//============================================================================================ /** * @brief Sets the status of the Playable State to chosen with the passed pose data * * @param [ref PoseData] a_pose - the pose to set as chosen * *********************************************************************************************/ public void SetAsChosenWithPose(ref PoseData a_pose) { Weight = 0f; //This may be wrong, start blend weight of 0? HighestWeight = 0f; AnimType = a_pose.AnimType; AnimId = a_pose.AnimId; StartPoseId = a_pose.PoseId; StartTime = a_pose.Time; Age = 0f; DecayAge = 0f; BlendStatus = EBlendStatus.Chosen; }
//============================================================================================ /** * @brief Constructorfor the Playable state * * @param [int] a_inputIndex - the input index that this playable is connected to * @param [ref AnimationMixerPlayable] a_mixerPlayer - the animation mixer that this playable state is connected to * *********************************************************************************************/ public MxMPlayableState(int a_inputIndex, ref AnimationMixerPlayable a_mixerPlayable) { TargetPlayable = new Playable(); ParentMixer = a_mixerPlayable; InputIndex = a_inputIndex; Weight = 0f; HighestWeight = 0f; AnimType = EMxMAnimtype.Clip; AnimId = -1; AnimDataId = 0; StartPoseId = -1; StartTime = 0f; Age = 0f; DecayAge = 0f; BlendStatus = EBlendStatus.None; }