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Added SpineSkeletonComponent::GetBones, closes #1082.

badlogic 7 年之前
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79e607a5f1

+ 9 - 0
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp

@@ -171,6 +171,15 @@ bool USpineSkeletonComponent::GetFlipY() {
 	return false;
 }
 
+void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {
+	CheckState();
+	if (skeleton) {
+		for (size_t i = 0, n = skeleton->getBones().size(); i < n; i++) {
+			Bones.Add(skeleton->getBones()[i]->getData().getName().buffer());
+		}
+	}
+}
+
 void USpineSkeletonComponent::BeginPlay() {
 	Super::BeginPlay();
 }

+ 3 - 0
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h

@@ -89,6 +89,9 @@ public:
 
 	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
 	bool GetFlipY();
+
+	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
+	void GetBones(TArray<FString> &Bones);
 	
 	UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
 	FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;