197 lines
7.3 KiB
C++
197 lines
7.3 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 "Misc/Guid.h"
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#include "Animation/AnimTypes.h"
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#include "Animation/AnimStateMachineTypes.h"
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#include "Animation/BlendProfile.h"
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#include "AnimStateNodeBase.h"
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#include "AnimStateTransitionNode.generated.h"
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class UCurveFloat;
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class UEdGraph;
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class UEdGraphPin;
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UCLASS(MinimalAPI, config=Editor)
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class UAnimStateTransitionNode : public UAnimStateNodeBase
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{
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GENERATED_UCLASS_BODY()
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// The transition logic graph for this transition (returning a boolean)
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UPROPERTY()
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TObjectPtr<class UEdGraph> BoundGraph;
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// The animation graph for this transition if it uses custom blending (returning a pose)
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UPROPERTY()
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TObjectPtr<class UEdGraph> CustomTransitionGraph;
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// The priority order of this transition. If multiple transitions out of a state go
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// true at the same time, the one with the smallest priority order will take precedent
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UPROPERTY(EditAnywhere, Category=Transition)
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int32 PriorityOrder;
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// The duration to cross-fade for
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UPROPERTY(EditAnywhere, Config, Category=Transition, Meta=(ClampMin="0.0"))
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float CrossfadeDuration;
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// The type of blending to use in the crossfade
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UPROPERTY()
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TEnumAsByte<ETransitionBlendMode::Type> CrossfadeMode_DEPRECATED;
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UPROPERTY(EditAnywhere, Category=Transition)
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EAlphaBlendOption BlendMode;
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UPROPERTY(EditAnywhere, Category=Transition)
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TObjectPtr<UCurveFloat> CustomBlendCurve;
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// The blend profile to use to evaluate this transition per-bone
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UE_DEPRECATED(5.6, "Use the interfaced blend profile instead")
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UPROPERTY()
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TObjectPtr<UBlendProfile> BlendProfile_DEPRECATED;
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// The blend profile to use to evaluate this transition per-bone
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UPROPERTY(EditAnywhere, Category=Transition, meta=(UseAsBlendProfile=true))
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FBlendProfileInterfaceWrapper BlendProfileWrapper;
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// Try setting the rule automatically based on most relevant asset player node's remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal time
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UPROPERTY(EditAnywhere, Category=Transition)
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bool bAutomaticRuleBasedOnSequencePlayerInState;
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// When should the automatic transition rule trigger relative to the time remaining on the relevant asset player:
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// < 0 means trigger the transition 'Crossfade Duration' seconds before the end of the asset player, so a standard blend would finish just as the asset player ends
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// >= 0 means trigger the transition 'Automatic Rule Trigger Time' seconds before the end of the asset player
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UPROPERTY(EditAnywhere, Category=Transition)
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float AutomaticRuleTriggerTime;
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// If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that).
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UPROPERTY(EditAnywhere, Category = Transition)
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FName SyncGroupNameToRequireValidMarkersRule;
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// What transition logic to use
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Transition)
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TEnumAsByte<ETransitionLogicType::Type> LogicType;
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UPROPERTY(EditAnywhere, Category=Events)
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FAnimNotifyEvent TransitionStart;
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UPROPERTY(EditAnywhere, Category=Events)
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FAnimNotifyEvent TransitionEnd;
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UPROPERTY(EditAnywhere, Category=Events)
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FAnimNotifyEvent TransitionInterrupt;
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/** This transition can go both directions */
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UPROPERTY(EditAnywhere, Category=Transition)
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bool Bidirectional;
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/** Whether or not to disable this transition from being enterable */
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UPROPERTY(EditAnywhere, Category=Transition)
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bool bDisabled;
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/** The rules for this transition may be shared with other transition nodes */
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UPROPERTY()
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bool bSharedRules;
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/** The cross-fade settings of this node may be shared */
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UPROPERTY()
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bool bSharedCrossfade;
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/** What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places) */
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UPROPERTY()
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FString SharedRulesName;
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/** Shared rules guid useful when copying between different state machines */
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UPROPERTY()
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FGuid SharedRulesGuid;
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/** Color we draw in the editor as if we are shared */
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UPROPERTY()
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FLinearColor SharedColor;
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UPROPERTY()
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FString SharedCrossfadeName;
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UPROPERTY()
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FGuid SharedCrossfadeGuid;
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UPROPERTY()
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int32 SharedCrossfadeIdx;
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//~ Begin UObject Interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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virtual void PostLoad() override;
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virtual void Serialize(FArchive& Ar) 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 FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual bool CanDuplicateNode() const override { return true; }
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virtual void PrepareForCopying() override;
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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 void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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virtual TArray<UEdGraph*> GetSubGraphs() const override;
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//~ End UEdGraphNode Interface
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//~ Begin UAnimStateNodeBase Interface
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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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virtual UEdGraphPin* GetInputPin() const override { return Pins[0]; }
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virtual UEdGraphPin* GetOutputPin() const override { return Pins[1]; }
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//~ End UAnimStateNodeBase Interface
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// @return the name of this state
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ANIMGRAPH_API FString GetStateName() const override;
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ANIMGRAPH_API UAnimStateNodeBase* GetPreviousState() const;
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ANIMGRAPH_API UAnimStateNodeBase* GetNextState() const;
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ANIMGRAPH_API void CreateConnections(UAnimStateNodeBase* PreviousState, UAnimStateNodeBase* NextState);
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/**
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* Relink transition head (where the arrow is of a state transition) to a new state.
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* @param[in] NewTargetState The new transition target.
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*/
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ANIMGRAPH_API void RelinkHead(UAnimStateNodeBase* NewTargetState);
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/**
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* Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well.
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* For example when relinking a transition holding several transition nodes but only a few are selected to be relinked.
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*/
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ANIMGRAPH_API static TArray<UAnimStateTransitionNode*> GetListTransitionNodesToRelink(UEdGraphPin* SourcePin, UEdGraphPin* OldTargetPin, const TArray<UEdGraphNode*>& InSelectedGraphNodes);
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ANIMGRAPH_API bool IsBoundGraphShared() const;
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ANIMGRAPH_API void MakeRulesShareable(FString ShareName);
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ANIMGRAPH_API void MakeCrossfadeShareable(FString ShareName);
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ANIMGRAPH_API void UnshareRules();
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ANIMGRAPH_API void UnshareCrossade();
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ANIMGRAPH_API void UseSharedRules(const UAnimStateTransitionNode* Node);
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ANIMGRAPH_API void UseSharedCrossfade(const UAnimStateTransitionNode* Node);
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void CopyCrossfadeSettings(const UAnimStateTransitionNode* SrcNode);
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void PropagateCrossfadeSettings();
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ANIMGRAPH_API bool IsReverseTrans(const UAnimStateNodeBase* Node);
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protected:
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void CreateBoundGraph();
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void CreateCustomTransitionGraph();
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public:
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UEdGraph* GetCustomTransitionGraph() const { return CustomTransitionGraph; }
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/** Validates any currently set blend profile, ensuring it's valid for the current skeleton */
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ANIMGRAPH_API bool ValidateBlendProfile();
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};
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