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