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Changed variable animation -> animationComponent in SpineboyCppPawn.cpp (#2344)

Misaki Eymard 2 gadi atpakaļ
vecāks
revīzija
d041e9e39c
1 mainītis faili ar 4 papildinājumiem un 4 dzēšanām
  1. 4 4
      spine-ue4/Source/SpineUE4/SpineboyCppPawn.cpp

+ 4 - 4
spine-ue4/Source/SpineUE4/SpineboyCppPawn.cpp

@@ -14,15 +14,15 @@ ASpineboyCppPawn::ASpineboyCppPawn() {
 // Called when the game starts or when spawned
 void ASpineboyCppPawn::BeginPlay() {
 	Super::BeginPlay();
-	USpineSkeletonAnimationComponent *animation = FindComponentByClass<USpineSkeletonAnimationComponent>();
-	animation->SetAnimation(0, FString("walk"), true);
+	USpineSkeletonAnimationComponent *animationComponent = FindComponentByClass<USpineSkeletonAnimationComponent>();
+	animationComponent->SetAnimation(0, FString("walk"), true);
 }
 
 // Called every frame
 void ASpineboyCppPawn::Tick(float DeltaTime) {
 	Super::Tick(DeltaTime);
-	USpineSkeletonAnimationComponent *animation = FindComponentByClass<USpineSkeletonAnimationComponent>();
-	spine::AnimationState *state = animation->GetAnimationState();
+	USpineSkeletonAnimationComponent *animationComponent = FindComponentByClass<USpineSkeletonAnimationComponent>();
+	spine::AnimationState *state = animationComponent->GetAnimationState();
 	spine::TrackEntry *entry = state->getCurrent(0);
 	if (entry) {
 		GEngine->AddOnScreenDebugMessage(-1, 0.5f, FColor::Yellow, FString(entry->getAnimation()->getName().buffer()));