Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Private/K2Node_TransitionRuleGetter.cpp
2025-05-18 13:04:45 +08:00

414 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_TransitionRuleGetter.h"
#include "AnimGraphNode_Base.h"
#include "AnimStateNode.h"
#include "AnimStateTransitionNode.h"
#include "Animation/AnimBlueprint.h"
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "Animation/AnimationAsset.h"
#include "AnimationGraphSchema.h"
#include "AnimationTransitionSchema.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintActionFilter.h"
#include "BlueprintNodeBinder.h"
#include "BlueprintNodeSpawner.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "Delegates/Delegate.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphPin.h"
#include "EdGraph/EdGraphSchema.h"
#include "EdGraphSchema_K2.h"
#include "HAL/PlatformCrt.h"
#include "HAL/PlatformMath.h"
#include "Internationalization/Internationalization.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Misc/AssertionMacros.h"
#include "Templates/Casts.h"
#include "Templates/UnrealTemplate.h"
#include "UObject/Class.h"
#include "UObject/Object.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
/////////////////////////////////////////////////////
// UK2Node_TransitionRuleGetter
#define LOCTEXT_NAMESPACE "TransitionRuleGetter"
UK2Node_TransitionRuleGetter::UK2Node_TransitionRuleGetter(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_TransitionRuleGetter::AllocateDefaultPins()
{
UEdGraphPin* OutputPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Real, UEdGraphSchema_K2::PC_Float, TEXT("Output"));
OutputPin->PinFriendlyName = GetFriendlyName(GetterType);
PreloadObject(AssociatedAnimAssetPlayerNode);
PreloadObject(AssociatedStateNode);
Super::AllocateDefaultPins();
}
void UK2Node_TransitionRuleGetter::PreloadRequiredAssets()
{
PreloadObject(AssociatedAnimAssetPlayerNode);
PreloadObject(AssociatedStateNode);
Super::PreloadRequiredAssets();
}
FText UK2Node_TransitionRuleGetter::GetFriendlyName(ETransitionGetter::Type TypeID)
{
FText FriendlyName;
switch (TypeID)
{
case ETransitionGetter::AnimationAsset_GetCurrentTime:
FriendlyName = LOCTEXT("AnimationAssetTimeElapsed", "CurrentTime");
break;
case ETransitionGetter::AnimationAsset_GetLength:
FriendlyName = LOCTEXT("AnimationAssetSequenceLength", "Length");
break;
case ETransitionGetter::AnimationAsset_GetCurrentTimeFraction:
FriendlyName = LOCTEXT("AnimationAssetFractionalTimeElapsed", "CurrentTime (ratio)");
break;
case ETransitionGetter::AnimationAsset_GetTimeFromEnd:
FriendlyName = LOCTEXT("AnimationAssetTimeRemaining", "TimeRemaining");
break;
case ETransitionGetter::AnimationAsset_GetTimeFromEndFraction:
FriendlyName = LOCTEXT("AnimationAssetFractionalTimeRemaining", "TimeRemaining (ratio)");
break;
case ETransitionGetter::CurrentState_ElapsedTime:
FriendlyName = LOCTEXT("CurrentStateElapsedTime", "Elapsed State Time");
break;
case ETransitionGetter::CurrentState_GetBlendWeight:
FriendlyName = LOCTEXT("CurrentStateBlendWeight", "State's Blend Weight");
break;
case ETransitionGetter::ArbitraryState_GetBlendWeight:
FriendlyName = LOCTEXT("ArbitraryStateBlendWeight", "BlendWeight");
break;
case ETransitionGetter::CurrentTransitionDuration:
FriendlyName = LOCTEXT("CrossfadeDuration", "Crossfade Duration");
break;
default:
ensure(false);
break;
}
return FriendlyName;
}
FText UK2Node_TransitionRuleGetter::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
// @TODO: FText::Format() is slow... consider caching this tooltip like
// we do for a lot of the BP nodes now (unfamiliar with this
// node's purpose, so hesitant to muck with this at this time).
