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64 lines
2.9 KiB
C++
64 lines
2.9 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "Animation/AnimNode_SequencePlayer.h"
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#include "AnimGraphNode_AssetPlayerBase.h"
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#include "AnimGraphNode_SequencePlayer.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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UCLASS(MinimalAPI)
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class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_AssetPlayerBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_SequencePlayer Node;
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// UEdGraphNode interface
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetMenuCategory() const override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override;
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virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) override;
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virtual void PreloadRequiredAssets() override;
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virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) override;
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virtual bool DoesSupportTimeForTransitionGetter() const override;
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virtual UAnimationAsset* GetAnimationAsset() const override;
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virtual const TCHAR* GetTimePropertyName() const override;
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virtual UScriptStruct* GetTimePropertyStruct() const override;
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virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const override;
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virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap) override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
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virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
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// End of UAnimGraphNode_Base interface
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// UK2Node interface
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virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const override;
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// End of UK2Node interface
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// UAnimGraphNode_AssetPlayerBase interface
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virtual void SetAnimationAsset(UAnimationAsset* Asset) override;
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// End of UAnimGraphNode_AssetPlayerBase interface
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private:
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static FText GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive);
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FText GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const;
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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/** Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded */
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FString UnloadedSkeletonName;
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};
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