Integrating latest 47acbe8

This commit is contained in:
alexpete
2021-03-25 13:57:57 -07:00
parent 448c549698
commit 75dc720198
10312 changed files with 2711566 additions and 671451 deletions
@@ -76,8 +76,14 @@ namespace EMotionFX
m_entityId = AZ::EntityId(740216387);
m_entity->SetId(m_entityId);
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
Integration::ActorComponent::Configuration actorConf;
actorConf.m_actorAsset = actorAsset;
auto transformComponent = m_entity->CreateComponent<AzFramework::TransformComponent>();
auto actorComponent = m_entity->CreateComponent<Integration::ActorComponent>();
m_actorComponent = m_entity->CreateComponent<Integration::ActorComponent>(&actorConf);
m_animGraphComponent = m_entity->CreateComponent<Integration::AnimGraphComponent>();
m_entity->Init();
@@ -100,17 +106,15 @@ namespace EMotionFX
motionSetAsset.GetAs<Integration::MotionSetAsset>()->SetData(new MotionSet());
EXPECT_EQ(motionSetAsset.IsReady(), true) << "Motion set asset is not ready yet.";
m_animGraphComponent->OnAssetReady(motionSetAsset);
// Actor asset.
AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
actorComponent->OnAssetReady(actorAsset);
}
void ActivateEntity()
{
// Set the actor asset and create the actor instance.
m_actorComponent->SetActorAsset(m_actorComponent->GetActorAsset());
m_entity->Activate();
m_animGraphInstance = m_animGraphComponent->GetAnimGraphInstance();
EXPECT_NE(m_animGraphInstance, nullptr) << "Expecting valid anim graph instance.";
}
@@ -140,6 +144,7 @@ namespace EMotionFX
AZ::EntityId m_entityId;
AZStd::unique_ptr<AZ::Entity> m_entity;
TwoMotionNodeAnimGraph* m_animGraph = nullptr;
Integration::ActorComponent* m_actorComponent = nullptr;
Integration::AnimGraphComponent* m_animGraphComponent = nullptr;
AnimGraphInstance* m_animGraphInstance = nullptr;
AZ::u32 m_parameterIndex = InvalidIndex32;