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46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "ActorSequenceComponent.h"
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#include "ActorSequence.h"
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#include "ActorSequencePlayer.h"
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UActorSequenceComponent::UActorSequenceComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, bAutoPlay(false)
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{
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PrimaryComponentTick.bCanEverTick = true;
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if (HasAnyFlags(RF_ClassDefaultObject) || GetArchetype() == GetDefault<UActorSequenceComponent>())
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{
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Sequence = ObjectInitializer.CreateDefaultSubobject<UActorSequence>(this, "Sequence");
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Sequence->SetFlags(RF_Public | RF_Transactional);
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}
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}
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void UActorSequenceComponent::PostInitProperties()
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{
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Super::PostInitProperties();
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}
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void UActorSequenceComponent::BeginPlay()
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{
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Super::BeginPlay();
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SequencePlayer = NewObject<UActorSequencePlayer>(this, "SequencePlayer");
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SequencePlayer->Initialize(Sequence, PlaybackSettings);
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if (bAutoPlay)
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{
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SequencePlayer->Play();
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}
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}
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void UActorSequenceComponent::TickComponent(float DeltaSeconds, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
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{
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Super::TickComponent(DeltaSeconds, TickType, ThisTickFunction);
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if (SequencePlayer)
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{
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SequencePlayer->Update(DeltaSeconds);
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}
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}
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