82 lines
2.5 KiB
C++
82 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Systems/StringChannelEvaluatorSystem.h"
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#include "EntitySystem/BuiltInComponentTypes.h"
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#include "EntitySystem/MovieSceneEntitySystemTask.h"
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#include "EntitySystem/MovieSceneEntitySystemLinker.h"
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#include "EntitySystem/MovieSceneEvalTimeSystem.h"
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#include "Channels/MovieSceneStringChannel.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StringChannelEvaluatorSystem)
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DECLARE_CYCLE_STAT(TEXT("MovieScene: Evaluate string channels"), MovieSceneEval_EvaluateStringChannelTask, STATGROUP_MovieSceneECS);
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namespace UE::MovieScene
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{
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struct FEvaluateStringChannels
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{
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static void ForEachEntity(FSourceStringChannel StringChannel, FFrameTime FrameTime, FString& OutResult)
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{
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if (const FString* Value = StringChannel.Source->Evaluate(FrameTime))
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{
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OutResult = *Value;
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}
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else
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{
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OutResult = FString();
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}
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}
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};
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} // namespace UE::MovieScene
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UStringChannelEvaluatorSystem::UStringChannelEvaluatorSystem(const FObjectInitializer& ObjInit)
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: Super(ObjInit)
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{
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using namespace UE::MovieScene;
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SystemCategories = EEntitySystemCategory::ChannelEvaluators;
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RelevantComponent = FBuiltInComponentTypes::Get()->StringChannel;
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Phase = ESystemPhase::Scheduling;
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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DefineImplicitPrerequisite(UMovieSceneEvalTimeSystem::StaticClass(), GetClass());
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}
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}
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void UStringChannelEvaluatorSystem::OnSchedulePersistentTasks(UE::MovieScene::IEntitySystemScheduler* TaskScheduler)
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{
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using namespace UE::MovieScene;
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FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get();
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FEntityTaskBuilder()
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.Read(BuiltInComponents->StringChannel)
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.Read(BuiltInComponents->EvalTime)
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.Write(BuiltInComponents->StringResult)
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.FilterNone({ BuiltInComponents->Tags.Ignored })
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.SetStat(GET_STATID(MovieSceneEval_EvaluateStringChannelTask))
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.Fork_PerEntity<FEvaluateStringChannels>(&Linker->EntityManager, TaskScheduler);
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}
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void UStringChannelEvaluatorSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents)
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{
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using namespace UE::MovieScene;
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FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get();
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FEntityTaskBuilder()
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.Read(BuiltInComponents->StringChannel)
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.Read(BuiltInComponents->EvalTime)
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.Write(BuiltInComponents->StringResult)
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.FilterNone({ BuiltInComponents->Tags.Ignored })
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.SetStat(GET_STATID(MovieSceneEval_EvaluateStringChannelTask))
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.Dispatch_PerEntity<FEvaluateStringChannels>(&Linker->EntityManager, InPrerequisites, &Subsequents);
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}
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