Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Trail.cpp

52 lines
1.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_Trail.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_TrailBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Trail::UAnimGraphNode_Trail(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FText UAnimGraphNode_Trail::GetControllerDescription() const
{
return LOCTEXT("TrailController", "Trail controller");
}
FText UAnimGraphNode_Trail::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_Trail_Tooltip", "The Trail Controller.");
}
FText UAnimGraphNode_Trail::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.TrailBone.BoneName == NAME_None))
{
return GetControllerDescription();
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.TrailBone.BoneName));
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_Trail_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args));
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_Trail_Title", "{ControllerDescription}\nBone: {BoneName}"), Args));
}
}
return CachedNodeTitles[TitleType];
}
#undef LOCTEXT_NAMESPACE