Codestyle fix #2211

This commit is contained in:
Wojtek Figat
2024-02-06 16:17:43 +01:00
parent d6a51dc06c
commit c0e3b27880
2 changed files with 7 additions and 8 deletions

View File

@@ -69,7 +69,6 @@ namespace FlaxEditor.Surface.Archetypes
return;
if (box.ID != _assetBox.ID)
return;
_assetSelect.Visible = !box.HasAnyConnection;
}
}
@@ -122,7 +121,7 @@ namespace FlaxEditor.Surface.Archetypes
Title = _assetBox.HasAnyConnection || asset == null ? "Animation" : asset.ShortName;
else
Title = asset?.ShortName ?? "Animation";
var style = Style.Current;
Resize(Mathf.Max(230, style.FontLarge.MeasureText(Title).X + 30), 160);
}
@@ -570,7 +569,7 @@ namespace FlaxEditor.Surface.Archetypes
{
TypeID = 10,
Title = "Blend Additive",
Description =
Description =
"Blend animation poses (with additive mode)" +
"\n" +
"\nNote: " +
@@ -598,7 +597,7 @@ namespace FlaxEditor.Surface.Archetypes
TypeID = 11,
Title = "Blend with Mask",
Description = "Blend animation poses using skeleton mask",
Create = (id, context, arch, groupArch) => new SkeletonMaskSample(id, context, arch, groupArch),
Create = (id, context, arch, groupArch) => new SkeletonMaskSample(id, context, arch, groupArch),
Flags = NodeFlags.AnimGraph,
Size = new Float2(180, 140),
DefaultValues = new object[]

View File

@@ -228,7 +228,7 @@ void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode*
trace.Value = animPos;
trace.NodeId = node->ID;
}
// Evaluate nested animations
bool hasNested = false;
if (anim->NestedAnims.Count() != 0)
@@ -1133,14 +1133,14 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
auto mask = node->Assets[0].As<SkeletonMask>();
auto maskAssetBox = node->GetBox(4); // 4 is the id of skeleton mask parameter node.
// Check if have some mask asset conected with the mask node
// Check if have some mask asset connected with the mask node
if (maskAssetBox->HasConnection())
{
const Value assetBoxValue = tryGetValue(maskAssetBox, Value::Null);
// Use the mask conected with this node instead of default mask asset
// Use the mask connected with this node instead of default mask asset
if (assetBoxValue != Value::Null)
mask = (SkeletonMask *)assetBoxValue.AsAsset;
mask = (SkeletonMask*)assetBoxValue.AsAsset;
}
// Only A or missing/invalid mask