-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathAnimationEventBridge.cpp
More file actions
198 lines (168 loc) · 4.79 KB
/
Copy pathAnimationEventBridge.cpp
File metadata and controls
198 lines (168 loc) · 4.79 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
#include "Animation.h"
#include "Entity.h"
#include "Animator.h"
#include "ScriptComponent.h"
#include "ClrHost.h"
void Animation::InvokeEvent()
{
/*
if (m_keyFrameEvent.empty())
return;
for (auto& event : m_keyFrameEvent)
{
if (curAnimationProgress >= preAnimationProgress)
{
if (preAnimationProgress <= event.key && event.key < curAnimationProgress)
{
event.m_event();
}
}
else
{
if ((event.key >= preAnimationProgress && event.key <= 1.0f) ||
(event.key >= 0.0f && event.key < curAnimationProgress))
{
event.m_event();
}
}
}*/
}
void Animation::InvokeEvent(Animator* _ownerAnimator, float _curAnimatonProgress, float _preAnimationProgress)
{
if (m_keyFrameEvent.empty() || nullptr == _ownerAnimator) return;
// 이벤트를 받을 오브젝트: 애니메이터가 붙은 것이 자식이면 부모로 올라간다.
// (구 C++ 경로와 같은 규칙 — 스크립트는 보통 캐릭터 루트에 붙는다)
Entity* owner = _ownerAnimator->GetOwner();
if (nullptr == owner) return;
const Entity::Index parentIndex = owner->GetParentIndex();
if (parentIndex != 0)
{
Entity* parent = owner->OwnerSceneFindIndex(parentIndex);
if (nullptr != parent) owner = parent;
}
// 붙어 있는 C# 스크립트를 미리 모아 둔다. 이벤트가 여러 건이어도 순회는 한 번이면 된다.
auto scripts = owner->GetComponents<ScriptComponent>();
if (scripts.empty()) return;
auto& clr = ClrHost::Get();
if (!clr.IsReady()) return;
for (const auto& event : m_keyFrameEvent)
{
bool shouldTrigger = false;
if (_curAnimatonProgress > _preAnimationProgress)
{
// 일반 진행
shouldTrigger = (_preAnimationProgress < event.key && event.key <= _curAnimatonProgress);
}
else if (m_isLoop)
{
// 되감긴 경우 — 구간이 끝과 처음으로 갈라진다
shouldTrigger = (event.key > _preAnimationProgress && event.key <= 1.0f)
|| (event.key >= 0.0f && event.key <= _curAnimatonProgress);
}
if (!shouldTrigger) continue;
// 발생 시점에 바로 부르지 않고 큐에 담는다 — 애니메이션 갱신은 잡 스레드에서도
// 돌고, 경계는 틱당 한 번만 넘는다는 규약이 있다(설계 문서 02절).
for (auto* script : scripts)
{
if (nullptr == script || !script->HasInstance()) continue;
clr.QueueScriptMessage(script->GetInstanceId(), event.m_funName);
}
}
}
void Animation::AddEvent()
{
KeyFrameEvent newEvent;
std::string baseName = "newEvent";
std::string realName = baseName;
int index = 1;
// �ߺ� �̸��� �����ϸ� ���� ���̱�
while (FindEventName(realName))
{
realName = baseName + "(" + std::to_string(index) + ")";
index++;
}
newEvent.m_eventName = realName;
m_keyFrameEvent.push_back(newEvent);
}
void Animation::AddEvent(KeyFrameEvent _event)
{
for (auto& event : m_keyFrameEvent)
{
if (event.m_eventName == _event.m_eventName)
{
event.m_scriptName = _event.m_scriptName;
event.m_funName = _event.m_funName;
event.key = _event.key;
return;
}
}
m_keyFrameEvent.push_back(_event);
}
void Animation::DeleteEvent(KeyFrameEvent _event)
{
KeyFrameEvent* target = FindEvent(_event);
if (target != nullptr)
{
auto it = std::remove_if(m_keyFrameEvent.begin(), m_keyFrameEvent.end(),
[&](KeyFrameEvent& e) {
return &e == target;
});
if (it != m_keyFrameEvent.end())
{
m_keyFrameEvent.erase(it, m_keyFrameEvent.end());
}
}
}
void Animation::DeleteEvent(int _index)
{
if (_index >= 0 && _index < static_cast<int>(m_keyFrameEvent.size()))
{
m_keyFrameEvent.erase(m_keyFrameEvent.begin() + _index);
}
}
KeyFrameEvent* Animation::FindEvent(KeyFrameEvent event)
{
for (auto& _event : m_keyFrameEvent)
{
if(_event == event)
return &_event;
}
}
KeyFrameEvent* Animation::FindEvent(const std::string& _eventName, const std::string& _scriptName, const std::string& _funName, float progressPercent)
{
for (auto& _event : m_keyFrameEvent)
{
if (_event.m_eventName == _eventName && _event.m_scriptName == _scriptName && _event.m_funName == _funName && _event.key == progressPercent)
{
return &_event;
}
}
}
bool Animation::FindEventName(std::string Name)
{
for (auto& _event : m_keyFrameEvent)
{
if (_event.m_eventName == Name)
return true;
}
return false;
}
void Animation::SetEvent(const std::string& _eventName,const std::string& _scriptName, const std::string& _funName, float progressPercent)
{
KeyFrameEvent newEvent;
for (auto& event : m_keyFrameEvent)
{
if (event.m_eventName == _eventName)
{
event.m_scriptName = _scriptName;
event.m_funName = _funName;
event.key = progressPercent;
return;
}
}
newEvent.m_eventName = _eventName;
newEvent.m_scriptName = _scriptName;
newEvent.m_funName = _funName;
newEvent.key = progressPercent;
m_keyFrameEvent.push_back(newEvent);
}