diff --git a/Source/Editor/Surface/Archetypes/Animation.cs b/Source/Editor/Surface/Archetypes/Animation.cs index b2494081a..cbe9c3d85 100644 --- a/Source/Editor/Surface/Archetypes/Animation.cs +++ b/Source/Editor/Surface/Archetypes/Animation.cs @@ -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[] diff --git a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp index ab3bb0250..d3b61c951 100644 --- a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp +++ b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp @@ -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(); 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