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

75 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationNodes/SGraphNodeLinkedLayer.h"
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_LinkedAnimGraph.h"
#include "Animation/AnimBlueprint.h"
#include "Animation/AnimInstance.h"
#include "Animation/AnimNode_LinkedAnimGraph.h"
#include "BlueprintEditorModule.h"
#include "Delegates/Delegate.h"
#include "Editor.h"
#include "Editor/EditorEngine.h"
#include "Engine/Blueprint.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Subsystems/AssetEditorSubsystem.h"
#include "Templates/Casts.h"
#include "Types/SlateEnums.h"
#include "Types/WidgetActiveTimerDelegate.h"
#include "UObject/UnrealNames.h"
class USkeletalMeshComponent;
void SGraphNodeLinkedLayer::Construct(const FArguments& InArgs, UAnimGraphNode_Base* InNode)
{
this->GraphNode = InNode;
this->UpdateGraphNode();
CachedTargetName = NAME_None;
SAnimationGraphNode::Construct(SAnimationGraphNode::FArguments(), InNode);
RegisterActiveTimer(1.0f / 10.0f, FWidgetActiveTimerDelegate::CreateLambda([this](double InCurrentTime, float InDeltaTime)
{
UpdateNodeLabel();
return EActiveTimerReturnType::Continue;
}));
}
void SGraphNodeLinkedLayer::UpdateNodeLabel()
{
if (UAnimGraphNode_LinkedAnimGraph* VisualLinkedAnimLayer = Cast<UAnimGraphNode_LinkedAnimGraph>(GraphNode))
{
FName FoundName = NAME_None;
if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(GraphNode)))
{
if (const UAnimInstance* InstanceBeingDebugged = Cast<const UAnimInstance>(AnimBlueprint->GetObjectBeingDebugged()))
{
USkeletalMeshComponent* Component = InstanceBeingDebugged->GetSkelMeshComponent();
if (Component != nullptr)
{
if (const FAnimNode_LinkedAnimGraph* AnimGraphNode = static_cast<FAnimNode_LinkedAnimGraph*>(VisualLinkedAnimLayer->FindDebugAnimNode(Component)))
{
if (const UAnimInstance* TargetInstance = AnimGraphNode->GetTargetInstance<UAnimInstance>())
{
FoundName = TargetInstance->GetFName();
if (FoundName != CachedTargetName)
{
VisualLinkedAnimLayer->OnNodeTitleChangedEvent().Broadcast();
CachedTargetName = FoundName;
if (IAssetEditorInstance* EditorInstance = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->FindEditorForAsset(AnimBlueprint, false))
{
static_cast<IBlueprintEditor*>(EditorInstance)->RefreshMyBlueprint();
}
}
}
}
}
}
}
}
}