Rename EMotionFX class members to follow the m_ naming convention

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-08-09 14:09:45 -07:00
parent 9afbd07a88
commit 1837d05169
649 changed files with 20161 additions and 21889 deletions
@@ -20,11 +20,11 @@ namespace EMotionFX
{
struct AnimGraphStateMachineSyncParam
{
float playSpeedA;
float durationA;
float playSpeedB;
float durationB;
bool syncEnabled;
float m_playSpeedA;
float m_durationA;
float m_playSpeedB;
float m_durationB;
bool m_syncEnabled;
};
class AnimGraphStateMachineSyncFixture
@@ -51,7 +51,7 @@ namespace EMotionFX
1.0f/*blendTime*/,
0.0f/*countDownTime*/);
if (param.syncEnabled)
if (param.m_syncEnabled)
{
m_transition->SetSyncMode(AnimGraphObject::SYNCMODE_CLIPBASED);
}
@@ -85,8 +85,8 @@ namespace EMotionFX
m_animGraphInstance->Destroy();
m_animGraphInstance = m_motionNodeAnimGraph->GetAnimGraphInstance(m_actorInstance, m_motionSet);
SetUpMotionNode("testMotionA", param.playSpeedA, param.durationA, m_stateA);
SetUpMotionNode("testMotionB", param.playSpeedB, param.durationB, m_stateB);
SetUpMotionNode("testMotionA", param.m_playSpeedA, param.m_durationA, m_stateA);
SetUpMotionNode("testMotionB", param.m_playSpeedB, param.m_durationB, m_stateB);
GetEMotionFX().Update(0.0f);
}