You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
76 lines
1.9 KiB
C++
76 lines
1.9 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "AnimGraphPrivatePCH.h"
|
|
|
|
#include "GraphEditorActions.h"
|
|
#include "ScopedTransaction.h"
|
|
#include "AnimGraphNode_Slot.h"
|
|
|
|
/////////////////////////////////////////////////////
|
|
// UAnimGraphNode_Slot
|
|
|
|
#define LOCTEXT_NAMESPACE "A3Nodes"
|
|
|
|
UAnimGraphNode_Slot::UAnimGraphNode_Slot(const FPostConstructInitializeProperties& PCIP)
|
|
: Super(PCIP)
|
|
{
|
|
}
|
|
|
|
FLinearColor UAnimGraphNode_Slot::GetNodeTitleColor() const
|
|
{
|
|
return FLinearColor(0.7f, 0.7f, 0.7f);
|
|
}
|
|
|
|
FText UAnimGraphNode_Slot::GetTooltipText() const
|
|
{
|
|
return LOCTEXT("AnimSlotNode_Tooltip", "Plays animation from code using AnimMontage");
|
|
}
|
|
|
|
FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
|
|
{
|
|
if (Node.SlotName != NAME_None)
|
|
{
|
|
if (TitleType == ENodeTitleType::ListView)
|
|
{
|
|
return LOCTEXT("SlotNodeListTitle_NoName", "Slot '(No slot name)'");
|
|
}
|
|
else
|
|
{
|
|
return LOCTEXT("SlotNodeTitle_NoName", "(No slot name)\nSlot");
|
|
}
|
|
}
|
|
else if (!CachedNodeTitles.IsTitleCached(TitleType))
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("SlotName"), FText::FromName(Node.SlotName));
|
|
|
|
// FText::Format() is slow, so we cache this to save on performance
|
|
if (TitleType == ENodeTitleType::ListView)
|
|
{
|
|
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args));
|
|
}
|
|
else
|
|
{
|
|
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeTitle", "{SlotName}\nSlot"), Args));
|
|
}
|
|
}
|
|
return CachedNodeTitles[TitleType];
|
|
}
|
|
|
|
FString UAnimGraphNode_Slot::GetNodeCategory() const
|
|
{
|
|
return TEXT("Blends");
|
|
}
|
|
|
|
void UAnimGraphNode_Slot::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
|
|
{
|
|
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
|
|
if (AnimBlueprint->TargetSkeleton)
|
|
{
|
|
AnimBlueprint->TargetSkeleton->AddSlotNodeName(Node.SlotName);
|
|
AnimBlueprint->TargetSkeleton->AddSlotGroupName(Node.GroupName);
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|