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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationTransitionSchema.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimationTransitionSchema.cpp
=============================================================================*/
#include "AnimGraphPrivatePCH.h"
#include "AnimStateNode.h"
#include "AnimStateTransitionNode.h"
#include "AnimationTransitionGraph.h"
#include "AnimationTransitionSchema.h"
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_TransitionResult.h"
#include "BlueprintUtilities.h"
#include "AnimGraphDefinitions.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "Kismet2/KismetDebugUtilities.h"
#include "K2ActionMenuBuilder.h" // for FK2ActionMenuBuilder::AddNewNodeAction()
#include "K2Node_TransitionRuleGetter.h"
/////////////////////////////////////////////////////
// UAnimationTransitionSchema
#define LOCTEXT_NAMESPACE "AnimationTransitionSchema"
UAnimationTransitionSchema::UAnimationTransitionSchema(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
// Initialize defaults
}
void UAnimationTransitionSchema::GetGraphContextActions(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
Super::GetGraphContextActions(ContextMenuBuilder);
GetSourceStateActions(ContextMenuBuilder);
}
void UAnimationTransitionSchema::GetSourceStateActions(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
if ((ContextMenuBuilder.FromPin == NULL) || ((ContextMenuBuilder.FromPin->Direction == EGPD_Input) && (ContextMenuBuilder.FromPin->PinType.PinCategory == PC_Float)))
{
// Find the source state associated with this transition
UAnimBlueprint* Blueprint = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(ContextMenuBuilder.CurrentGraph));
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
{
if (UAnimStateTransitionNode* TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), ContextMenuBuilder.CurrentGraph))
{
if (UAnimStateNode* SourceStateNode = Cast<UAnimStateNode>(TransNode->GetPreviousState()))
{
// Offer options from the source state
// Sequence player positions
ETransitionGetter::Type SequenceSpecificGetters[] =
{
ETransitionGetter::AnimationAsset_GetCurrentTime,
ETransitionGetter::AnimationAsset_GetLength,
ETransitionGetter::AnimationAsset_GetCurrentTimeFraction,
ETransitionGetter::AnimationAsset_GetTimeFromEnd,
ETransitionGetter::AnimationAsset_GetTimeFromEndFraction
};
TArray<UK2Node*> AssetPlayers;
SourceStateNode->BoundGraph->GetNodesOfClassEx<UAnimGraphNode_Base, UK2Node>(/*out*/ AssetPlayers);
const FString Category_AssetPlayer(TEXT("Asset Player"));
for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(SequenceSpecificGetters); ++TypeIndex)
{
for (auto NodeIt = AssetPlayers.CreateConstIterator(); NodeIt; ++NodeIt)
{
UAnimGraphNode_Base* AnimNode = CastChecked<UAnimGraphNode_Base>(*NodeIt);
if (AnimNode->DoesSupportTimeForTransitionGetter())
{
UK2Node_TransitionRuleGetter* NodeTemplate = ContextMenuBuilder.CreateTemplateNode<UK2Node_TransitionRuleGetter>();
FString AssetName;
UAnimationAsset * AnimAsset = AnimNode->GetAnimationAsset();
if (AnimAsset)
{
NodeTemplate->AssociatedAnimAssetPlayerNode = AnimNode;
AssetName = AnimAsset->GetName();
}
NodeTemplate->GetterType = SequenceSpecificGetters[TypeIndex];
FFormatNamedArguments Args;
Args.Add(TEXT("NodeName"), UK2Node_TransitionRuleGetter::GetFriendlyName(NodeTemplate->GetterType));
Args.Add(TEXT("AssetName"), FText::FromString(AssetName));
FText Title = FText::Format(LOCTEXT("TransitionFor", "{NodeName} for '{AssetName}'"), Args);
TSharedPtr<FEdGraphSchemaAction_K2NewNode> Action = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, Category_AssetPlayer, Title, NodeTemplate->GetTooltipText().ToString(), 0, NodeTemplate->GetKeywords());
Action->NodeTemplate = NodeTemplate;
}
}
}
// Non-sequence specific ones
ETransitionGetter::Type NonSpecificGetters[] =
{
ETransitionGetter::CurrentTransitionDuration,
ETransitionGetter::CurrentState_ElapsedTime,
ETransitionGetter::CurrentState_GetBlendWeight
};
for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(NonSpecificGetters); ++TypeIndex)
{
FString Category_Transition(TEXT("Transition"));
UK2Node_TransitionRuleGetter* NodeTemplate = ContextMenuBuilder.CreateTemplateNode<UK2Node_TransitionRuleGetter>();
NodeTemplate->GetterType = NonSpecificGetters[TypeIndex];
FText Title = UK2Node_TransitionRuleGetter::GetFriendlyName(NodeTemplate->GetterType);
TSharedPtr<FEdGraphSchemaAction_K2NewNode> Action = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, Category_Transition, Title, NodeTemplate->GetTooltipText().ToString(), 0, NodeTemplate->GetKeywords());
Action->NodeTemplate = NodeTemplate;
}
}
}
}
}
}
void UAnimationTransitionSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
{
// Create the entry/exit tunnels
FGraphNodeCreator<UAnimGraphNode_TransitionResult> NodeCreator(Graph);
UAnimGraphNode_TransitionResult* ResultSinkNode = NodeCreator.CreateNode();
NodeCreator.Finalize();
SetNodeMetaData(ResultSinkNode, FNodeMetadata::DefaultGraphNode);
UAnimationTransitionGraph* TypedGraph = CastChecked<UAnimationTransitionGraph>(&Graph);
TypedGraph->MyResultNode = ResultSinkNode;
}
void UAnimationTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
{
DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
const UAnimStateTransitionNode* TransNode = Cast<const UAnimStateTransitionNode>(Graph.GetOuter());
if (TransNode == NULL)
{
//@TODO: Transition graphs should be created with the transition node as their outer as well!
UAnimBlueprint* Blueprint = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(&Graph));
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
{
TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), &Graph);
}
}
if (TransNode)
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), TransNode->GetNodeTitle(ENodeTitleType::FullTitle));
DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "TransitionRuleGraphTitle", "{NodeTitle} (rule)"), Args );
}
DisplayInfo.DisplayName = DisplayInfo.PlainName;
}
UAnimStateTransitionNode* UAnimationTransitionSchema::GetTransitionNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
{
if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionGraphToNodeMap.Find(Graph))
{
return TransNodePtr->Get();
}
if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionBlendGraphToNodeMap.Find(Graph))
{
return TransNodePtr->Get();
}
return NULL;
}
UAnimStateNode* UAnimationTransitionSchema::GetStateNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
{
if (const TWeakObjectPtr<UAnimStateNode>* StateNodePtr = DebugData.StateGraphToNodeMap.Find(Graph))
{
return StateNodePtr->Get();
}
return NULL;
}
#undef LOCTEXT_NAMESPACE