Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SequenceEvaluator.cpp
Michael Noland 928559eaa0 Editor: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2316341 by Michael Noland in Main branch]
2014-10-01 14:45:23 -04:00

136 lines
4.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "CompilerResultsLog.h"
#include "GraphEditorActions.h"
#include "AnimGraphNode_SequenceEvaluator.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_SequenceEvaluator
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets()
{
PreloadObject(Node.Sequence);
Super::PreloadRequiredAssets();
}
void UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
{
if(Node.Sequence)
{
HandleAnimReferenceCollection(Node.Sequence, ComplexAnims, AnimationSequences);
}
}
void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
{
HandleAnimReferenceReplacement(Node.Sequence, ComplexAnimsMap, AnimSequenceMap);
}
FText UAnimGraphNode_SequenceEvaluator::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.Sequence == nullptr)
{
return LOCTEXT("EvaluateSequence_TitleNONE", "Evaluate (None)");
}
// @TODO: don't know enough about this node type to comfortably assert that
// the CacheName won't change after the node has spawned... until
// then, we'll leave this optimization off
else //if (CachedNodeTitle.IsOutOfDate())
{
const FText SequenceName = FText::FromString(Node.Sequence->GetName());
FFormatNamedArguments Args;
Args.Add(TEXT("SequenceName"), SequenceName);
// FText::Format() is slow, so we cache this to save on performance
if (Node.Sequence->IsValidAdditive())
{
CachedNodeTitle = FText::Format(LOCTEXT("EvaluateSequence_Additive", "Evaluate {SequenceName} (additive)"), Args);
}
else
{
CachedNodeTitle = FText::Format(LOCTEXT("EvaluateSequence", "Evaluate {SequenceName}"), Args);
}
}
return CachedNodeTitle;
}
void UAnimGraphNode_SequenceEvaluator::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
// Intentionally empty; you can drop down a regular sequence player and convert into a sequence evaluator in the right-click menu.
}
void UAnimGraphNode_SequenceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty; you can drop down a regular sequence player and convert into a sequence evaluator in the right-click menu.
}
void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
if (Node.Sequence == NULL)
{
MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
}
else
{
USkeleton* SeqSkeleton = Node.Sequence->GetSkeleton();
if (SeqSkeleton&& // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!SeqSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
}
}
}
void UAnimGraphNode_SequenceEvaluator::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to a regular sequence player
Context.MenuBuilder->BeginSection("AnimGraphNodeSequenceEvaluator", NSLOCTEXT("A3Nodes", "SequenceEvaluatorHeading", "Sequence Evaluator"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqPlayer);
}
Context.MenuBuilder->EndSection();
}
}
bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const
{
return Node.Sequence;
}
const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const
{
return TEXT("ExplicitTime");
}
UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const
{
return FAnimNode_SequenceEvaluator::StaticStruct();
}
#undef LOCTEXT_NAMESPACE