if (AssociatedAnimAssetPlayerNode != NULL)
{
UAnimationAsset* BoundAsset = AssociatedAnimAssetPlayerNode->GetAnimationAsset();
if (BoundAsset)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BoundAsset"), FText::FromString(BoundAsset->GetName()));
return FText::Format(LOCTEXT("AnimationAssetInfoGetterTitle", "{BoundAsset} Asset"), Args);
}
else
{
return LOCTEXT("AnimationAssetInfoGetterTitle_None", "Animation Asset");
}
}
else if (AssociatedStateNode != NULL)
{
if (UAnimStateNode* State = AssociatedStateNode)
{
const FString OwnerName = State->GetOuter()->GetName();
FFormatNamedArguments Args;
Args.Add(TEXT("OwnerName"), FText::FromString(OwnerName));
Args.Add(TEXT("StateName"), FText::FromString(State->GetStateName()));
return FText::Format(LOCTEXT("StateInfoGetterTitle", "{OwnerName}.{StateName} State"), Args);
}
else
{
return LOCTEXT("StateInfoGetterTitle_None", "State");
}
}
else if (GetterType == ETransitionGetter::CurrentTransitionDuration)
{
return LOCTEXT("TransitionDuration", "Transition");
}
else if (GetterType == ETransitionGetter::CurrentState_ElapsedTime ||
GetterType == ETransitionGetter::CurrentState_GetBlendWeight)
{
return LOCTEXT("CurrentState", "Current State");
}
return Super::GetNodeTitle(TitleType);
}
void UK2Node_TransitionRuleGetter::GetStateSpecificAnimGraphSchemaMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar, const UAnimBlueprint* AnimBlueprint, UAnimStateNode* StateNode) const
{
auto UiSpecOverride = [](const FBlueprintActionContext& /*Context*/, const IBlueprintNodeBinder::FBindingSet& Bindings, FBlueprintActionUiSpec* UiSpecOut, UAnimStateNode* AnimStateNode)
{
const FString OwnerName = AnimStateNode->GetOuter()->GetName();
UiSpecOut->MenuName = FText::Format(LOCTEXT("TransitionRuleGetterTitle", "Current {0} for state '{1}.{2}'"),
UK2Node_TransitionRuleGetter::GetFriendlyName(ETransitionGetter::ArbitraryState_GetBlendWeight),
FText::FromString(OwnerName),
FText::FromString(AnimStateNode->GetStateName()));
};
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, UAnimStateNode* AnimStateNode)
{
UK2Node_TransitionRuleGetter* NewNodeTyped = CastChecked<UK2Node_TransitionRuleGetter>(NewNode);
NewNodeTyped->AssociatedStateNode = AnimStateNode;
NewNodeTyped->GetterType = ETransitionGetter::ArbitraryState_GetBlendWeight;
};
UBlueprintNodeSpawner* Spawner = UBlueprintNodeSpawner::Create( UK2Node_TransitionRuleGetter::StaticClass(), nullptr, UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, StateNode) );
Spawner->DynamicUiSignatureGetter = UBlueprintNodeSpawner::FUiSpecOverrideDelegate::CreateStatic(UiSpecOverride, StateNode);
ActionRegistrar.AddBlueprintAction( AnimBlueprint, Spawner );
}
void UK2Node_TransitionRuleGetter::GetStateSpecificAnimTransitionSchemaMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar, const UAnimBlueprint* AnimBlueprint, UAnimStateNode* StateNode) const
{
// Offer options from the source state
// Sequence player positions
ETransitionGetter::Type SequenceSpecificGetters[] =
{
ETransitionGetter::AnimationAsset_GetCurrentTime,
ETransitionGetter::AnimationAsset_GetLength,
ETransitionGetter::AnimationAsset_GetCurrentTimeFraction,
ETransitionGetter::AnimationAsset_GetTimeFromEnd,
ETransitionGetter::AnimationAsset_GetTimeFromEndFraction
};
// Using the State Machine's graph, find all asset players nodes
TArray<UK2Node*> AssetPlayers;
StateNode->BoundGraph->GetNodesOfClassEx<UAnimGraphNode_Base, UK2Node>(/*out*/ AssetPlayers);
