Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationConduitGraphSchema.cpp
Mikolaj Sieluzycki e9351fe5de #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2054304 by Mikolaj Sieluzycki in Main branch]
2014-04-23 20:15:15 -04:00

42 lines
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimationConduitGraphSchema.h"
#include "AnimGraphNode_TransitionResult.h"
#include "AnimationTransitionGraph.h"
#include "AnimStateConduitNode.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.PlainName = FText::FromString( Graph.GetName() );
if (const UAnimStateConduitNode* ConduitNode = Cast<const UAnimStateConduitNode>(Graph.GetOuter()))
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), ConduitNode->GetNodeTitle(ENodeTitleType::FullTitle) );
DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "ConduitRuleGraphTitle", "{NodeTitle} (conduit rule)"), Args);
}
DisplayInfo.DisplayName = DisplayInfo.PlainName;
}