2021-06-17 08:59:23 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SequencePlayerLibrary.h"
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#include "Animation/AnimNode_Inertialization.h"
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#include "Animation/AnimNode_SequencePlayer.h"
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DEFINE_LOG_CATEGORY_STATIC(LogSequencePlayerLibrary, Verbose, All);
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FSequencePlayerReference USequencePlayerLibrary::ConvertToSequencePlayer(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result)
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{
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return FAnimNodeReference::ConvertToType<FSequencePlayerReference>(Node, Result);
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}
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FSequencePlayerReference USequencePlayerLibrary::SetAccumulatedTime(const FSequencePlayerReference& SequencePlayer, float Time)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetAccumulatedTime"),
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[Time](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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InSequencePlayer.SetAccumulatedTime(Time);
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});
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return SequencePlayer;
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}
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FSequencePlayerReference USequencePlayerLibrary::SetStartPosition(const FSequencePlayerReference& SequencePlayer, float StartPosition)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetStartPosition"),
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[StartPosition](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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if(!InSequencePlayer.SetStartPosition(StartPosition))
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{
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not set start position on sequence player, value is not dynamic. Set it as Always Dynamic."));
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}
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});
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return SequencePlayer;
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}
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FSequencePlayerReference USequencePlayerLibrary::SetPlayRate(const FSequencePlayerReference& SequencePlayer, float PlayRate)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetPlayRate"),
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[PlayRate](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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if(!InSequencePlayer.SetPlayRate(PlayRate))
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{
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not set play rate on sequence player, value is not dynamic. Set it as Always Dynamic."));
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}
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});
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return SequencePlayer;
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}
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FSequencePlayerReference USequencePlayerLibrary::SetSequence(const FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetSequence"),
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[Sequence](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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if(!InSequencePlayer.SetSequence(Sequence))
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{
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not set sequence on sequence player, value is not dynamic. Set it as Always Dynamic."));
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}
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});
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return SequencePlayer;
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}
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FSequencePlayerReference USequencePlayerLibrary::SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence, float BlendTime)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetSequenceWithInterialBlending"),
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[Sequence, &UpdateContext, BlendTime](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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const UAnimSequenceBase* CurrentSequence = InSequencePlayer.GetSequence();
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const bool bAnimSequenceChanged = (CurrentSequence != Sequence);
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if(!InSequencePlayer.SetSequence(Sequence))
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{
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not set sequence on sequence player, value is not dynamic. Set it as Always Dynamic."));
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}
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if(bAnimSequenceChanged && BlendTime > 0.0f)
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{
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if (const FAnimationUpdateContext* AnimationUpdateContext = UpdateContext.GetContext())
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{
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if (UE::Anim::IInertializationRequester* InertializationRequester = AnimationUpdateContext->GetMessage<UE::Anim::IInertializationRequester>())
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{
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InertializationRequester->RequestInertialization(BlendTime);
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}
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}
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else
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{
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("SetSequenceWithInertialBlending called with invalid context"));
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}
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}
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});
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return SequencePlayer;
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2021-09-16 22:34:27 -04:00
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}
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float USequencePlayerLibrary::GetAccumulatedTime(const FSequencePlayerReference& SequencePlayer)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("GetAccumulatedTime"),
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[](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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return InSequencePlayer.GetAccumulatedTime();
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});
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not get accumulated time on sequence player."));
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return 0.f;
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}
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float USequencePlayerLibrary::GetStartPosition(const FSequencePlayerReference& SequencePlayer)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("GetStartPosition"),
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[](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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return InSequencePlayer.GetStartPosition();
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});
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not get start position on sequence player."));
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return 0.f;
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}
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float USequencePlayerLibrary::GetPlayRate(const FSequencePlayerReference& SequencePlayer)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("GetPlayRate"),
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[](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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return InSequencePlayer.GetPlayRate();
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});
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not get play rate on sequence player."));
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return 1.f;
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}
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bool USequencePlayerLibrary::GetLoopAnimation(const FSequencePlayerReference& SequencePlayer)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("GetLoopAnimation"),
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[](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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return InSequencePlayer.GetLoopAnimation();
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});
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not get looping state on sequence player."));
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return false;
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}
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UAnimSequenceBase* USequencePlayerLibrary::GetSequence(const FSequencePlayerReference& SequencePlayer)
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{
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SequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("GetSequence"),
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[](FAnimNode_SequencePlayer& InSequencePlayer)
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{
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return InSequencePlayer.GetSequence();
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});
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UE_LOG(LogSequencePlayerLibrary, Warning, TEXT("Could not get sequence on sequence player."));
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return nullptr;
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}
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