http://blog.csdn.net/or_7r_ccl/article/details/54564962
直接在sequence or montage中new个Event
然后在graph中接收。
2、简单的通知(c++)
首先,animation bp必须是继承自定义的AnimInstance
然后新建两个通知AnimNotify_Begin和AnimNotify_End
方法的命名规则必须是AnimNotify_XXX,因为引擎里的代码就是这样匹配的
完整代码
MyAnimInstance.h
#pragma once
#include "Animation/AnimInstance.h"
#include "MyAnimInstance.generated.h"
/**
*
*/
UCLASS()
class MYSLATE_API UMyAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
UMyAnimInstance();
UFUNCTION(BlueprintCallable, Category = "MyAnim")
bool IsMoving();
UFUNCTION(BlueprintCallable, Category = "MyAnim")
ACharacter* GetOwnerChar();
UFUNCTION(BlueprintCallable, Category = "MyAnim")
void AnimNotify_Begin(UAnimNotify* Notify);
UFUNCTION(BlueprintCallable, Category = "MyAnim")
void AnimNotify_End(UAnimNotify* Notify);
private:
ACharacter* mOwnerChar;
};1
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MyAnimInstance.cpp
#include "MySlate.h"
#include "MyAnimInstance.h"
#include "Engine.h"
#include "MyChar.h"
UMyAnimInstance::UMyAnimInstance()
{
mOwnerChar = nullptr;
}
bool UMyAnimInstance::IsMoving()
{
ACharacter* character = GetOwnerChar();
if (!character)
return false;
float wallSpeed = FVector::DotProduct(character->GetVelocity(), character->GetActorRotation().Vector());
return wallSpeed > 0.f ? true : false;
}
ACharacter* UMyAnimInstance::GetOwnerChar()
{
if (!mOwnerChar)
{
APawn* owner = TryGetPawnOwner();
mOwnerChar = owner ? Cast(owner) : nullptr;
}
return mOwnerChar;
}
void UMyAnimInstance::AnimNotify_Begin(UAnimNotify * Notify)
{
AMyChar* mychar = Cast(GetOwnerChar());
if (mychar)
{
FString str = FString::Printf(TEXT("--- AnimNotify_Begin - %d"), mychar->mHealth);
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Green, str);
}
}
void UMyAnimInstance::AnimNotify_End(UAnimNotify * Notify)
{
FString str = FString::Printf(TEXT("--- AnimNotify_End"));
GEngine->AddOnScreenDebugMessage(0, 5.0f, FColor::Yellow, str);
}1
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蓝图中直接new一个notify就ok了,逻辑都在c++中做。
当然,你可以new个bp继承MyAnimInstance,然后动画蓝图再继承这个bp,这样扩展性好了。
3、单独起个AnimNotify类(blueprint,c++自己去转换)
可以重写两个方法,和其一些变量
然后添加到animation sequence or montage中
4、(最灵活)单独起个AnimNotifyState类(blueprint,c++自己去转换)
可以重写4个方法
然后添加到animation sequence or montage中,可以控制通知长度,也就是tick
其实看下源码就可以知道,里面这些东西是怎么调用的