Add live debugging of blend position in Multi Blend

This commit is contained in:
Wojtek Figat
2024-04-18 18:42:31 +02:00
parent a3b5f4b789
commit 0845866c4d
3 changed files with 50 additions and 4 deletions

View File

@@ -174,7 +174,6 @@ bool AnimGraphBase::onNodeLoaded(Node* n)
{
ADD_BUCKET(MultiBlendBucketInit);
n->Data.MultiBlend1D.Length = -1;
const Float4 range = n->Values[0].AsFloat4();
for (int32 i = 0; i < ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS; i++)
{
n->Assets[i] = Content::LoadAsync<Animation>((Guid)n->Values[i * 2 + 5]);
@@ -192,7 +191,6 @@ bool AnimGraphBase::onNodeLoaded(Node* n)
// Get blend points locations
Array<Float2, FixedAllocation<ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS + 3>> vertices;
byte vertexIndexToAnimIndex[ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS];
const Float4 range = n->Values[0].AsFloat4();
for (int32 i = 0; i < ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS; i++)
{
n->Assets[i] = (Asset*)Content::LoadAsync<Animation>((Guid)n->Values[i * 2 + 5]);