本文整理汇总了C++中UAnimationAsset类的典型用法代码示例。如果您正苦于以下问题:C++ UAnimationAsset类的具体用法?C++ UAnimationAsset怎么用?C++ UAnimationAsset使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了UAnimationAsset类的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GetAssetsPinHoverMessage
void UAnimationGraphSchema::GetAssetsPinHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if ((Asset == NULL) || (HoverPin == NULL))
{
OutTooltipText = TEXT("");
OutOkIcon = false;
return;
}
// this one only should happen when there is an Anim Blueprint
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(HoverPin->GetOwningNode()));
const bool bSkelMatch = (AnimBlueprint != NULL) && (AnimBlueprint->TargetSkeleton == Asset->GetSkeleton());
const bool bTypeMatch = UAnimationGraphSchema::IsLocalSpacePosePin(HoverPin->PinType);
const bool bDirectionMatch = HoverPin->Direction == EGPD_Input;
if (bSkelMatch && bTypeMatch && bDirectionMatch)
{
OutOkIcon = true;
OutTooltipText = FString::Printf(TEXT("Play %s and feed to %s"), *(Asset->GetName()), *HoverPin->PinName);
}
else
{
OutOkIcon = false;
OutTooltipText = FString::Printf(TEXT("Type or direction mismatch; must be wired to a pose input"));
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:28,代码来源:AnimationGraphSchema.cpp
示例2: MarkPackageDirty
void USkeleton::HandleSkeletonHierarchyChange()
{
MarkPackageDirty();
RegenerateGuid();
// Clear exiting MeshLinkUp tables.
ClearCacheData();
// Fix up loaded animations (any animations that aren't loaded will be fixed on load)
for(TObjectIterator<UAnimationAsset> It; It; ++It)
{
UAnimationAsset* CurrentAnimation = *It;
if (CurrentAnimation->GetSkeleton() == this)
{
CurrentAnimation->ValidateSkeleton();
}
}
#if WITH_EDITORONLY_DATA
RefreshAllRetargetSources();
#endif
OnSkeletonHierarchyChanged.Broadcast();
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:25,代码来源:Skeleton.cpp
示例3: GetAssetsNodeHoverMessage
void UAnimationGraphSchema::GetAssetsNodeHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if ((Asset == NULL) || (HoverNode == NULL))
{
OutTooltipText = TEXT("");
OutOkIcon = false;
return;
}
const UK2Node* PlayerNodeUnderCursor = NULL;
if (Asset->IsA(UAnimSequence::StaticClass()))
{
PlayerNodeUnderCursor = Cast<const UAnimGraphNode_SequencePlayer>(HoverNode);
}
else if (Asset->IsA(UBlendSpace::StaticClass()))
{
UBlendSpace* BlendSpace = CastChecked<UBlendSpace>(Asset);
if (IsAimOffsetBlendSpace(BlendSpace))
{
PlayerNodeUnderCursor = Cast<const UAnimGraphNode_RotationOffsetBlendSpace>(HoverNode);
}
else
{
PlayerNodeUnderCursor = Cast<const UAnimGraphNode_BlendSpacePlayer>(HoverNode);
}
}
// this one only should happen when there is an Anim Blueprint
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNode(HoverNode));
const bool bSkelMatch = (AnimBlueprint != NULL) && (AnimBlueprint->TargetSkeleton == Asset->GetSkeleton());
if (!bSkelMatch)
{
OutOkIcon = false;
OutTooltipText = FString::Printf(TEXT("Skeletons are not compatible"));
}
else if (PlayerNodeUnderCursor != NULL)
{
OutOkIcon = true;
OutTooltipText = FString::Printf(TEXT("Change node to play %s"), *(Asset->GetName()));
}
else
{
OutOkIcon = false;
OutTooltipText = FString::Printf(TEXT("Cannot replace '%s' with a sequence player"), *(HoverNode->GetName()));
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:48,代码来源:AnimationGraphSchema.cpp
示例4: ue_py_check
PyObject *py_ue_anim_get_skeleton(ue_PyUObject * self, PyObject * args)
{
ue_py_check(self);
UAnimationAsset *anim = ue_py_check_type<UAnimationAsset>(self);
if (!anim)
return PyErr_Format(PyExc_Exception, "UObject is not a UAnimationAsset.");
USkeleton *skeleton = anim->GetSkeleton();
if (!skeleton)
{
Py_RETURN_NONE;
}
Py_RETURN_UOBJECT((UObject *)skeleton);
}
开发者ID:rdsgautier,项目名称:UnrealEnginePython,代码行数:16,代码来源:UEPyAnimSequence.cpp
示例5: DroppedAssetsOnGraph
void UAnimationStateMachineSchema::DroppedAssetsOnGraph(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraph* Graph) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if(Asset != NULL)
