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类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// Ignore outdated moves.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;
}