Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SequenceEvaluator.cpp
Mikolaj Sieluzycki bbcea54981 #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 2055361 by Mikolaj Sieluzycki in Main branch]
2014-04-24 08:49:31 -04:00

137 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);
}
FString UAnimGraphNode_SequenceEvaluator::GetTooltip() const
{
if ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive())
{
return FString::Printf(TEXT("Evaluate %s (additive)"), *(Node.Sequence->GetPathName()));
}
else
{
return FString::Printf(TEXT("Evaluate %s"), *(Node.Sequence->GetPathName()));
}
}
FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const FText SequenceName((Node.Sequence != NULL) ? FText::FromString(Node.Sequence->GetName()) : LOCTEXT("None", "(None)"));
FFormatNamedArguments Args;
Args.Add(TEXT("SequenceName"), SequenceName);
if (Node.Sequence && Node.Sequence->IsValidAdditive())
{
return FText::Format(LOCTEXT("EvaluateSequence_Additive", "Evaluate {SequenceName} (additive)"), Args);
}
else
{
return FText::Format(LOCTEXT("EvaluateSequence", "Evaluate {SequenceName}"), Args);
}
}
FString UAnimGraphNode_SequenceEvaluator::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
if (Node.Sequence && Node.Sequence->IsValidAdditive())
{
return FString::Printf(TEXT("Evaluate %s (additive)"), (Node.Sequence != NULL) ? *(Node.Sequence->GetName()) : TEXT("(None)"));
}
else
{
return FString::Printf(TEXT("Evaluate %s"), (Node.Sequence != NULL) ? *(Node.Sequence->GetName()) : TEXT("(None)"));
}
}
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::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