void LayerForceWidget::OnValueChanged() { if (blockSignals) return; PropLineWrapper<Vector3> propForce; forceTimeLine->GetValues(propForce.GetPropsPtr()); PropLineWrapper<float32> propForceOverLife; forceOverLifeTimeLine->GetValue(0, propForceOverLife.GetPropsPtr()); CommandUpdateParticleForce* updateForceCmd = new CommandUpdateParticleForce(layer, forceIndex); updateForceCmd->Init(propForce.GetPropLine(), propForceOverLife.GetPropLine()); DVASSERT(activeScene); activeScene->Exec(updateForceCmd); Init(activeScene, layer, forceIndex, false); emit ValueChanged(); }
void LayerForceWidget::OnValueChanged() { if (blockSignals) return; PropLineWrapper<Vector3> propForce; forceTimeLine->GetValues(propForce.GetPropsPtr()); PropLineWrapper<Vector3> propForceVariable; forceVariationTimeLine->GetValues(propForceVariable.GetPropsPtr()); PropLineWrapper<float32> propForceOverLife; forceOverLifeTimeLine->GetValue(0, propForceOverLife.GetPropsPtr()); CommandUpdateParticleForce* updateForceCmd = new CommandUpdateParticleForce(layer, forceIndex); updateForceCmd->Init(propForce.GetPropLine(), propForceVariable.GetPropLine(), propForceOverLife.GetPropLine()); CommandsManager::Instance()->ExecuteAndRelease(updateForceCmd, SceneDataManager::Instance()->SceneGetActive()->GetScene()); Init(emitter, layer, forceIndex, false); emit ValueChanged(); }