Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -21,34 +21,34 @@ namespace EMotionFX
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struct AnimGraphStateMachine_InterruptionTestData
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{
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// Graph construction data.
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float transitionLeftBlendTime;
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float transitionLeftCountDownTime;
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float transitionMiddleBlendTime;
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float transitionMiddleCountDownTime;
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float transitionRightBlendTime;
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float transitionRightCountDownTime;
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float m_transitionLeftBlendTime;
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float m_transitionLeftCountDownTime;
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float m_transitionMiddleBlendTime;
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float m_transitionMiddleCountDownTime;
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float m_transitionRightBlendTime;
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float m_transitionRightCountDownTime;
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// Per frame checks.
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struct ActiveObjectsAtFrame
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{
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AZ::u32 frameNr;
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AZ::u32 m_frameNr;
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bool stateA;
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bool stateB;
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bool stateC;
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bool transitionLeft;
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bool transitionMiddle;
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bool transitionRight;
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bool m_stateA;
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bool m_stateB;
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bool m_stateC;
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bool m_transitionLeft;
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bool m_transitionMiddle;
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bool m_transitionRight;
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AZ::u32 numStatesEntering;
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AZ::u32 numStatesEntered;
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AZ::u32 numStatesExited;
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AZ::u32 numStatesEnded;
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AZ::u32 numTransitionsStarted;
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AZ::u32 numTransitionsEnded;
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AZ::u32 m_numStatesEntering;
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AZ::u32 m_numStatesEntered;
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AZ::u32 m_numStatesExited;
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AZ::u32 m_numStatesEnded;
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AZ::u32 m_numTransitionsStarted;
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AZ::u32 m_numTransitionsEnded;
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};
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std::vector<ActiveObjectsAtFrame> activeObjectsAtFrame;
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std::vector<ActiveObjectsAtFrame> m_activeObjectsAtFrame;
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};
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class AnimGraphStateMachine_InterruptionFixture
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@@ -86,21 +86,21 @@ namespace EMotionFX
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AnimGraphStateTransition* transitionLeft = AddTransitionWithTimeCondition(stateStart,
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stateA,
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param.transitionLeftBlendTime/*blendTime*/,
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param.transitionLeftCountDownTime)/*countDownTime*/;
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param.m_transitionLeftBlendTime/*blendTime*/,
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param.m_transitionLeftCountDownTime)/*countDownTime*/;
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transitionLeft->SetCanBeInterrupted(true);
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AnimGraphStateTransition* transitionMiddle = AddTransitionWithTimeCondition(stateStart,
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stateB,
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param.transitionMiddleBlendTime,
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param.transitionMiddleCountDownTime);
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param.m_transitionMiddleBlendTime,
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param.m_transitionMiddleCountDownTime);
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transitionMiddle->SetCanBeInterrupted(true);
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transitionMiddle->SetCanInterruptOtherTransitions(true);
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AnimGraphStateTransition* transitionRight = AddTransitionWithTimeCondition(stateStart,
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stateC,
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param.transitionRightBlendTime,
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param.transitionRightCountDownTime);
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param.m_transitionRightBlendTime,
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param.m_transitionRightCountDownTime);
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transitionRight->SetCanInterruptOtherTransitions(true);
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m_motionNodeAnimGraph->InitAfterLoading();
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@@ -142,58 +142,58 @@ namespace EMotionFX
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/*preUpdateCallback*/[this](AnimGraphInstance*, float, float, int) {},
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/*postUpdateCallback*/[this](AnimGraphInstance* animGraphInstance, [[maybe_unused]] float time, [[maybe_unused]] float timeDelta, int frame)
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{
