Rename EMotionFX class members to follow the m_ naming convention
Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
@@ -20,11 +20,11 @@ namespace EMotionFX
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{
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struct AnimGraphStateMachineSyncParam
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{
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float playSpeedA;
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float durationA;
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float playSpeedB;
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float durationB;
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bool syncEnabled;
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float m_playSpeedA;
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float m_durationA;
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float m_playSpeedB;
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float m_durationB;
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bool m_syncEnabled;
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};
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class AnimGraphStateMachineSyncFixture
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@@ -51,7 +51,7 @@ namespace EMotionFX
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1.0f/*blendTime*/,
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0.0f/*countDownTime*/);
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if (param.syncEnabled)
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if (param.m_syncEnabled)
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{
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m_transition->SetSyncMode(AnimGraphObject::SYNCMODE_CLIPBASED);
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}
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@@ -85,8 +85,8 @@ namespace EMotionFX
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m_animGraphInstance->Destroy();
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m_animGraphInstance = m_motionNodeAnimGraph->GetAnimGraphInstance(m_actorInstance, m_motionSet);
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SetUpMotionNode("testMotionA", param.playSpeedA, param.durationA, m_stateA);
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SetUpMotionNode("testMotionB", param.playSpeedB, param.durationB, m_stateB);
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SetUpMotionNode("testMotionA", param.m_playSpeedA, param.m_durationA, m_stateA);
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SetUpMotionNode("testMotionB", param.m_playSpeedB, param.m_durationB, m_stateB);
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GetEMotionFX().Update(0.0f);
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}
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