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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShooterTestsAnimationTestHelper.h"
#include "Animation/AnimInstance.h"
#include "Animation/AnimInstanceProxy.h"
#include "Animation/AnimMontage.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "UObject/UObjectIterator.h"
namespace
{
bool IsExpectedAnimationPlaying(const UAnimationAsset* ExpectedAnimation, const TArray<FAnimTickRecord>& Records)
{
for (int32 PlayerIndex = 0; PlayerIndex < Records.Num(); ++PlayerIndex)
{
const FAnimTickRecord& TickRecord = Records[PlayerIndex];
if (TickRecord.SourceAsset == ExpectedAnimation)
{
return true;
}
}
return false;
}
} //anonymous
UAnimationAsset* FShooterTestsAnimationTestHelper::FindAnimationAsset(USkeletalMeshComponent* SkeletalMeshComponent, const FString& AnimationName)
{
check(SkeletalMeshComponent);
if (const USkeletalMesh* SkeletalMesh = SkeletalMeshComponent->GetSkeletalMeshAsset())
{
if (const USkeleton* Skeleton = SkeletalMesh->GetSkeleton())
{
for (TObjectIterator<UAnimationAsset> Itr; Itr; ++Itr)
{
UAnimationAsset* AnimationAsset = (*Itr);
if (!IsValid(AnimationAsset))
{
continue;
}
if (Skeleton == AnimationAsset->GetSkeleton() && AnimationAsset->GetName().Equals(AnimationName))
{
return AnimationAsset;
}
}
}
}
return nullptr;
}
bool FShooterTestsAnimationTestHelper::IsAnimationPlaying(USkeletalMeshComponent* SkeletalMeshComponent, const UAnimationAsset* ExpectedAnimation)
{
check(SkeletalMeshComponent);
bool bIsAnimationPlaying = false;
SkeletalMeshComponent->ForEachAnimInstance([&ExpectedAnimation, &bIsAnimationPlaying](UAnimInstance* AnimInstance)
{
// Early out if we found our animation from a prior AnimInstance
if (bIsAnimationPlaying)
{
return;
}
FAnimMontageInstance* AnimMontageInstance = AnimInstance->GetActiveMontageInstance();
if (AnimMontageInstance && AnimMontageInstance->IsPlaying() && IsValid(AnimMontageInstance->Montage))
{
bIsAnimationPlaying = AnimMontageInstance->Montage == ExpectedAnimation;
}
else
{
const FAnimInstanceProxy::FSyncGroupMap& SyncGroupMap = AnimInstance->GetSyncGroupMapRead();
const TArray<FAnimTickRecord>& UngroupedActivePlayers = AnimInstance->GetUngroupedActivePlayersRead();
for (const auto& SyncGroupPair : SyncGroupMap)
{
const FAnimGroupInstance& SyncGroup = SyncGroupPair.Value;
if (SyncGroup.ActivePlayers.Num() > 0)
{
if (SyncGroup.GroupLeaderIndex != -1)
{
bIsAnimationPlaying = IsExpectedAnimationPlaying(ExpectedAnimation, SyncGroup.ActivePlayers);
return;
}
}
}
bIsAnimationPlaying = IsExpectedAnimationPlaying(ExpectedAnimation, UngroupedActivePlayers);
}
});
return bIsAnimationPlaying;
}