Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
2025-05-18 13:04:45 +08:00

76 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimStateNodeBase.h"
#include "Animation/AnimTypes.h"
#include "Containers/Set.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "Internationalization/Text.h"
#include "Misc/AssertionMacros.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "AnimStateAliasNode.generated.h"
class FArchive;
class UAnimStateNode;
class UEdGraph;
class UEdGraphPin;
class UObject;
UCLASS(MinimalAPI)
class UAnimStateAliasNode : public UAnimStateNodeBase
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State Alias")
bool bGlobalAlias;
UPROPERTY()
FString StateAliasName;
// UObject
virtual void Serialize(FArchive& Ar) override;
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool CanDuplicateNode() const override { return true; }
virtual void OnRenameNode(const FString& NewName) override;
virtual void PostPasteNode() override;
virtual void PostPlacedNewNode() override;
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
//~ End UEdGraphNode Interface
//~ Begin UAnimStateNodeBase Interface
virtual UEdGraphPin* GetInputPin() const override;
virtual UEdGraphPin* GetOutputPin() const override;
virtual FString GetStateName() const override;
virtual FString GetDesiredNewNodeName() const override;
UObject* GetJumpTargetForDoubleClick() const;
//~ End UAnimStateNodeBase Interface
ANIMGRAPH_API const TSet<TWeakObjectPtr<UAnimStateNodeBase>>& GetAliasedStates() const;
ANIMGRAPH_API TSet<TWeakObjectPtr<UAnimStateNodeBase>>& GetAliasedStates();
// Returns null if aliasing more than one state.
ANIMGRAPH_API UAnimStateNodeBase* GetAliasedState() const;
static FName GetAliasedStateNodesPropertyName() { return GET_MEMBER_NAME_CHECKED(UAnimStateAliasNode, AliasedStateNodes); }
private:
void RebuildAliasedStateNodeReferences();
UPROPERTY()
TSet<TWeakObjectPtr<UAnimStateNodeBase>> AliasedStateNodes;
};