Files
integration/Plugins/UEWingman/Deprecated/StateMachine_SetAnimation.h

109 lines
3.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "WingServer.h"
#include "WingHandler.h"
#include "WingFetcher.h"
#include "WingUtils.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphNode.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "