Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Slot.cpp
2025-05-18 13:04:45 +08:00

78 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Slot.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_Slot
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Slot::UAnimGraphNode_Slot(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_Slot::GetNodeTitleColor() const
{
return FLinearColor(0.7f, 0.7f, 0.7f);
}
FText UAnimGraphNode_Slot::GetTooltipText() const
{
return LOCTEXT("AnimSlotNode_Tooltip", "Plays animation from code using AnimMontage");
}
FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.SlotName == NAME_None || !HasValidBlueprint() )
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("SlotNodeListTitle_NoName", "Slot '(No slot name)'");
}
else
{
return LOCTEXT("SlotNodeTitle_NoName", "(No slot name)\nSlot");
}
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
FName GroupName = (AnimBlueprint->TargetSkeleton) ? AnimBlueprint->TargetSkeleton->GetSlotGroupName(Node.SlotName) : FAnimSlotGroup::DefaultGroupName;
FFormatNamedArguments Args;
Args.Add(TEXT("SlotName"), FText::FromName(Node.SlotName));
Args.Add(TEXT("GroupName"), FText::FromName(GroupName));
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeTitle", "Slot '{SlotName}'\nGroup '{GroupName}'"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
FString UAnimGraphNode_Slot::GetNodeCategory() const
{
return TEXT("Animation|Montage");
}
void UAnimGraphNode_Slot::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
if (!GIsCookerLoadingPackage && AnimBlueprint->TargetSkeleton) // Don't modify skeleton during cook
{
AnimBlueprint->TargetSkeleton->RegisterSlotNode(Node.SlotName);
}
}
#undef LOCTEXT_NAMESPACE