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65 lines
2.1 KiB
C++
65 lines
2.1 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_LookAt.h"
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#include "Animation/AnimInstance.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_LookAt
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#define LOCTEXT_NAMESPACE "AnimGraph_LookAt"
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UAnimGraphNode_LookAt::UAnimGraphNode_LookAt(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FText UAnimGraphNode_LookAt::GetControllerDescription() const
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{
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return LOCTEXT("LookAtNode", "Look At");
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}
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FText UAnimGraphNode_LookAt::GetTooltipText() const
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{
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return LOCTEXT("AnimGraphNode_LookAt_Tooltip", "This node allow a bone to trace or follow another bone");
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}
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FText UAnimGraphNode_LookAt::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.BoneToModify.BoneName == NAME_None))
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{
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return GetControllerDescription();
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}
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// @TODO: the bone can be altered in the property editor, so we have to
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// choose to mark this dirty when that happens for this to properly work
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else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
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Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
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// FText::Format() is slow, so we cache this to save on performance
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_LookAt_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this);
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}
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else
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_LookAt_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this);
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}
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}
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return CachedNodeTitles[TitleType];
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}
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void UAnimGraphNode_LookAt::Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const
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{
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if(SkelMeshComp)
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{
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if(FAnimNode_LookAt* ActiveNode = GetActiveInstanceNode<FAnimNode_LookAt>(SkelMeshComp->GetAnimInstance()))
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{
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ActiveNode->ConditionalDebugDraw(PDI, SkelMeshComp);
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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