56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AnimGraphNode_Base.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "Animation/AnimNode_StateMachine.h"
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#include "AnimGraphNode_StateMachineBase.generated.h"
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class INameValidatorInterface;
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UCLASS(Abstract)
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class ANIMGRAPH_API UAnimGraphNode_StateMachineBase : public UAnimGraphNode_Base
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{
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GENERATED_UCLASS_BODY()
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// Editor state machine representation
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UPROPERTY()
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TObjectPtr<class UAnimationStateMachineGraph> EditorStateMachineGraph;
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// UEdGraphNode interface
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void PostPlacedNewNode() override;
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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virtual void JumpToDefinition() const override;
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virtual void DestroyNode() override;
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virtual void PostPasteNode() override;
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virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
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virtual FString GetDocumentationLink() const override;
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virtual void OnRenameNode(const FString& NewName) override;
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virtual TArray<UEdGraph*> GetSubGraphs() const override;
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virtual FText GetMenuCategory() const override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
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virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
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virtual void GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const override;
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// End of UAnimGraphNode_Base interface
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// @return the name of this state machine
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FString GetStateMachineName();
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// Interface for derived classes to implement
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virtual FAnimNode_StateMachine& GetNode() PURE_VIRTUAL(UAnimGraphNode_StateMachineBase::GetNode, static FAnimNode_StateMachine Dummy; return Dummy;);
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// End of my interface
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTextCache CachedFullTitle;
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};
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