92 lines
4.9 KiB
C++
92 lines
4.9 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 "Animation/AnimExecutionContext.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Animation/AnimNodeReference.h"
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#include "Animation/AnimStateMachineTypes.h"
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#include "AnimationStateMachineLibrary.generated.h"
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struct FAnimNode_StateMachine;
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struct FAnimNode_StateResult;
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USTRUCT(BlueprintType, DisplayName = "Animation State Reference")
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struct FAnimationStateResultReference : public FAnimNodeReference
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{
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GENERATED_BODY()
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typedef FAnimNode_StateResult FInternalNodeType;
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};
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USTRUCT(BlueprintType, DisplayName = "Animation State Machine")
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struct FAnimationStateMachineReference : public FAnimNodeReference
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{
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GENERATED_BODY()
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typedef FAnimNode_StateMachine FInternalNodeType;
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};
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// Exposes operations to be performed on anim state machine node contexts
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UCLASS(Experimental, MinimalAPI)
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class UAnimationStateMachineLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/** Get an anim state reference from an anim node reference */
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UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State", ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API void ConvertToAnimationStateResult(const FAnimNodeReference& Node, FAnimationStateResultReference& AnimationState, EAnimNodeReferenceConversionResult& Result);
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/** Get an anim state reference from an anim node reference (pure) */
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UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State"))
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static void ConvertToAnimationStateResultPure(const FAnimNodeReference& Node, FAnimationStateResultReference& AnimationState, bool& Result)
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{
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EAnimNodeReferenceConversionResult ConversionResult;
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ConvertToAnimationStateResult(Node, AnimationState, ConversionResult);
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Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
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}
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/** Get an anim state machine from an anim node reference */
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UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, DisplayName = "Convert to Animation State Machine", ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API void ConvertToAnimationStateMachine(const FAnimNodeReference& Node, FAnimationStateMachineReference& AnimationState, EAnimNodeReferenceConversionResult& Result);
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/** Get an anim state machine from an anim node reference (pure) */
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UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe, DisplayName = "Convert to Animation State Machine"))
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static void ConvertToAnimationStateMachinePure(const FAnimNodeReference& Node, FAnimationStateMachineReference& AnimationState, bool& Result)
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{
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EAnimNodeReferenceConversionResult ConversionResult;
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ConvertToAnimationStateMachine(Node, AnimationState, ConversionResult);
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Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
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}
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/** Returns whether the state the node belongs to is blending in */
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UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API bool IsStateBlendingIn(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
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/** Returns whether the state the node belongs to is blending out */
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UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API bool IsStateBlendingOut(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
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/** Manually set the current state of the state machine
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NOTE: Custom blend type is not supported */
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UFUNCTION(BlueprintCallable, Category = "State Machine", meta=(BlueprintThreadSafe, AdvancedDisplay = "4"))
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static ANIMGRAPHRUNTIME_API void SetState(const FAnimUpdateContext& UpdateContext, const FAnimationStateMachineReference& Node, FName TargetState, float Duration
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, TEnumAsByte<ETransitionLogicType::Type> BlendType, UBlendProfile* BlendProfile, EAlphaBlendOption AlphaBlendOption, UCurveFloat* CustomBlendCurve);
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/** Returns the name of the current state of this state machine */
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UFUNCTION(BlueprintPure, Category = "State Machine", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FName GetState(const FAnimUpdateContext& UpdateContext, const FAnimationStateMachineReference& Node);
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/** Returns the remaining animation time of the state's most relevant asset player */
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UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API float GetRelevantAnimTimeRemaining(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
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/** Returns the remaining animation time as a fraction of the duration for the state's most relevant asset player */
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UFUNCTION(BlueprintPure, Category = "State Machine", meta = (BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API float GetRelevantAnimTimeRemainingFraction(const FAnimUpdateContext& UpdateContext, const FAnimationStateResultReference& Node);
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};
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