Ejemplo n.º 1
0
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    // Ignore outdated moves.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;
}
void UAnimSingleNodeInstance::Montage_Advance(float DeltaTime)
{
	Super::Montage_Advance(DeltaTime);
		
	FAnimMontageInstance * CurMontageInstance = GetActiveMontageInstance();
	if ( CurMontageInstance )
	{
		CurrentTime = CurMontageInstance->GetPosition();
	}
}
void UAnimSingleNodeInstance::NativeUpdateAnimation(float DeltaTimeX)
{
	float NewPlayRate = PlayRate;
	UAnimSequence* PreviewBasePose = NULL;

	if (bPlaying == false)
	{
		// we still have to tick animation when bPlaying is false because 
		NewPlayRate = 0.f;
	}

	if(CurrentAsset != NULL)
	{
		FAnimGroupInstance* SyncGroup;
		if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(CurrentAsset))
		{
			FAnimTickRecord& TickRecord = CreateUninitializedTickRecord(INDEX_NONE, /*out*/ SyncGroup);
			MakeBlendSpaceTickRecord(TickRecord, BlendSpace, BlendSpaceInput, BlendSampleData, BlendFilter, bLooping, NewPlayRate, 1.f, /*inout*/ CurrentTime);
#if WITH_EDITORONLY_DATA
			PreviewBasePose = BlendSpace->PreviewBasePose;
#endif
		}
		else if (UAnimSequence* Sequence = Cast<UAnimSequence>(CurrentAsset))
		{
			FAnimTickRecord& TickRecord = CreateUninitializedTickRecord(INDEX_NONE, /*out*/ SyncGroup);
			MakeSequenceTickRecord(TickRecord, Sequence, bLooping, NewPlayRate, 1.f, /*inout*/ CurrentTime);
			// if it's not looping, just set play to be false when reached to end
			if (!bLooping)
			{
				if ((NewPlayRate < 0.f && CurrentTime <= 0.f) || (NewPlayRate > 0.f && CurrentTime >= Sequence->SequenceLength))
				{
					SetPlaying(false);
				}
			}
		}
		else if(UAnimComposite* Composite = Cast<UAnimComposite>(CurrentAsset))
		{
			FAnimTickRecord& TickRecord = CreateUninitializedTickRecord(INDEX_NONE, /*out*/ SyncGroup);
			MakeSequenceTickRecord(TickRecord, Composite, bLooping, NewPlayRate, 1.f, /*inout*/ CurrentTime);
			// if it's not looping, just set play to be false when reached to end
			if (!bLooping)
			{
				if ((NewPlayRate < 0.f && CurrentTime <= 0.f) || (NewPlayRate > 0.f && CurrentTime >= Composite->SequenceLength))
				{
					SetPlaying(false);
				}
			}
		}
		else if (UAnimMontage * Montage = Cast<UAnimMontage>(CurrentAsset))
		{
			// Full weight , if you don't have slot track, you won't be able to see animation playing
			if ( Montage->SlotAnimTracks.Num() > 0 )
			{
				UpdateSlotNodeWeight(Montage->SlotAnimTracks[0].SlotName, 1.f);		
			}
			// get the montage position
			// @todo anim: temporarily just choose first slot and show the location
			FAnimMontageInstance * ActiveMontageInstance = GetActiveMontageInstance();
			if (ActiveMontageInstance)
			{
				CurrentTime = ActiveMontageInstance->GetPosition();
			}
			else if (bPlaying)
			{
				SetPlaying(false);
			}
#if WITH_EDITORONLY_DATA
			PreviewBasePose = Montage->PreviewBasePose;
#endif
		}
	}
	else if(CurrentVertexAnim != NULL)
	{
		float MoveDelta = DeltaTimeX * NewPlayRate;
		FAnimationRuntime::AdvanceTime(bLooping, MoveDelta, CurrentTime, CurrentVertexAnim->GetAnimLength());
	}

#if WITH_EDITORONLY_DATA
	if(PreviewBasePose)
	{
		float MoveDelta = DeltaTimeX * NewPlayRate;
		const bool bIsPreviewPoseLooping = true;

		FAnimationRuntime::AdvanceTime(bIsPreviewPoseLooping, MoveDelta, PreviewPoseCurrentTime, PreviewBasePose->SequenceLength);
	}
#endif
}