Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_BlendSpacePlayer.cpp
Mikolaj Sieluzycki f25a030f9f Fix for build break caused by CL#2055369.
[CL 2055682 by Mikolaj Sieluzycki in Main branch]
2014-04-24 14:34:01 -04:00

153 lines
5.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "CompilerResultsLog.h"
#include "AnimGraphNode_BlendSpacePlayer.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpacePlayer
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_BlendSpacePlayer::UAnimGraphNode_BlendSpacePlayer(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FString UAnimGraphNode_BlendSpacePlayer::GetTooltip() const
{
return FString::Printf(TEXT("Blendspace Player '%s'"), (Node.BlendSpace != NULL) ? *(Node.BlendSpace->GetPathName()) : TEXT("(None)"));
}
FText UAnimGraphNode_BlendSpacePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const FText BlendSpaceName((Node.BlendSpace != NULL) ? FText::FromString(Node.BlendSpace->GetName()) : LOCTEXT("None", "(None)"));
if (TitleType == ENodeTitleType::ListView)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
return FText::Format(LOCTEXT("BlendspacePlayer", "Blendspace Player'{BlendSpaceName}'"), Args);
}
else
{
FFormatNamedArguments TitleArgs;
TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
FText Title = FText::Format(LOCTEXT("BlendSpacePlayerFullTitle", "{BlendSpaceName}\nBlendspace Player"), TitleArgs);
if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), Title);
Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
}
return Title;
}
}
FString UAnimGraphNode_BlendSpacePlayer::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
const FString BlendSpaceName((Node.BlendSpace != NULL) ? *(Node.BlendSpace->GetName()) : TEXT("(None)"));
if (TitleType == ENodeTitleType::ListView)
{
return FString::Printf(TEXT("Blendspace Player'%s'"), *BlendSpaceName);
}
else
{
FString Title = FString::Printf(TEXT("%s\nBlendspace Player"), *BlendSpaceName);
if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
{
Title += TEXT("\n");
Title += FString::Printf(TEXT("Sync group %s"), *SyncGroup.GroupName.ToString());
}
return Title;
}
}
void UAnimGraphNode_BlendSpacePlayer::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
const bool bWantAimOffsets = false;
GetBlendSpaceEntries(bWantAimOffsets, ContextMenuBuilder);
}
void UAnimGraphNode_BlendSpacePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
if (Node.BlendSpace == NULL)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
else
{
USkeleton * BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
}
}
void UAnimGraphNode_BlendSpacePlayer::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
Node.GroupRole = SyncGroup.GroupRole;
}
void UAnimGraphNode_BlendSpacePlayer::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to single frame
Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpaceEvaluator", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToBSEvaluator);
}
Context.MenuBuilder->EndSection();
}
}
void UAnimGraphNode_BlendSpacePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
{
if(Node.BlendSpace)
{
HandleAnimReferenceCollection(Node.BlendSpace, ComplexAnims, AnimationSequences);
}
}
void UAnimGraphNode_BlendSpacePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
{
HandleAnimReferenceReplacement(Node.BlendSpace, ComplexAnimsMap, AnimSequenceMap);
}
bool UAnimGraphNode_BlendSpacePlayer::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_BlendSpacePlayer::GetAnimationAsset() const
{
return Node.BlendSpace;
}
const TCHAR* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyStruct() const
{
return FAnimNode_BlendSpacePlayer::StaticStruct();
}
#undef LOCTEXT_NAMESPACE