Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SequenceEvaluator.cpp
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

201 lines
6.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_SequenceEvaluator.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Kismet2/CompilerResultsLog.h"
#include "GraphEditorActions.h"
#include "Animation/AnimComposite.h"
#include "AnimGraphNode_SequenceEvaluator.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_SequenceEvaluator
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets()
{
PreloadObject(Node.Sequence);
Super::PreloadRequiredAssets();
}
void UAnimGraphNode_SequenceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
Node.GroupRole = SyncGroup.GroupRole;
}
void UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if(Node.Sequence)
{
HandleAnimReferenceCollection(Node.Sequence, AnimationAssets);
}
}
void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.Sequence, AnimAssetReplacementMap);
}
FText UAnimGraphNode_SequenceEvaluator::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_SequenceEvaluator::GetNodeTitleForSequence(ENodeTitleType::Type TitleType, UAnimSequenceBase* InSequence) const
{
const FText SequenceName = FText::FromString(InSequence->GetName());
FFormatNamedArguments Args;
Args.Add(TEXT("SequenceName"), SequenceName);
// FText::Format() is slow, so we cache this to save on performance
if (InSequence->IsValidAdditive())
{
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence_Additive", "Evaluate {SequenceName} (additive)"), Args), this);
}
else
{
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("EvaluateSequence", "Evaluate {SequenceName}"), Args), this);
}
return CachedNodeTitle;
}
FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.Sequence == nullptr)
{
// we may have a valid variable connected or default pin value
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
if (SequencePin && SequencePin->LinkedTo.Num() > 0)
{
return LOCTEXT("EvaluateSequence_TitleVariable", "Evaluate Animation Sequence");
}
else if (SequencePin && SequencePin->DefaultObject != nullptr)
{
return GetNodeTitleForSequence(TitleType, CastChecked<UAnimSequenceBase>(SequencePin->DefaultObject));
}
else
{
return LOCTEXT("EvaluateSequence_TitleNONE", "Evaluate (None)");
}
}
// @TODO: don't know enough about this node type to comfortably assert that
// the CacheName won't change after the node has spawned... until
// then, we'll leave this optimization off
else //if (CachedNodeTitle.IsOutOfDate(this))
{
GetNodeTitleForSequence(TitleType, Node.Sequence);
}
return CachedNodeTitle;
}
void UAnimGraphNode_SequenceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty; you can drop down a regular sequence player and convert into a sequence evaluator in the right-click menu.
}
void UAnimGraphNode_SequenceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UAnimSequenceBase* Seq = Cast<UAnimSequence>(Asset))
{
Node.Sequence = Seq;
}
}
void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UAnimSequenceBase* SequenceToCheck = Node.Sequence;
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
if (SequencePin != nullptr && SequenceToCheck == nullptr)
{
SequenceToCheck = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
}
if (SequenceToCheck == nullptr)
{
// we may have a connected node
if (SequencePin == nullptr || SequencePin->LinkedTo.Num() == 0)
{
MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
}
}
else
{
USkeleton* SeqSkeleton = SequenceToCheck->GetSkeleton();
if (SeqSkeleton&& // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!SeqSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
}
}
}
void UAnimGraphNode_SequenceEvaluator::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to a regular sequence player
Context.MenuBuilder->BeginSection("AnimGraphNodeSequenceEvaluator", NSLOCTEXT("A3Nodes", "SequenceEvaluatorHeading", "Sequence Evaluator"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqPlayer);
}
Context.MenuBuilder->EndSection();
}
}
bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const
{
UAnimSequenceBase* Sequence = Node.Sequence;
UEdGraphPin* SequencePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_SequenceEvaluator, Sequence));
if (SequencePin != nullptr && Sequence == nullptr)
{
Sequence = Cast<UAnimSequenceBase>(SequencePin->DefaultObject);
}
return Node.Sequence;
}
const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const
{
return TEXT("ExplicitTime");
}
UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const
{
return FAnimNode_SequenceEvaluator::StaticStruct();
}
EAnimAssetHandlerType UAnimGraphNode_SequenceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass()))
{
return EAnimAssetHandlerType::Supported;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
#undef LOCTEXT_NAMESPACE