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C++ FAnimMontageInstance::GetPlayRate方法代码示例

本文整理汇总了C++中FAnimMontageInstance::GetPlayRate方法的典型用法代码示例。如果您正苦于以下问题:C++ FAnimMontageInstance::GetPlayRate方法的具体用法?C++ FAnimMontageInstance::GetPlayRate怎么用?C++ FAnimMontageInstance::GetPlayRate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FAnimMontageInstance的用法示例。


在下文中一共展示了FAnimMontageInstance::GetPlayRate方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CanUseRootMotionRepMove

bool ACharacter::CanUseRootMotionRepMove(const FSimulatedRootMotionReplicatedMove& RootMotionRepMove, const FAnimMontageInstance& ClientMontageInstance) const
{
    // Ignore outdated moves.
    if( GetWorld()->TimeSince(RootMotionRepMove.Time) <= 0.5f )
    {
        // Make sure montage being played matched between client and server.
        if( RootMotionRepMove.RootMotion.AnimMontage && (RootMotionRepMove.RootMotion.AnimMontage == ClientMontageInstance.Montage) )
        {
            UAnimMontage * AnimMontage = ClientMontageInstance.Montage;
            const float ServerPosition = RootMotionRepMove.RootMotion.Position;
            const float ClientPosition = ClientMontageInstance.GetPosition();
            const float DeltaPosition = (ClientPosition - ServerPosition);
            const int32 CurrentSectionIndex = AnimMontage->GetSectionIndexFromPosition(ClientPosition);
            if( CurrentSectionIndex != INDEX_NONE )
            {
                const int32 NextSectionIndex = (CurrentSectionIndex < ClientMontageInstance.NextSections.Num()) ? ClientMontageInstance.NextSections[CurrentSectionIndex] : INDEX_NONE;

                // We can only extract root motion if we are within the same section.
                // It's not trivial to jump through sections in a deterministic manner, but that is luckily not frequent.
                const bool bSameSections = (AnimMontage->GetSectionIndexFromPosition(ServerPosition) == CurrentSectionIndex);
                // if we are looping and just wrapped over, skip. That's also not easy to handle and not frequent.
                const bool bHasLooped = (NextSectionIndex == CurrentSectionIndex) && (FMath::Abs(DeltaPosition) > (AnimMontage->GetSectionLength(CurrentSectionIndex) / 2.f));
                // Can only simulate forward in time, so we need to make sure server move is not ahead of the client.
                const bool bServerAheadOfClient = ((DeltaPosition * ClientMontageInstance.GetPlayRate()) < 0.f);

                UE_LOG(LogRootMotion, Log,  TEXT("\t\tACharacter::CanUseRootMotionRepMove ServerPosition: %.3f, ClientPosition: %.3f, DeltaPosition: %.3f, bSameSections: %d, bHasLooped: %d, bServerAheadOfClient: %d"),
                       ServerPosition, ClientPosition, DeltaPosition, bSameSections, bHasLooped, bServerAheadOfClient);

                return bSameSections && !bHasLooped && !bServerAheadOfClient;
            }
        }
    }
    return false;
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:34,代码来源:Character.cpp


注:本文中的FAnimMontageInstance::GetPlayRate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。