Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationConduitGraphSchema.cpp
2014-03-14 14:13:41 -04:00

33 lines
1.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
/////////////////////////////////////////////////////
// UAnimationConduitGraphSchema
UAnimationConduitGraphSchema::UAnimationConduitGraphSchema(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UAnimationConduitGraphSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
{
FGraphNodeCreator<UAnimGraphNode_TransitionResult> NodeCreator(Graph);
UAnimGraphNode_TransitionResult* ResultSinkNode = NodeCreator.CreateNode();
UAnimationTransitionGraph* TypedGraph = CastChecked<UAnimationTransitionGraph>(&Graph);
TypedGraph->MyResultNode = ResultSinkNode;
NodeCreator.Finalize();
}
void UAnimationConduitGraphSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
{
DisplayInfo.DisplayName = FText::FromString( Graph.GetName() );
if (const UAnimStateConduitNode* ConduitNode = Cast<const UAnimStateConduitNode>(Graph.GetOuter()))
{
DisplayInfo.DisplayName = FText::Format( NSLOCTEXT("Animation", "ConduitRuleGraphTitle", "{0} (conduit rule)"), FText::FromString( ConduitNode->GetNodeTitle(ENodeTitleType::FullTitle) ) );
}
}