// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "AnimGraphPrivatePCH.h" #include "GraphEditorActions.h" #include "CompilerResultsLog.h" #include "AnimGraphNode_BlendSpaceEvaluator.h" ///////////////////////////////////////////////////// // UAnimGraphNode_BlendSpaceEvaluator #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_BlendSpaceEvaluator::GetTooltipText() const { // FText::Format() is slow, so we utilize the cached list title return GetNodeTitle(ENodeTitleType::ListView); } FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (Node.BlendSpace == nullptr) { if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { return LOCTEXT("BlendSpaceEvaluator_NONE_ListTitle", "Blendspace Evaluator '(None)'"); } else { return LOCTEXT("BlendSpaceEvaluator_NONE_Title", "(None)\nBlendspace Evaluator"); } } // @TODO: the bone can be altered in the property editor, so we have to // choose to mark this dirty when that happens for this to properly work else //if (!CachedNodeTitles.IsTitleCached(TitleType, this)) { const FText BlendSpaceName = FText::FromString(Node.BlendSpace->GetName()); if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { FFormatNamedArguments Args; Args.Add(TEXT("BlendSpaceName"), BlendSpaceName); // FText::Format() is slow, so we cache this to save on performance CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendSpaceEvaluatorListTitle", "Blendspace Evaluator '{BlendSpaceName}'"), Args), this); } else { FFormatNamedArguments TitleArgs; TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName); FText Title = FText::Format(LOCTEXT("BlendSpaceEvaluatorFullTitle", "{BlendSpaceName}\nBlendspace Evaluator"), TitleArgs); if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None)) { FFormatNamedArguments Args; Args.Add(TEXT("Title"), Title); Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName)); Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args); } // FText::Format() is slow, so we cache this to save on performance CachedNodeTitles.SetCachedTitle(TitleType, Title, this); } } return CachedNodeTitles[TitleType]; } void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // Intentionally empty so that we don't get duplicate blend space entries. // You can convert a regular blend space player to an evaluator via the right click context menu } void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) { if (Node.BlendSpace == NULL) { MessageLog.Error(TEXT("@@ references an unknown blend space"), this); } else { USkeleton* BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton(); if (BlendSpaceSkeleton&& // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded? !BlendSpaceSkeleton->IsCompatible(ForSkeleton)) { MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton); } } } void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) { UAnimBlueprint* AnimBlueprint = GetAnimBlueprint(); Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName); Node.GroupRole = SyncGroup.GroupRole; } void UAnimGraphNode_BlendSpaceEvaluator::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const { if (!Context.bIsDebugging) { // add an option to convert to single frame Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space")); { Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset); Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToBSPlayer); } Context.MenuBuilder->EndSection(); } } bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const { return true; } UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const { return Node.BlendSpace; } const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const { return TEXT("InternalTimeAccumulator"); } UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const { return FAnimNode_BlendSpaceEvaluator::StaticStruct(); } #undef LOCTEXT_NAMESPACE