// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= AnimStateNode.cpp =============================================================================*/ #include "AnimStateEntryNode.h" #include "AnimationStateMachineSchema.h" #include "Containers/Array.h" #include "EdGraph/EdGraph.h" #include "EdGraph/EdGraphPin.h" #include "HAL/PlatformMath.h" #include "Internationalization/Internationalization.h" #include "Misc/AssertionMacros.h" #define LOCTEXT_NAMESPACE "AnimStateEntryNode" ///////////////////////////////////////////////////// // UAnimStateEntryNode UAnimStateEntryNode::UAnimStateEntryNode(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UAnimStateEntryNode::AllocateDefaultPins() { UEdGraphPin* Outputs = CreatePin(EGPD_Output, UAnimationStateMachineSchema::PC_Exec, TEXT("Entry")); } FText UAnimStateEntryNode::GetNodeTitle(ENodeTitleType::Type TitleType) const { UEdGraph* Graph = GetGraph(); return FText::FromString(Graph->GetName()); } FText UAnimStateEntryNode::GetTooltipText() const { return LOCTEXT("StateEntryNodeTooltip", "Entry point for state machine"); } UEdGraphNode* UAnimStateEntryNode::GetOutputNode() const { if(Pins.Num() > 0 && Pins[0] != NULL) { check(Pins[0]->LinkedTo.Num() <= 1); if(Pins[0]->LinkedTo.Num() > 0 && Pins[0]->LinkedTo[0]->GetOwningNode() != NULL) { return Pins[0]->LinkedTo[0]->GetOwningNode(); } } return NULL; } #undef LOCTEXT_NAMESPACE