Refactor Visject Graph nodes data for unlimited size
This commit is contained in:
@@ -163,10 +163,12 @@ bool AnimGraphBase::onNodeLoaded(Node* n)
|
||||
// Animation
|
||||
case 2:
|
||||
ADD_BUCKET(AnimationBucketInit);
|
||||
n->Assets.Resize(1);
|
||||
n->Assets[0] = (Asset*)Content::LoadAsync<Animation>((Guid)n->Values[0]);
|
||||
break;
|
||||
// Blend with Mask
|
||||
case 11:
|
||||
n->Assets.Resize(1);
|
||||
n->Assets[0] = (Asset*)Content::LoadAsync<SkeletonMask>((Guid)n->Values[1]);
|
||||
break;
|
||||
// Multi Blend 1D
|
||||
@@ -174,6 +176,7 @@ bool AnimGraphBase::onNodeLoaded(Node* n)
|
||||
{
|
||||
ADD_BUCKET(MultiBlendBucketInit);
|
||||
n->Data.MultiBlend1D.Length = -1;
|
||||
n->Assets.Resize(ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS);
|
||||
for (int32 i = 0; i < ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS; i++)
|
||||
{
|
||||
n->Assets[i] = Content::LoadAsync<Animation>((Guid)n->Values[i * 2 + 5]);
|
||||
@@ -191,6 +194,7 @@ 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];
|
||||
n->Assets.Resize(ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS);
|
||||
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]);
|
||||
@@ -305,6 +309,7 @@ bool AnimGraphBase::onNodeLoaded(Node* n)
|
||||
data.Graph = nullptr;
|
||||
break;
|
||||
}
|
||||
n->Assets.Resize(1);
|
||||
n->Assets[0] = function;
|
||||
|
||||
// Load the graph
|
||||
|
||||
Reference in New Issue
Block a user