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