Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/K2Node_TransitionRuleGetter.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

72 lines
2.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_TransitionRuleGetter.generated.h"
UENUM()
namespace ETransitionGetter
{
enum Type
{
AnimationAsset_GetCurrentTime,
AnimationAsset_GetLength,
AnimationAsset_GetCurrentTimeFraction,
AnimationAsset_GetTimeFromEnd,
AnimationAsset_GetTimeFromEndFraction,
CurrentState_ElapsedTime,
CurrentState_GetBlendWeight,
CurrentTransitionDuration,
ArbitraryState_GetBlendWeight
};
}
UCLASS(MinimalAPI)
class UK2Node_TransitionRuleGetter : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
TEnumAsByte<ETransitionGetter::Type> GetterType;
UPROPERTY()
class UAnimGraphNode_Base* AssociatedAnimAssetPlayerNode;
UPROPERTY()
UAnimStateNode* AssociatedStateNode;
// UEdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool ShowPaletteIconOnNode() const override { return false; }
virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* Schema) const override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// end of UK2Node interface
// @todo document
ANIMGRAPH_API UEdGraphPin* GetOutputPin() const;
// @todo document
ANIMGRAPH_API static FText GetFriendlyName(ETransitionGetter::Type TypeID);
private:
/** Helper function for GetStateSpecificMenuActions, finds actions for AnimBlueprint states that can be used in AnimGraphSchema graphs */
void GetStateSpecificAnimGraphSchemaMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar, const UAnimBlueprint* AnimBlueprint, UAnimStateNode* StateNode) const;
/** Helper function for GetStateSpecificMenuActions, finds actions for AnimBlueprint states that can be used in AnimTransitionSchema graphs */
void GetStateSpecificAnimTransitionSchemaMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar, const UAnimBlueprint* AnimBlueprint, UAnimStateNode* StateNode) const;
/** Helper function for GetMenuActions, goes through all states in an AnimBlueprint and finds possible actions */
void GetStateSpecificMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar, const UAnimBlueprint* AnimBlueprint) const;
/** Helper function for GetMenuActions, generates non-state specific actions that use this node */
void GetNonStateSpecificMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const;
};