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UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
2025-05-18 13:04:45 +08:00

78 lines
2.3 KiB
C++

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