2014-03-14 14:13:41 -04:00
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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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2014-04-24 08:49:31 -04:00
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#include "AnimStateNodeBase.h"
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2014-03-14 14:13:41 -04:00
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#include "AnimStateConduitNode.generated.h"
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UCLASS(MinimalAPI)
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class UAnimStateConduitNode : public UAnimStateNodeBase
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{
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GENERATED_UCLASS_BODY()
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public:
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// The transition graph for this conduit; it's a logic graph, not an animation graph
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UPROPERTY()
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class UEdGraph* BoundGraph;
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// Begin UEdGraphNode interface
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE;
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2014-04-23 18:30:37 -04:00
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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2014-03-14 14:13:41 -04:00
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virtual FString GetTooltip() const OVERRIDE;
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virtual bool CanDuplicateNode() const OVERRIDE { return true; }
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virtual void PostPasteNode() OVERRIDE;
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virtual void PostPlacedNewNode() OVERRIDE;
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virtual void DestroyNode() OVERRIDE;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const OVERRIDE;
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// End UEdGraphNode interface
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// Begin UAnimStateNodeBase interface
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virtual UEdGraphPin* GetInputPin() const OVERRIDE;
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virtual UEdGraphPin* GetOutputPin() const OVERRIDE;
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virtual FString GetStateName() const OVERRIDE;
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virtual void GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList = true) OVERRIDE;
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virtual FString GetDesiredNewNodeName() const OVERRIDE;
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virtual UEdGraph* GetBoundGraph() const OVERRIDE { return BoundGraph; }
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// End of UAnimStateNodeBase interface
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};
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