本文整理汇总了C++中AActor::AddControllingMatineeActor方法的典型用法代码示例。如果您正苦于以下问题:C++ AActor::AddControllingMatineeActor方法的具体用法?C++ AActor::AddControllingMatineeActor怎么用?C++ AActor::AddControllingMatineeActor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AActor
的用法示例。
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示例1: PostNetReceive
void AMatineeActor::PostNetReceive()
{
Super::PostNetReceive();
if (MatineeData != NULL)
{
TArray<AActor*> ControlledActors;
// Build a list of actors controlled by this matinee actor
for( int32 InfoIndex = 0; InfoIndex < GroupActorInfos.Num(); ++InfoIndex )
{
const FInterpGroupActorInfo& Info = GroupActorInfos[ InfoIndex ];
for (int32 ActorIndex = 0; ActorIndex < Info.Actors.Num(); ++ActorIndex )
{
AActor* Actor = Info.Actors[ ActorIndex ];
if (Actor != NULL)
{
ControlledActors.Add( Actor );
}
}
}
// if we just received the matinee action, set 'saved' values to default so we make sure to apply previously received values
if (SavedInterpData == NULL)
{
AMatineeActor* Default = GetClass()->GetDefaultObject<AMatineeActor>();
SavedbIsPlaying = Default->bIsPlaying;
SavedPosition = Default->InterpPosition;
SavedbReversePlayback = Default->bReversePlayback;
}
// Handle replication of flag saying that bIsPlaying really should have replicated as true.
if (SavedReplicationForceIsPlaying != ReplicationForceIsPlaying)
{
bIsPlaying = true;
}
// apply bReversePlayback
if (SavedbReversePlayback!= bReversePlayback)
{
if (SavedbIsPlaying && bIsPlaying)
{
// notify actors that something has changed
for (int32 ActorIndex = 0; ActorIndex < ControlledActors.Num(); ++ActorIndex )
{
IMatineeInterface * IMI = Cast<IMatineeInterface>(ControlledActors[ActorIndex]);
if (IMI)
{
IMI->InterpolationChanged(this);
}
}
}
}
// start up interpolation, if necessary
if (!SavedbIsPlaying && (bIsPlaying || InterpPosition != SavedPosition))
{
InitInterp();
// if we're playing forward, call Play() to process any special properties on InterpAction that may affect the meaning of 'Position' (bNoResetOnRewind, etc)
if (!bReversePlayback)
{
Play();
}
// find affected actors and set their ControllingMatineeActor
// @warning: this code requires the linked actors to be static object references (i.e., some other Kismet action can't be assigning them)
// this might not work for AI pawns
for (int32 ActorIndex = 0; ActorIndex < ControlledActors.Num(); ++ActorIndex )
{
AActor* Actor = ControlledActors[ActorIndex];
UInterpGroupInst * GrInst = FindGroupInst(Actor);
if (Actor != NULL && !Actor->IsPendingKill() && GrInst != NULL)
{
Actor->AddControllingMatineeActor(*this);
// fire an event if we're really playing (and not just starting it up to do a position update)
if (bIsPlaying)
{
IMatineeInterface * IMI = Cast<IMatineeInterface>(Actor);
if (IMI)
{
IMI->InterpolationStarted(this);
}
}
}
}
}
// if we received a different current position
if (InterpPosition != SavedPosition)
{
//@hack: negate fade tracks if we're updating a stopped matinee
// the right fix is probably to pass bJump=true to UpdateInterp() when (!bIsPlaying && !SavedbIsPlaying),
// but that may have lots of other side effects I don't have time to test right now
TArray<FSavedFadeState> SavedFadeStates;
if (!bIsPlaying && !SavedbIsPlaying && MatineeData != NULL)
{
for (FLocalPlayerIterator It(GEngine, GetWorld()); It; ++It)
//.........这里部分代码省略.........