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