vault backup: 2024-05-24 18:21:54
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@ -362,6 +362,7 @@ public:
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1. DirectorCam:与24个镜头相关。
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1. DirectorCam:与24个镜头相关。
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2. Editor:RuntimeEditor相关。
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2. Editor:RuntimeEditor相关。
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3. LiveDirector:
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3. LiveDirector:
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1. [ ] Character/TsIdolActor.ts:[[角色流程#TsIdolActor.ts]]
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4. Camera
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4. Camera
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5. Characrer:
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5. Characrer:
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6. Danma:弹幕相关,View以及控制。
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6. Danma:弹幕相关,View以及控制。
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@ -2,7 +2,30 @@
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继承关系:BP_XXX_Base -> BP_Idol_Base -> TsIdolActor -> AVCharacter -> ACharacter 。
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继承关系:BP_XXX_Base -> BP_Idol_Base -> TsIdolActor -> AVCharacter -> ACharacter 。
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主要逻辑位于TsIdolActor中,文件路径为`Script/LiveDirector/Character/TsIdolActor.ts`
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主要逻辑位于TsIdolActor中,文件路径为`Script/LiveDirector/Character/TsIdolActor.ts`
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# 角色判断逻辑
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# AVCharacter
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PropTags: UE.GameplayTagContainer
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主要实现了`virtual void OnRep_AttachmentReplication() override;`,声明了若干BlueprintNativeEvent:
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- bool CanSyncRelativeTransform();
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- void BeforeAttachToNewParent();
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- void AfterAttachToNewParent();
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## OnRep_AttachmentReplication()
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注释:
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>// 动捕模式下,CanSync=false. 各端自行计算Actor Location, client无需使用Server计算结果
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// 自由行走模式下, CanSync=true,client需要同步server的transform信息
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通过Tag判断。
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# TsIdolActor.ts
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## VirtualOverrider
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```typescript
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CanSyncRelativeTransform(): boolean {
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if (Utils.HasTag(this.PropTags, new UE.GameplayTag("Idol.AIACao"))) {
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return false;
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}
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if(this.MovementComp && this.MovementComp.ManulMovement){
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return false
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}
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var animInstance = this.Mesh.GetAnimInstance() as UE.IdolAnimInstance
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let fullbodyNode = Reflect.get(animInstance, 'AnimGraphNode_Fullbody') as UE.AnimNode_FullBody
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return !(fullbodyNode && fullbodyNode.bGetMotionData)
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}
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```
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