{
// Spawn new state
UAnimStateNode* NewStateNode = FEdGraphSchemaAction_NewStateNode::SpawnNodeFromTemplate<UAnimStateNode>(Graph, NewObject<UAnimStateNode>(), GraphPosition);
// Try to name the state close to the asset
FEdGraphUtilities::RenameGraphToNameOrCloseToName(NewStateNode->BoundGraph, Asset->GetName());
// Change the current graph context to the inner graph, so that the rest of the drag drop happens inside it
FVector2D NewGraphPosition = FVector2D(-300.0f, 0.0f);
UAnimationGraphSchema::SpawnNodeFromAsset(Asset, NewGraphPosition, NewStateNode->BoundGraph, NewStateNode->GetPoseSinkPinInsideState());
}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:16,代码来源:AnimationStateMachineSchema.cpp
示例6: MarkPackageDirty
void USkeleton::HandleSkeletonHierarchyChange()
{
MarkPackageDirty();
RegenerateGuid();
// Fix up loaded animations (any animations that aren't loaded will be fixed on load)
for(TObjectIterator<UAnimationAsset> It; It; ++It)
{
UAnimationAsset* CurrentAnimation = *It;
CurrentAnimation->ValidateSkeleton();
}
RefreshAllRetargetSources();
OnSkeletonHierarchyChanged.Broadcast();
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:17,代码来源:Skeleton.cpp
示例7: Format
FText UK2Node_TransitionRuleGetter::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
// @TODO: FText::Format() is slow... consider caching this tooltip like
// we do for a lot of the BP nodes now (unfamiliar with this
// node's purpose, so hesitant to muck with this at this time).
if (AssociatedAnimAssetPlayerNode != NULL)
{
UAnimationAsset* BoundAsset = AssociatedAnimAssetPlayerNode->GetAnimationAsset();
if (BoundAsset)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BoundAsset"), FText::FromString(BoundAsset->GetName()));
return FText::Format(LOCTEXT("AnimationAssetInfoGetterTitle", "{BoundAsset} Asset"), Args);
}
}
else if (AssociatedStateNode != NULL)
{
if (UAnimStateNode* State = Cast<UAnimStateNode>(AssociatedStateNode))
{
const FString OwnerName = State->GetOuter()->GetName();
FFormatNamedArguments Args;
Args.Add(TEXT("OwnerName"), FText::FromString(OwnerName));
Args.Add(TEXT("StateName"), FText::FromString(State->GetStateName()));
return FText::Format(LOCTEXT("StateInfoGetterTitle", "{OwnerName}.{StateName} State"), Args);
}
}
else if (GetterType == ETransitionGetter::CurrentTransitionDuration)
{
return LOCTEXT("TransitionDuration", "Transition");
}
else if (GetterType == ETransitionGetter::CurrentState_ElapsedTime ||
GetterType == ETransitionGetter::CurrentState_GetBlendWeight)
{
return LOCTEXT("CurrentState", "Current State");
}
return Super::GetNodeTitle(TitleType);
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:40,代码来源:K2Node_TransitionRuleGetter.cpp
示例8: GetAssetsNodeHoverMessage
void UAnimationStateMachineSchema::GetAssetsNodeHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if ((Asset == NULL) || (HoverNode == NULL))
{
OutTooltipText = TEXT("");
OutOkIcon = false;
return;
}
const UAnimStateNode* StateNodeUnderCursor = Cast<const UAnimStateNode>(HoverNode);
if (StateNodeUnderCursor != NULL)
{
OutOkIcon = true;
OutTooltipText = FString::Printf(TEXT("Change node to play %s"), *(Asset->GetName()));
}
else
{
OutTooltipText = TEXT("");
OutOkIcon = false;
}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:22,代码来源:AnimationStateMachineSchema.cpp
示例9: GetAssetsGraphHoverMessage
void UAnimationGraphSchema::GetAssetsGraphHoverMessage(const TArray<FAssetData>& Assets, const UEdGraph* HoverGraph, FString& OutTooltipText, bool& OutOkIcon) const
{
UAnimationAsset* Asset = FAssetData::GetFirstAsset<UAnimationAsset>(Assets);
if (Asset)
{
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(HoverGraph));
const bool bSkelMatch = (AnimBlueprint != NULL) && (AnimBlueprint->TargetSkeleton == Asset->GetSkeleton());
if (!bSkelMatch)
{
OutOkIcon = false;
OutTooltipText = FString::Printf(TEXT("Skeletons are not compatible"));
