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165 lines
4.7 KiB
C++
165 lines
4.7 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "AnimStateConduitNode.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "AnimStateTransitionNode.h"
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#include "Kismet2/Kismet2NameValidators.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "AnimationTransitionGraph.h"
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#include "AnimationConduitGraphSchema.h"
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#include "AnimGraphNode_TransitionResult.h"
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#define LOCTEXT_NAMESPACE "AnimStateConduitNode"
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/////////////////////////////////////////////////////
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// UAnimStateConduitNode
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UAnimStateConduitNode::UAnimStateConduitNode(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bCanRenameNode = true;
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}
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void UAnimStateConduitNode::AllocateDefaultPins()
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{
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CreatePin(EGPD_Input, TEXT("Transition"), TEXT("In"));
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CreatePin(EGPD_Output, TEXT("Transition"), TEXT("Out"));
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}
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void UAnimStateConduitNode::AutowireNewNode(UEdGraphPin* FromPin)
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{
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Super::AutowireNewNode(FromPin);
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if (FromPin)
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{
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if (GetSchema()->TryCreateConnection(FromPin, GetInputPin()))
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{
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FromPin->GetOwningNode()->NodeConnectionListChanged();
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}
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}
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}
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FText UAnimStateConduitNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return FText::FromString(GetStateName());
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}
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FText UAnimStateConduitNode::GetTooltipText() const
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{
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return LOCTEXT("ConduitNodeTooltip", "This is a conduit, which allows specification of a predicate condition for an entire group of transitions");
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}
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FString UAnimStateConduitNode::GetStateName() const
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{
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return (BoundGraph != NULL) ? *(BoundGraph->GetName()) : TEXT("(null)");
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}
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UEdGraphPin* UAnimStateConduitNode::GetInputPin() const
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{
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return Pins[0];
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}
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UEdGraphPin* UAnimStateConduitNode::GetOutputPin() const
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{
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return Pins[1];
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}
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void UAnimStateConduitNode::GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList)
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{
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// Normal transitions
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for (int32 LinkIndex = 0; LinkIndex < Pins[1]->LinkedTo.Num(); ++LinkIndex)
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{
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UEdGraphNode* TargetNode = Pins[1]->LinkedTo[LinkIndex]->GetOwningNode();
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if (UAnimStateTransitionNode* Transition = Cast<UAnimStateTransitionNode>(TargetNode))
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{
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OutTransitions.Add(Transition);
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}
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}
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// Sort the transitions by priority order, lower numbers are higher priority
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if (bWantSortedList)
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{
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struct FCompareTransitionsByPriority
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{
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FORCEINLINE bool operator()(const UAnimStateTransitionNode& A, const UAnimStateTransitionNode& B) const
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{
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return A.PriorityOrder < B.PriorityOrder;
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}
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};
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OutTransitions.Sort(FCompareTransitionsByPriority());
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}
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}
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void UAnimStateConduitNode::PostPlacedNewNode()
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{
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// Create a new animation graph
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check(BoundGraph == NULL);
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BoundGraph = FBlueprintEditorUtils::CreateNewGraph(
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this,
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NAME_None,
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UAnimationTransitionGraph::StaticClass(),
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UAnimationConduitGraphSchema::StaticClass());
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check(BoundGraph);
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// Find an interesting name
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TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
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FBlueprintEditorUtils::RenameGraphWithSuggestion(BoundGraph, NameValidator, TEXT("Conduit"));
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// Initialize the transition graph
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const UEdGraphSchema* Schema = BoundGraph->GetSchema();
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Schema->CreateDefaultNodesForGraph(*BoundGraph);
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// Add the new graph as a child of our parent graph
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UEdGraph* ParentGraph = GetGraph();
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if(ParentGraph->SubGraphs.Find(BoundGraph) == INDEX_NONE)
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{
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ParentGraph->SubGraphs.Add(BoundGraph);
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}
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}
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void UAnimStateConduitNode::DestroyNode()
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{
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UEdGraph* GraphToRemove = BoundGraph;
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BoundGraph = NULL;
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Super::DestroyNode();
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if (GraphToRemove)
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNodeChecked(this);
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FBlueprintEditorUtils::RemoveGraph(Blueprint, GraphToRemove, EGraphRemoveFlags::Recompile);
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}
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}
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void UAnimStateConduitNode::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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UAnimationTransitionGraph* TransGraph = CastChecked<UAnimationTransitionGraph>(BoundGraph);
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UAnimGraphNode_TransitionResult* ResultNode = TransGraph->GetResultNode();
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check(ResultNode);
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UEdGraphPin* BoolResultPin = ResultNode->Pins[0];
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if ((BoolResultPin->LinkedTo.Num() == 0) && (BoolResultPin->DefaultValue.ToBool() == false))
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{
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MessageLog.Warning(TEXT("@@ will never be taken, please connect something to @@"), this, BoolResultPin);
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}
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}
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FString UAnimStateConduitNode::GetDesiredNewNodeName() const
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{
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return TEXT("Conduit");
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}
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void UAnimStateConduitNode::PostPasteNode()
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{
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// Find an interesting name, but try to keep the same if possible
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TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
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FBlueprintEditorUtils::RenameGraphWithSuggestion(BoundGraph, NameValidator, GetStateName());
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Super::PostPasteNode();
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}
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#undef LOCTEXT_NAMESPACE
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