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

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "AnimGraphNode_Slot.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_Slot
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Slot::UAnimGraphNode_Slot(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_Slot::GetNodeTitleColor() const
{
return FLinearColor(0.7f, 0.7f, 0.7f);
}
FString UAnimGraphNode_Slot::GetTooltip() const
{
return TEXT("Plays animation from code using AnimMontage");
}
FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const FText SlotName = (Node.SlotName != NAME_None) ? FText::FromName(Node.SlotName) : LOCTEXT("NoSlotName", "(No slot name)");
FFormatNamedArguments Args;
Args.Add(TEXT("SlotName"), SlotName);
if (TitleType == ENodeTitleType::ListView)
{
return FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args);
}
else
{
return FText::Format(LOCTEXT("SlotNodeTitle", "{SlotName}\nSlot"), Args);
}
}
FString UAnimGraphNode_Slot::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
const FString SlotName = (Node.SlotName != NAME_None) ? Node.SlotName.ToString() : TEXT("(No slot name)");
if (TitleType == ENodeTitleType::ListView)
{
return FString::Printf(TEXT("Slot '%s'"), *SlotName);
}
else
{
return FString::Printf(TEXT("%s\nSlot"), *SlotName);
}
}
FString UAnimGraphNode_Slot::GetNodeCategory() const
{
return TEXT("Blends");
}
void UAnimGraphNode_Slot::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
if (AnimBlueprint->TargetSkeleton)
{
AnimBlueprint->TargetSkeleton->AddSlotNodeName(Node.SlotName);
AnimBlueprint->TargetSkeleton->AddSlotGroupName(Node.GroupName);
}
}
#undef LOCTEXT_NAMESPACE