}
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:14,代码来源:AnimationGraphSchema.cpp
示例10: RetargetAssets
void FAssetTypeActions_AnimationAsset::RetargetAssets(TArray<UObject*> InAnimAssets, bool bDuplicateAssets, bool bOpenEditor, TSharedPtr<class IToolkitHost> EditWithinLevelEditor)
{
bool bRemapReferencedAssets = false;
USkeleton* NewSkeleton = NULL;
USkeleton* OldSkeleton = NULL;
if(InAnimAssets.Num() > 0)
{
UAnimationAsset * AnimAsset = CastChecked<UAnimationAsset>(InAnimAssets[0]);
OldSkeleton = AnimAsset->GetSkeleton();
}
const FText Message = LOCTEXT("SelectSkeletonToRemap", "Select the skeleton to remap this asset to.");
auto AnimAssets = GetTypedWeakObjectPtrs<UObject>(InAnimAssets);
if (bOpenEditor)
{
SAnimationRemapSkeleton::ShowWindow(OldSkeleton, Message, FOnRetargetAnimation::CreateSP(this, &FAssetTypeActions_AnimationAsset::RetargetNonSkeletonAnimationHandler, bDuplicateAssets, AnimAssets, TWeakPtr<class IToolkitHost> (EditWithinLevelEditor)) );
}
else
{
SAnimationRemapSkeleton::ShowWindow(OldSkeleton, Message, FOnRetargetAnimation::CreateSP(this, &FAssetTypeActions_AnimationAsset::RetargetAnimationHandler, bDuplicateAssets, AnimAssets) );
}
}
开发者ID:PopCap,项目名称:GameIdea,代码行数:24,代码来源:AssetTypeActions_AnimationAsset.cpp
示例11: LOCTEXT
void UK2Node_TransitionRuleGetter::GetStateSpecificAnimTransitionSchemaMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar, const UAnimBlueprint* AnimBlueprint, UAnimStateNode* StateNode) const
{
// Offer options from the source state
// Sequence player positions
ETransitionGetter::Type SequenceSpecificGetters[] =
{
ETransitionGetter::AnimationAsset_GetCurrentTime,
ETransitionGetter::AnimationAsset_GetLength,
ETransitionGetter::AnimationAsset_GetCurrentTimeFraction,
ETransitionGetter::AnimationAsset_GetTimeFromEnd,
ETransitionGetter::AnimationAsset_GetTimeFromEndFraction
};
// Using the State Machine's graph, find all asset players nodes
TArray<UK2Node*> AssetPlayers;
StateNode->BoundGraph->GetNodesOfClassEx<UAnimGraphNode_Base, UK2Node>(/*out*/ AssetPlayers);
for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(SequenceSpecificGetters); ++TypeIndex)
{
for (auto NodeIt = AssetPlayers.CreateConstIterator(); NodeIt; ++NodeIt)
{
UAnimGraphNode_Base* AnimNode = CastChecked<UAnimGraphNode_Base>(*NodeIt);
if (AnimNode->DoesSupportTimeForTransitionGetter())
{
UAnimationAsset * AnimAsset = AnimNode->GetAnimationAsset();
if (AnimAsset)
{
auto UiSpecOverride = [](const FBlueprintActionContext& /*Context*/, const IBlueprintNodeBinder::FBindingSet& Bindings, FBlueprintActionUiSpec* UiSpecOut, FString AssetName, TEnumAsByte<ETransitionGetter::Type> InGetterType)
{
UiSpecOut->Category = LOCTEXT("AssetPlayer", "Asset Player");
FFormatNamedArguments Args;
Args.Add(TEXT("NodeName"), UK2Node_TransitionRuleGetter::GetFriendlyName(InGetterType));
Args.Add(TEXT("AssetName"), FText::FromString(AssetName));
FText Title = FText::Format(LOCTEXT("TransitionFor", "{NodeName} for '{AssetName}'"), Args);
UiSpecOut->MenuName = Title;
};
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, UAnimGraphNode_Base* InAssociatedAnimAssetPlayerNode, TEnumAsByte<ETransitionGetter::Type> InGetterType)
{
UK2Node_TransitionRuleGetter* NewNodeTyped = CastChecked<UK2Node_TransitionRuleGetter>(NewNode);
NewNodeTyped->AssociatedAnimAssetPlayerNode = InAssociatedAnimAssetPlayerNode;
NewNodeTyped->GetterType = InGetterType;
};
// Prepare the node spawner
UAnimGraphNode_Base* AssociatedAnimNode = AnimNode;
const FString AssetName = AnimAsset->GetName();
TEnumAsByte<ETransitionGetter::Type> TransitionGetterType = SequenceSpecificGetters[TypeIndex];
UBlueprintNodeSpawner* Spawner = UBlueprintNodeSpawner::Create( UK2Node_TransitionRuleGetter::StaticClass(), nullptr, UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, AssociatedAnimNode, TransitionGetterType) );
Spawner->DynamicUiSignatureGetter = UBlueprintNodeSpawner::FUiSpecOverrideDelegate::CreateStatic(UiSpecOverride, AssetName, TransitionGetterType);