for (int32 TypeIndex = 0; TypeIndex < UE_ARRAY_COUNT(SequenceSpecificGetters); ++TypeIndex)
{
for (auto NodeIt = AssetPlayers.CreateConstIterator(); NodeIt; ++NodeIt)
{
UAnimGraphNode_Base* AnimNode = CastChecked<UAnimGraphNode_Base>(*NodeIt);
if (AnimNode->DoesSupportTimeForTransitionGetter())
{
UAnimationAsset * AnimAsset = AnimNode->GetAnimationAsset();
if (AnimAsset)
{
auto UiSpecOverride = [](const FBlueprintActionContext& /*Context*/, const IBlueprintNodeBinder::FBindingSet& Bindings, FBlueprintActionUiSpec* UiSpecOut, FString AssetName, TEnumAsByte<ETransitionGetter::Type> InGetterType)
{
UiSpecOut->Category = LOCTEXT("AssetPlayer", "Asset Player");
FFormatNamedArguments Args;
Args.Add(TEXT("NodeName"), UK2Node_TransitionRuleGetter::GetFriendlyName(InGetterType));
Args.Add(TEXT("AssetName"), FText::FromString(AssetName));
FText Title = FText::Format(LOCTEXT("TransitionFor", "{NodeName} for '{AssetName}'"), Args);
UiSpecOut->MenuName = Title;
};
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, UAnimGraphNode_Base* InAssociatedAnimAssetPlayerNode, TEnumAsByte<ETransitionGetter::Type> InGetterType)
{
UK2Node_TransitionRuleGetter* NewNodeTyped = CastChecked<UK2Node_TransitionRuleGetter>(NewNode);
NewNodeTyped->AssociatedAnimAssetPlayerNode = InAssociatedAnimAssetPlayerNode;
NewNodeTyped->GetterType = InGetterType;
};
// Prepare the node spawner
UAnimGraphNode_Base* AssociatedAnimNode = AnimNode;
const FString AssetName = AnimAsset->GetName();
TEnumAsByte<ETransitionGetter::Type> TransitionGetterType = SequenceSpecificGetters[TypeIndex];
UBlueprintNodeSpawner* Spawner = UBlueprintNodeSpawner::Create( UK2Node_TransitionRuleGetter::StaticClass(), nullptr, UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, AssociatedAnimNode, TransitionGetterType) );
Spawner->DynamicUiSignatureGetter = UBlueprintNodeSpawner::FUiSpecOverrideDelegate::CreateStatic(UiSpecOverride, AssetName, TransitionGetterType);
ActionRegistrar.AddBlueprintAction( AnimBlueprint, Spawner );
}
}
}
}
}
void UK2Node_TransitionRuleGetter::GetStateSpecificMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar, const UAnimBlueprint* AnimBlueprint) const
{
TArray<UAnimStateNode*> States;
FBlueprintEditorUtils::GetAllNodesOfClass(AnimBlueprint, /*out*/ States);
// Go through all states to generate possible menu actions
for (auto StateIt = States.CreateIterator(); StateIt; ++StateIt)
{
UAnimStateNode* StateNode = *StateIt;
GetStateSpecificAnimGraphSchemaMenuActions(ActionRegistrar, AnimBlueprint, StateNode);
GetStateSpecificAnimTransitionSchemaMenuActions(ActionRegistrar, AnimBlueprint, StateNode);
}
}
void UK2Node_TransitionRuleGetter::GetNonStateSpecificMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
// Non-sequence specific ones
ETransitionGetter::Type NonSpecificGetters[] =
{
ETransitionGetter::CurrentTransitionDuration,
ETransitionGetter::CurrentState_ElapsedTime,
ETransitionGetter::CurrentState_GetBlendWeight
};
for (int32 TypeIndex = 0; TypeIndex < UE_ARRAY_COUNT(NonSpecificGetters); ++TypeIndex)
{
auto UiSpecOverride = [](const FBlueprintActionContext& /*Context*/, const IBlueprintNodeBinder::FBindingSet& Bindings, FBlueprintActionUiSpec* UiSpecOut, TEnumAsByte<ETransitionGetter::Type> InGetterType)
{
UiSpecOut->Category = LOCTEXT("Transition", "Transition");
UiSpecOut->MenuName = UK2Node_TransitionRuleGetter::GetFriendlyName(InGetterType);
