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97 lines
3.3 KiB
C++
97 lines
3.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "AnimGraphNode_RotationOffsetBlendSpace.h"
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#include "GraphEditorActions.h"
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#include "CompilerResultsLog.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_RotationOffsetBlendSpace
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_RotationOffsetBlendSpace::UAnimGraphNode_RotationOffsetBlendSpace(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FString UAnimGraphNode_RotationOffsetBlendSpace::GetTooltip() const
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{
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return FString::Printf(TEXT("AimOffset %s"), *(Node.BlendSpace->GetPathName()));
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}
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FText UAnimGraphNode_RotationOffsetBlendSpace::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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const FText BlendSpaceName((Node.BlendSpace != NULL) ? FText::FromString(Node.BlendSpace->GetName()) : LOCTEXT("None", "(None)"));
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FFormatNamedArguments Args;
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Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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if (TitleType == ENodeTitleType::ListView)
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{
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return FText::Format(LOCTEXT("AimOffsetListTitle", "AimOffset '{BlendSpaceName}'"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("AimOffsetFullTitle", "{BlendSpaceName}\nAimOffset"), Args);
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}
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}
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FString UAnimGraphNode_RotationOffsetBlendSpace::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
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{
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// Do not setup this function for localization, intentionally left unlocalized!
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const FString BlendSpaceName((Node.BlendSpace != NULL) ? *(Node.BlendSpace->GetName()) : TEXT("(None)"));
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if (TitleType == ENodeTitleType::ListView)
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{
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return FString::Printf(TEXT("AimOffset '%s'"), *BlendSpaceName);
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}
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else
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{
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return FString::Printf(TEXT("%s\nAimOffset"), *BlendSpaceName);
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}
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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const bool bWantAimOffsets = true;
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GetBlendSpaceEntries(bWantAimOffsets, ContextMenuBuilder);
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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if (Node.BlendSpace == NULL)
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{
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MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
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}
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else if (Cast<UAimOffsetBlendSpace>(Node.BlendSpace) == NULL &&
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Cast<UAimOffsetBlendSpace1D>(Node.BlendSpace) == NULL)
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{
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MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
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}
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else
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{
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USkeleton * BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
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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?
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!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
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}
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}
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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// add an option to convert to single frame
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Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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}
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Context.MenuBuilder->EndSection();
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}
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}
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#undef LOCTEXT_NAMESPACE |