ActionRegistrar.AddBlueprintAction( AnimBlueprint, Spawner );
}
}
}
}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:61,代码来源:K2Node_TransitionRuleGetter.cpp
示例12: Category_AssetPlayer
void UAnimationTransitionSchema::GetSourceStateActions(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
if ((ContextMenuBuilder.FromPin == NULL) || ((ContextMenuBuilder.FromPin->Direction == EGPD_Input) && (ContextMenuBuilder.FromPin->PinType.PinCategory == PC_Float)))
{
// Find the source state associated with this transition
UAnimBlueprint* Blueprint = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraph(ContextMenuBuilder.CurrentGraph));
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Blueprint->GetAnimBlueprintSkeletonClass())
{
if (UAnimStateTransitionNode* TransNode = GetTransitionNodeFromGraph(AnimBlueprintClass->GetAnimBlueprintDebugData(), ContextMenuBuilder.CurrentGraph))
{
if (UAnimStateNode* SourceStateNode = Cast<UAnimStateNode>(TransNode->GetPreviousState()))
{
// Offer options from the source state
// Sequence player positions
ETransitionGetter::Type SequenceSpecificGetters[] =
{
ETransitionGetter::AnimationAsset_GetCurrentTime,
ETransitionGetter::AnimationAsset_GetLength,
ETransitionGetter::AnimationAsset_GetCurrentTimeFraction,
ETransitionGetter::AnimationAsset_GetTimeFromEnd,
ETransitionGetter::AnimationAsset_GetTimeFromEndFraction
};
TArray<UK2Node*> AssetPlayers;
SourceStateNode->BoundGraph->GetNodesOfClassEx<UAnimGraphNode_Base, UK2Node>(/*out*/ AssetPlayers);
const FString Category_AssetPlayer(TEXT("Asset Player"));
for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(SequenceSpecificGetters); ++TypeIndex)
{
for (auto NodeIt = AssetPlayers.CreateConstIterator(); NodeIt; ++NodeIt)
{
UAnimGraphNode_Base* AnimNode = CastChecked<UAnimGraphNode_Base>(*NodeIt);
if (AnimNode->DoesSupportTimeForTransitionGetter())
{
UK2Node_TransitionRuleGetter* NodeTemplate = ContextMenuBuilder.CreateTemplateNode<UK2Node_TransitionRuleGetter>();
FString AssetName;
UAnimationAsset * AnimAsset = AnimNode->GetAnimationAsset();
if (AnimAsset)
{
NodeTemplate->AssociatedAnimAssetPlayerNode = AnimNode;
AssetName = AnimAsset->GetName();
}
NodeTemplate->GetterType = SequenceSpecificGetters[TypeIndex];
FFormatNamedArguments Args;
Args.Add(TEXT("NodeName"), UK2Node_TransitionRuleGetter::GetFriendlyName(NodeTemplate->GetterType));
Args.Add(TEXT("AssetName"), FText::FromString(AssetName));
FText Title = FText::Format(LOCTEXT("TransitionFor", "{NodeName} for '{AssetName}'"), Args);
TSharedPtr<FEdGraphSchemaAction_K2NewNode> Action = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, Category_AssetPlayer, Title, NodeTemplate->GetTooltipText().ToString(), 0, NodeTemplate->GetKeywords());
Action->NodeTemplate = NodeTemplate;
}
}
}
// Non-sequence specific ones
ETransitionGetter::Type NonSpecificGetters[] =
{
ETransitionGetter::CurrentTransitionDuration,
ETransitionGetter::CurrentState_ElapsedTime,
ETransitionGetter::CurrentState_GetBlendWeight
};
for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(NonSpecificGetters); ++TypeIndex)
{
FString Category_Transition(TEXT("Transition"));
UK2Node_TransitionRuleGetter* NodeTemplate = ContextMenuBuilder.CreateTemplateNode<UK2Node_TransitionRuleGetter>();
NodeTemplate->GetterType = NonSpecificGetters[TypeIndex];
FText Title = UK2Node_TransitionRuleGetter::GetFriendlyName(NodeTemplate->GetterType);
TSharedPtr<FEdGraphSchemaAction_K2NewNode> Action = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, Category_Transition, Title, NodeTemplate->GetTooltipText().ToString(), 0, NodeTemplate->GetKeywords());
Action->NodeTemplate = NodeTemplate;
}
}
}
}
}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:87,代码来源:AnimationTransitionSchema.cpp
注:本文中的UAnimationAsset类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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