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const std::vector<AnimGraphStateMachine_InterruptionTestData::ActiveObjectsAtFrame>& activeObjectsAtFrame = GetParam().activeObjectsAtFrame;
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const std::vector<AnimGraphStateMachine_InterruptionTestData::ActiveObjectsAtFrame>& activeObjectsAtFrame = GetParam().m_activeObjectsAtFrame;
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const AnimGraphStateMachine* stateMachine = this->m_rootStateMachine;
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const AZStd::vector<AnimGraphNode*>& activeStates = stateMachine->GetActiveStates(animGraphInstance);
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const AZStd::vector<AnimGraphStateTransition*>& activeTransitions = stateMachine->GetActiveTransitions(animGraphInstance);
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AnimGraphStateMachine_InterruptionTestData::ActiveObjectsAtFrame compareAgainst;
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compareAgainst.stateA = AZStd::find_if(activeStates.begin(), activeStates.end(),
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compareAgainst.m_stateA = AZStd::find_if(activeStates.begin(), activeStates.end(),
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[](AnimGraphNode* element) -> bool { return element->GetNameString() == "A"; }) != activeStates.end();
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compareAgainst.stateB = AZStd::find_if(activeStates.begin(), activeStates.end(),
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compareAgainst.m_stateB = AZStd::find_if(activeStates.begin(), activeStates.end(),
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[](AnimGraphNode* element) -> bool { return element->GetNameString() == "B"; }) != activeStates.end();
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compareAgainst.stateC = AZStd::find_if(activeStates.begin(), activeStates.end(),
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compareAgainst.m_stateC = AZStd::find_if(activeStates.begin(), activeStates.end(),
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[](AnimGraphNode* element) -> bool { return element->GetNameString() == "C"; }) != activeStates.end();
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compareAgainst.transitionLeft = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
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compareAgainst.m_transitionLeft = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
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[](AnimGraphStateTransition* element) -> bool { return element->GetTargetNode()->GetNameString() == "A"; }) != activeTransitions.end();
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compareAgainst.transitionMiddle = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
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compareAgainst.m_transitionMiddle = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
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[](AnimGraphStateTransition* element) -> bool { return element->GetTargetNode()->GetNameString() == "B"; }) != activeTransitions.end();
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compareAgainst.transitionRight = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
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compareAgainst.m_transitionRight = AZStd::find_if(activeTransitions.begin(), activeTransitions.end(),
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[](AnimGraphStateTransition* element) -> bool { return element->GetTargetNode()->GetNameString() == "C"; }) != activeTransitions.end();
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for (const auto& activeObjects : activeObjectsAtFrame)
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{
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if (activeObjects.frameNr == frame)
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if (activeObjects.m_frameNr == frame)
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{
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// Check which states and transitions are active and compare it to the expected ones.
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EXPECT_EQ(activeObjects.stateA, compareAgainst.stateA)
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<< "State A expected to be " << (activeObjects.stateA ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.stateB, compareAgainst.stateB)
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<< "State B expected to be " << (activeObjects.stateB ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.stateC, compareAgainst.stateC)
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<< "State C expected to be " << (activeObjects.stateB ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.transitionLeft, compareAgainst.transitionLeft)
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<< "Transition Start->A expected to be " << (activeObjects.transitionLeft ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.transitionMiddle, compareAgainst.transitionMiddle)
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<< "Transition Start->B expected to be " << (activeObjects.transitionMiddle ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.transitionRight, compareAgainst.transitionRight)
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<< "Transition Start->C expected to be " << (activeObjects.transitionRight ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.m_stateA, compareAgainst.m_stateA)
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<< "State A expected to be " << (activeObjects.m_stateA ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.m_stateB, compareAgainst.m_stateB)
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<< "State B expected to be " << (activeObjects.m_stateB ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.m_stateC, compareAgainst.m_stateC)
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<< "State C expected to be " << (activeObjects.m_stateB ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.m_transitionLeft, compareAgainst.m_transitionLeft)
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<< "Transition Start->A expected to be " << (activeObjects.m_transitionLeft ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.m_transitionMiddle, compareAgainst.m_transitionMiddle)
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<< "Transition Start->B expected to be " << (activeObjects.m_transitionMiddle ? "active." : "inactive.");
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EXPECT_EQ(activeObjects.m_transitionRight, compareAgainst.m_transitionRight)
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<< "Transition Start->C expected to be " << (activeObjects.m_transitionRight ? "active." : "inactive.");
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// Check anim graph events.
