *animationComponent =
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FindComponentByClass<USpineSkeletonAnimationComponent>();
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animationComponent->SetAnimation(0, FString("walk"), true);
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}
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// Called every frame
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void ASpineboyCppPawn::Tick(float DeltaTime) {
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Super::Tick(DeltaTime);
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USpineSkeletonAnimationComponent *animationComponent =
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FindComponentByClass<USpineSkeletonAnimationComponent>();
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spine::AnimationState *state = animationComponent->GetAnimationState();
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spine::TrackEntry *entry = state->getCurrent(0);
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if (entry) {
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GEngine->AddOnScreenDebugMessage(
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-1, 0.5f, FColor::Yellow,
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FString(entry->getAnimation()->getName().buffer()));
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}
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}
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// Called to bind functionality to input
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void ASpineboyCppPawn::SetupPlayerInputComponent(
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UInputComponent *PlayerInputComponent) {
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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