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

129 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimationTransitionSchema.cpp
=============================================================================*/
#include "AnimationTransitionSchema.h"
#include "Animation/AnimBlueprint.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "AnimStateTransitionNode.h"
#include "AnimationTransitionGraph.h"
#include "AnimGraphNode_TransitionResult.h"
/////////////////////////////////////////////////////
// UAnimationTransitionSchema
#define LOCTEXT_NAMESPACE "AnimationTransitionSchema"
UAnimationTransitionSchema::UAnimationTransitionSchema(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Initialize defaults
}
void UAnimationTransitionSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
{
// Create the entry/exit tunnels
FGraphNodeCreator<UAnimGraphNode_TransitionResult> NodeCreator(Graph);
UAnimGraphNode_TransitionResult* ResultSinkNode = NodeCreator.CreateNode();
NodeCreator.Finalize();
SetNodeMetaData(ResultSinkNode, FNodeMetadata::DefaultGraphNode);
UAnimationTransitionGraph* TypedGraph = CastChecked<UAnimationTransitionGraph>(&Graph);
TypedGraph->MyResultNode = ResultSinkNode;
}
void UAnimationTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
{
DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
const UAnimStateTransitionNode* TransNode = Cast<const UAnimStateTransitionNode>(Graph.GetOuter());
// If we don't have a node we can get it from our blueprint, unless the graph has been deleted
// in which case the outer chain will have been broken.
if (TransNode == NULL && IsValid(&Graph))
{
//@TODO: Transition graphs should be created with the transition node as their outer as well!
if(UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(&Graph)))
{
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
{
TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), &Graph);
}
}
}
if (TransNode)
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), TransNode->GetNodeTitle(ENodeTitleType::FullTitle));
DisplayInfo.PlainName = FText::Format( LOCTEXT( "TransitionRuleGraphTitle", "{NodeTitle} (rule)"), Args );
DisplayInfo.Tooltip = LOCTEXT("GraphTooltip_TransitionSchema", "Transitions contain rules that define when to move between states");
}
DisplayInfo.DisplayName = DisplayInfo.PlainName;
}
UAnimStateTransitionNode* UAnimationTransitionSchema::GetTransitionNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
{
if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionGraphToNodeMap.Find(Graph))
{
return TransNodePtr->Get();
}
if (const TWeakObjectPtr<UAnimStateTransitionNode>* TransNodePtr = DebugData.TransitionBlendGraphToNodeMap.Find(Graph))
{
return TransNodePtr->Get();
}
return NULL;
}
UAnimStateNode* UAnimationTransitionSchema::GetStateNodeFromGraph(const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph)
{
if (const TWeakObjectPtr<UAnimStateNode>* StateNodePtr = DebugData.StateGraphToNodeMap.Find(Graph))
{
return StateNodePtr->Get();
}
return NULL;
}
void UAnimationTransitionSchema::HandleGraphBeingDeleted(UEdGraph& GraphBeingRemoved) const
{
Super::HandleGraphBeingDeleted(GraphBeingRemoved);
if(UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(&GraphBeingRemoved))
{
// Handle composite anim graph nodes
TArray<UAnimStateNodeBase*> StateNodes;
FBlueprintEditorUtils::GetAllNodesOfClassEx<UAnimStateTransitionNode>(Blueprint, StateNodes);
TSet<UAnimStateNodeBase*> NodesToDelete;
for(int32 i = 0; i < StateNodes.Num(); ++i)
{
UAnimStateNodeBase* StateNode = StateNodes[i];
if(StateNode->GetBoundGraph() == &GraphBeingRemoved)
{
NodesToDelete.Add(StateNode);
}
}
// Delete the node that owns us
ensure(NodesToDelete.Num() <= 1);
for(TSet<UAnimStateNodeBase*>::TIterator It(NodesToDelete); It; ++It)
{
UAnimStateNodeBase* NodeToDelete = *It;
FBlueprintEditorUtils::RemoveNode(Blueprint, NodeToDelete, true);
// Prevent re-entrancy here
NodeToDelete->ClearBoundGraph();
}
}
}
#undef LOCTEXT_NAMESPACE