Merge branch 'AnimationSampleNode-AnimationAssetReferencePort' of https://github.com/Chikinsupu/FlaxEngine into Chikinsupu-AnimationSampleNode-AnimationAssetReferencePort
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@@ -34,6 +34,9 @@ namespace FlaxEditor.Surface.Archetypes
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/// <seealso cref="FlaxEditor.Surface.SurfaceNode" />
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public class Sample : SurfaceNode
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{
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private AssetSelect _assetSelect;
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private Box _assetBox;
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/// <inheritdoc />
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public Sample(uint id, VisjectSurfaceContext context, NodeArchetype nodeArch, GroupArchetype groupArch)
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: base(id, context, nodeArch, groupArch)
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@@ -54,16 +57,33 @@ namespace FlaxEditor.Surface.Archetypes
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base.OnSurfaceLoaded(action);
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if (Surface != null)
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{
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_assetSelect = GetChild<AssetSelect>();
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_assetBox = GetBox(8);
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_assetSelect.Visible = !_assetBox.HasAnyConnection;
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UpdateTitle();
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}
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}
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private void UpdateTitle()
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{
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var asset = Editor.Instance.ContentDatabase.Find((Guid)Values[0]);
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Title = asset?.ShortName ?? "Animation";
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Title = _assetBox.HasAnyConnection || asset == null ? "Animation" : asset.ShortName;
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var style = Style.Current;
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Resize(Mathf.Max(230, style.FontLarge.MeasureText(Title).X + 30), 160);
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}
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/// <inheritdoc />
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public override void ConnectionTick(Box box)
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{
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base.ConnectionTick(box);
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if(box.ID != _assetBox.ID)
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return;
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_assetSelect.Visible = !box.HasAnyConnection;
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UpdateTitle();
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}
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}
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/// <summary>
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@@ -305,7 +325,8 @@ namespace FlaxEditor.Surface.Archetypes
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NodeElementArchetype.Factory.Input(0, "Speed", true, typeof(float), 5, 1),
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NodeElementArchetype.Factory.Input(1, "Loop", true, typeof(bool), 6, 2),
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NodeElementArchetype.Factory.Input(2, "Start Position", true, typeof(float), 7, 3),
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NodeElementArchetype.Factory.Asset(0, Surface.Constants.LayoutOffsetY * 3, 0, typeof(FlaxEngine.Animation)),
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NodeElementArchetype.Factory.Input(3, "Animation Asset", true, typeof(FlaxEngine.Animation), 8),
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NodeElementArchetype.Factory.Asset(0, Surface.Constants.LayoutOffsetY * 4, 0, typeof(FlaxEngine.Animation)),
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}
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},
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new NodeArchetype
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@@ -750,7 +750,7 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
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// Animation
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case 2:
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{
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const auto anim = node->Assets[0].As<Animation>();
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auto anim = node->Assets[0].As<Animation>();
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auto& bucket = context.Data->State[node->BucketIndex].Animation;
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switch (box->ID)
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@@ -762,6 +762,18 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
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const float speed = (float)tryGetValue(node->GetBox(5), node->Values[1]);
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const bool loop = (bool)tryGetValue(node->GetBox(6), node->Values[2]);
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const float startTimePos = (float)tryGetValue(node->GetBox(7), node->Values[3]);
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// Override animation when animation reference box is connected
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auto animationAssetBox = node->GetBox(8);
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if(animationAssetBox->HasConnection())
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{
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const Value assetBoxValue = tryGetValue(animationAssetBox, Value::Null);
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if(assetBoxValue != Value::Null)
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anim = (Animation*)assetBoxValue.AsAsset;
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else
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anim = nullptr;
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}
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const float length = anim ? anim->GetLength() : 0.0f;
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// Calculate new time position
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