};
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TEnumAsByte<ETransitionGetter::Type> InGetterType)
{
UK2Node_TransitionRuleGetter* NewNodeTyped = CastChecked<UK2Node_TransitionRuleGetter>(NewNode);
NewNodeTyped->GetterType = InGetterType;
};
TEnumAsByte<ETransitionGetter::Type> TransitionGetterType = NonSpecificGetters[TypeIndex];
UBlueprintNodeSpawner* Spawner = UBlueprintNodeSpawner::Create( UK2Node_TransitionRuleGetter::StaticClass(), nullptr, UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, TransitionGetterType) );
Spawner->DynamicUiSignatureGetter = UBlueprintNodeSpawner::FUiSpecOverrideDelegate::CreateStatic(UiSpecOverride, TransitionGetterType);
ActionRegistrar.AddBlueprintAction( ActionKey, Spawner );
}
}
}
void UK2Node_TransitionRuleGetter::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
}
FText UK2Node_TransitionRuleGetter::GetTooltipText() const
{
return GetNodeTitle(ENodeTitleType::FullTitle);
}
bool UK2Node_TransitionRuleGetter::CanCreateUnderSpecifiedSchema(const UEdGraphSchema* Schema) const
{
return Cast<UAnimationGraphSchema>(Schema) != NULL || Cast<UAnimationTransitionSchema>(Schema) != NULL;
}
UAnimStateTransitionNode* 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;
}
bool UK2Node_TransitionRuleGetter::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
{
if(Filter.Context.Graphs.Num())
{
const UEdGraphSchema* Schema = Filter.Context.Graphs[0]->GetSchema();
if(Cast<UAnimationGraphSchema>(Schema))
{
if(GetterType == ETransitionGetter::ArbitraryState_GetBlendWeight)
{
// only show the transition nodes if the associated state node is in every graph:
if( AssociatedStateNode )
{
for( auto Blueprint : Filter.Context.Blueprints )
{
TArray<UAnimStateNode*> States;
FBlueprintEditorUtils::GetAllNodesOfClass(Blueprint, /*out*/ States);
if( !States.Contains( AssociatedStateNode ) )
{
return true;
}
}
return false;
}
}
return true;
}
else if(Cast<UAnimationTransitionSchema>(Schema))
{
// Non-sequence specific TransitionRuleGetter nodes have no associated nodes assigned, they are always allowed in AnimationTransitionSchema graphs
if( AssociatedStateNode == nullptr && AssociatedAnimAssetPlayerNode == nullptr)
{
return false;
}
else if(AssociatedAnimAssetPlayerNode)
{
if(Filter.Context.Blueprints.Num())
{
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Filter.Context.Blueprints[0]);
check(AnimBlueprint);
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = AnimBlueprint->GetAnimBlueprintSkeletonClass())
{
// Local function to find the transition node using the context graph and AnimBlueprintDebugData
auto GetTransitionNodeFromGraphLambda = [](const FAnimBlueprintDebugData& DebugData, const UEdGraph* Graph) -> UAnimStateTransitionNode*
{
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;
};
// Check if the TransitionNode can be found in the AninBlueprint's debug data
if (UAnimStateTransitionNode* TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), Filter.Context.Graphs[0]))
{
if (UAnimStateNode* SourceStateNode = Cast<UAnimStateNode>(TransNode->GetPreviousState()))
{
// Check if the AnimAssetPlayerNode's graph is the state machine's bound graph
if(AssociatedAnimAssetPlayerNode->GetGraph() == SourceStateNode->BoundGraph)
{
return false;
}
}
}
}
}
}
}
}
return true;
}
UEdGraphPin* UK2Node_TransitionRuleGetter::GetOutputPin() const
{
return FindPinChecked(TEXT("Output"));
}
#undef LOCTEXT_NAMESPACE