111 lines
3.6 KiB
C++
111 lines
3.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "MCPHandler.h"
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#include "MCPAssetFinder.h"
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#include "MCPUtils.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphPin.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "Animation/AnimBlueprint.h"
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#include "Animation/AnimSequence.h"
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#include "Animation/BlendSpace.h"
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#include "AnimGraphNode_SequencePlayer.h"
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#include "AnimGraphNode_BlendSpacePlayer.h"
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#include "AnimStateNode.h"
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#include "AnimStateTransitionNode.h"
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#include "AnimationStateMachineGraph.h"
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#include "K2Node_VariableGet.h"
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#include "UMCPHandler_AddAnimStateTransition.generated.h"
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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UCLASS()
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class UMCPHandler_AddAnimStateTransition : public UObject, public IMCPHandler
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{
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GENERATED_BODY()
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public:
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UPROPERTY(meta=(Description="Animation Blueprint name or package path"))
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FString Blueprint;
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UPROPERTY(meta=(Description="State machine graph name"))
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FString Graph;
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UPROPERTY(meta=(Description="Name of the source state"))
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FString FromState;
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UPROPERTY(meta=(Description="Name of the target state"))
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FString ToState;
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UPROPERTY(meta=(Optional, Description="Crossfade duration in seconds"))
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float CrossfadeDuration = 0.0f;
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UPROPERTY(meta=(Optional, Description="Transition priority order"))
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int32 Priority = 0;
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UPROPERTY(meta=(Optional, Description="Whether the transition is bidirectional"))
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bool BBidirectional = false;
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virtual FString GetDescription() const override
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{
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return TEXT("Add a transition between two states in an animation state machine graph.");
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}
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virtual void Handle(const FJsonObject* Json, FJsonObject* Result) override
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{
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MCPAssets<UAnimBlueprint> Assets;
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if (!Assets.Exact(Blueprint).Errors(Result).ENone().ETwo().Load()) return;
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UAnimationStateMachineGraph* SMGraph = MCPUtils::FindStateMachineGraph(Assets.Object(), Graph);
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if (!SMGraph) { MCPUtils::MakeErrorJson(Result, FString::Printf(TEXT("State machine graph '%s' not found in '%s'"), *Graph, *Blueprint)); return; }
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UAnimBlueprint* AnimBP = Assets.Object();
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UAnimStateNode* FromStateNode = MCPUtils::FindStateByName(SMGraph, FromState, Result);
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if (!FromStateNode) return;
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UAnimStateNode* ToStateNode = MCPUtils::FindStateByName(SMGraph, ToState, Result);
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if (!ToStateNode) return;
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// Create transition node
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UAnimStateTransitionNode* TransNode = NewObject<UAnimStateTransitionNode>(SMGraph);
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TransNode->CreateNewGuid();
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TransNode->PostPlacedNewNode();
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TransNode->AllocateDefaultPins();
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// Position between the two states
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TransNode->NodePosX = (FromStateNode->NodePosX + ToStateNode->NodePosX) / 2;
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TransNode->NodePosY = (FromStateNode->NodePosY + ToStateNode->NodePosY) / 2;
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SMGraph->AddNode(TransNode, false, false);
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TransNode->SetFlags(RF_Transactional);
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// Connect: FromState output -> Transition input, Transition output -> ToState input
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TransNode->CreateConnections(FromStateNode, ToStateNode);
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// Set optional properties
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if (Json->HasField(TEXT("crossfadeDuration")))
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{
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TransNode->CrossfadeDuration = CrossfadeDuration;
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}
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if (Json->HasField(TEXT("priority")))
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{
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TransNode->PriorityOrder = Priority;
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}
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if (Json->HasField(TEXT("bBidirectional")))
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{
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TransNode->Bidirectional = BBidirectional;
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}
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// Compile and save
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FKismetEditorUtilities::CompileBlueprint(AnimBP);
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bool bSaved = MCPUtils::SaveBlueprintPackage(AnimBP);
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Result->SetStringField(TEXT("nodeId"), TransNode->NodeGuid.ToString());
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Result->SetBoolField(TEXT("saved"), bSaved);
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}
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};
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