WIP - Architecture for brute force animation

+ sequence look / extend / grab / drop
This commit is contained in:
Jb win
2025-05-01 03:11:58 +07:00
parent c6f63317b6
commit 42196c7680
7 changed files with 303 additions and 35 deletions

View File

@ -14,6 +14,7 @@ void URobotPilotComponent::BeginPlay()
// Reference owning robot
RobotOwner = Cast<ARobotPawn>(GetOwner());
InitPilotComponent();
}
void URobotPilotComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
@ -24,18 +25,13 @@ void URobotPilotComponent::TickComponent(float DeltaTime, enum ELevelTick TickTy
void URobotPilotComponent::InitPilotComponent()
{
if (RobotOwner.IsValid() && RobotOwner->PhysicSceneProxy.IsValid())
if (RobotOwner.Get() && RobotOwner->PhysicSceneProxy.Get())
{
RobotOwner->PhysicSceneProxy->BindPostPhysicStepDelegate(this, &URobotPilotComponent::AnimateActuators);
RobotOwner->PhysicSceneProxy->BindPostPhysicStepDelegate(this, &URobotPilotComponent::PostPhysicStepUpdate);
}
}
void URobotPilotComponent::StartAnimation(const FRobotActuators& NewAnimationTarget)
void URobotPilotComponent::PostPhysicStepUpdate(const float SimulationTime)
{
AnimTargetRobotActuators = NewAnimationTarget;
}
void URobotPilotComponent::AnimateActuators(float SimulationTime)
{
// Override in each dedicated RobotPilotComponent
// Overriden in each dedicated RobotPilotComponent
}