Merge branch 'AnimationSampleNode-AnimationAssetReferencePort' of https://github.com/Chikinsupu/FlaxEngine into Chikinsupu-AnimationSampleNode-AnimationAssetReferencePort

This commit is contained in:
Wojtek Figat
2023-10-09 22:24:57 +02:00
2 changed files with 36 additions and 3 deletions

View File

@@ -34,6 +34,9 @@ namespace FlaxEditor.Surface.Archetypes
/// <seealso cref="FlaxEditor.Surface.SurfaceNode" />
public class Sample : SurfaceNode
{
private AssetSelect _assetSelect;
private Box _assetBox;
/// <inheritdoc />
public Sample(uint id, VisjectSurfaceContext context, NodeArchetype nodeArch, GroupArchetype groupArch)
: base(id, context, nodeArch, groupArch)
@@ -54,16 +57,33 @@ namespace FlaxEditor.Surface.Archetypes
base.OnSurfaceLoaded(action);
if (Surface != null)
{
_assetSelect = GetChild<AssetSelect>();
_assetBox = GetBox(8);
_assetSelect.Visible = !_assetBox.HasAnyConnection;
UpdateTitle();
}
}
private void UpdateTitle()
{
var asset = Editor.Instance.ContentDatabase.Find((Guid)Values[0]);
Title = asset?.ShortName ?? "Animation";
Title = _assetBox.HasAnyConnection || asset == null ? "Animation" : asset.ShortName;
var style = Style.Current;
Resize(Mathf.Max(230, style.FontLarge.MeasureText(Title).X + 30), 160);
}
/// <inheritdoc />
public override void ConnectionTick(Box box)
{
base.ConnectionTick(box);
if(box.ID != _assetBox.ID)
return;
_assetSelect.Visible = !box.HasAnyConnection;
UpdateTitle();
}
}
/// <summary>
@@ -305,7 +325,8 @@ namespace FlaxEditor.Surface.Archetypes
NodeElementArchetype.Factory.Input(0, "Speed", true, typeof(float), 5, 1),
NodeElementArchetype.Factory.Input(1, "Loop", true, typeof(bool), 6, 2),
NodeElementArchetype.Factory.Input(2, "Start Position", true, typeof(float), 7, 3),
NodeElementArchetype.Factory.Asset(0, Surface.Constants.LayoutOffsetY * 3, 0, typeof(FlaxEngine.Animation)),
NodeElementArchetype.Factory.Input(3, "Animation Asset", true, typeof(FlaxEngine.Animation), 8),
NodeElementArchetype.Factory.Asset(0, Surface.Constants.LayoutOffsetY * 4, 0, typeof(FlaxEngine.Animation)),
}
},
new NodeArchetype

View File

@@ -750,7 +750,7 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
// Animation
case 2:
{
const auto anim = node->Assets[0].As<Animation>();
auto anim = node->Assets[0].As<Animation>();
auto& bucket = context.Data->State[node->BucketIndex].Animation;
switch (box->ID)
@@ -762,6 +762,18 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
const float speed = (float)tryGetValue(node->GetBox(5), node->Values[1]);
const bool loop = (bool)tryGetValue(node->GetBox(6), node->Values[2]);
const float startTimePos = (float)tryGetValue(node->GetBox(7), node->Values[3]);
// Override animation when animation reference box is connected
auto animationAssetBox = node->GetBox(8);
if(animationAssetBox->HasConnection())
{
const Value assetBoxValue = tryGetValue(animationAssetBox, Value::Null);
if(assetBoxValue != Value::Null)
anim = (Animation*)assetBoxValue.AsAsset;
else
anim = nullptr;
}
const float length = anim ? anim->GetLength() : 0.0f;
// Calculate new time position