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EXPECT_EQ(this->m_eventHandler->m_numStatesEntering, activeObjects.numStatesEntering)
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<< this->m_eventHandler->m_numStatesEntering << " states entering while " << activeObjects.numStatesEntering << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numStatesEntered, activeObjects.numStatesEntered)
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<< this->m_eventHandler->m_numStatesEntered << " states entered while " << activeObjects.numStatesEntered << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numStatesExited, activeObjects.numStatesExited)
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<< this->m_eventHandler->m_numStatesExited << " states exited while " << activeObjects.numStatesExited << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numStatesEnded, activeObjects.numStatesEnded)
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<< this->m_eventHandler->m_numStatesEnded << " states ended while " << activeObjects.numStatesEnded << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numTransitionsStarted, activeObjects.numTransitionsStarted)
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<< this->m_eventHandler->m_numTransitionsStarted << " transitions started while " << activeObjects.numTransitionsStarted << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numTransitionsEnded, activeObjects.numTransitionsEnded)
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<< this->m_eventHandler->m_numTransitionsEnded << " transitions ended while " << activeObjects.numTransitionsEnded << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numStatesEntering, activeObjects.m_numStatesEntering)
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<< this->m_eventHandler->m_numStatesEntering << " states entering while " << activeObjects.m_numStatesEntering << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numStatesEntered, activeObjects.m_numStatesEntered)
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<< this->m_eventHandler->m_numStatesEntered << " states entered while " << activeObjects.m_numStatesEntered << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numStatesExited, activeObjects.m_numStatesExited)
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<< this->m_eventHandler->m_numStatesExited << " states exited while " << activeObjects.m_numStatesExited << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numStatesEnded, activeObjects.m_numStatesEnded)
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<< this->m_eventHandler->m_numStatesEnded << " states ended while " << activeObjects.m_numStatesEnded << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numTransitionsStarted, activeObjects.m_numTransitionsStarted)
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<< this->m_eventHandler->m_numTransitionsStarted << " transitions started while " << activeObjects.m_numTransitionsStarted << " are expected.";
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EXPECT_EQ(this->m_eventHandler->m_numTransitionsEnded, activeObjects.m_numTransitionsEnded)
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<< this->m_eventHandler->m_numTransitionsEnded << " transitions ended while " << activeObjects.m_numTransitionsEnded << " are expected.";
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}
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}
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}
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@@ -381,13 +381,13 @@ namespace EMotionFX
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struct AnimGraphStateMachine_InterruptionPropertiesTestData
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{
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float transitionLeftBlendTime;
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float transitionLeftCountDownTime;
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float transitionRightBlendTime;
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float transitionRightCountDownTime;
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AnimGraphStateTransition::EInterruptionMode interruptionMode;
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float maxBlendWeight;
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AnimGraphStateTransition::EInterruptionBlendBehavior interruptionBlendBehavior;
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float m_transitionLeftBlendTime;
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float m_transitionLeftCountDownTime;
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float m_transitionRightBlendTime;
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float m_transitionRightCountDownTime;
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AnimGraphStateTransition::EInterruptionMode m_interruptionMode;
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float m_maxBlendWeight;
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AnimGraphStateTransition::EInterruptionBlendBehavior m_interruptionBlendBehavior;
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};
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class AnimGraphStateMachine_InterruptionPropertiesFixture
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@@ -422,18 +422,18 @@ namespace EMotionFX
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// Start->A (can be interrupted)
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m_transitionLeft = AddTransitionWithTimeCondition(stateStart,
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stateA,
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param.transitionLeftBlendTime,
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param.transitionLeftCountDownTime);
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param.m_transitionLeftBlendTime,
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param.m_transitionLeftCountDownTime);
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m_transitionLeft->SetCanBeInterrupted(true);
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m_transitionLeft->SetInterruptionMode(param.interruptionMode);
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m_transitionLeft->SetMaxInterruptionBlendWeight(param.maxBlendWeight);
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m_transitionLeft->SetInterruptionBlendBehavior(param.interruptionBlendBehavior);
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m_transitionLeft->SetInterruptionMode(param.m_interruptionMode);
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m_transitionLeft->SetMaxInterruptionBlendWeight(param.m_maxBlendWeight);
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m_transitionLeft->SetInterruptionBlendBehavior(param.m_interruptionBlendBehavior);
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// Start->B (interrupting transition)
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m_transitionRight = AddTransitionWithTimeCondition(stateStart,
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stateB,
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param.transitionRightBlendTime,
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param.transitionRightCountDownTime);
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param.m_transitionRightBlendTime,
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param.m_transitionRightCountDownTime);
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m_transitionRight->SetCanInterruptOtherTransitions(true);
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m_motionNodeAnimGraph->InitAfterLoading();
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