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