78 lines
2.3 KiB
C++
78 lines
2.3 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 "Animation/AnimTypes.h"
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#include "AnimStateNodeBase.h"
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#include "AnimStateNode.generated.h"
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class UEdGraph;
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class UEdGraphPin;
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UENUM()
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enum EAnimStateType : int
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{
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AST_SingleAnimation UMETA(DisplayName="Single animation"),
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AST_BlendGraph UMETA(DisplayName="Blend graph"),
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};
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UCLASS(MinimalAPI)
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class UAnimStateNode : public UAnimStateNodeBase
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{
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GENERATED_UCLASS_BODY()
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public:
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// The animation graph for this state
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UPROPERTY()
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TObjectPtr<class UEdGraph> BoundGraph;
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// The type of the contents of this state
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UPROPERTY()
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TEnumAsByte<EAnimStateType> StateType;
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UPROPERTY(EditAnywhere, Category=Events)
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FAnimNotifyEvent StateEntered;
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UPROPERTY(EditAnywhere, Category=Events)
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FAnimNotifyEvent StateLeft;
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UPROPERTY(EditAnywhere, Category=Events)
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FAnimNotifyEvent StateFullyBlended;
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// Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight
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UPROPERTY(EditAnywhere, AdvancedDisplay, Category = Events)
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bool bAlwaysResetOnEntry;
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//~ Begin UObject Interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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//~ End UObject Interface
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//~ Begin UEdGraphNode Interface
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virtual void AllocateDefaultPins() override;
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virtual void AutowireNewNode(UEdGraphPin* FromPin) override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual bool CanDuplicateNode() const override { return true; }
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virtual void PostPasteNode() override;
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virtual void PostPlacedNewNode() override;
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virtual void DestroyNode() override;
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virtual TArray<UEdGraph*> GetSubGraphs() const override { return TArray<UEdGraph*>( { BoundGraph } ); }
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//~ End UEdGraphNode Interface
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//~ Begin UAnimStateNodeBase Interface
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virtual UEdGraphPin* GetInputPin() const override;
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virtual UEdGraphPin* GetOutputPin() const override;
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virtual FString GetStateName() const override;
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//~ End UAnimStateNodeBase Interface
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// @return the pose pin of the state sink node within the anim graph of this state
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ANIMGRAPH_API UEdGraphPin* GetPoseSinkPinInsideState() const;
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public:
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virtual UEdGraph* GetBoundGraph() const override { return BoundGraph; }
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virtual void ClearBoundGraph() override { BoundGraph = nullptr; }
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};
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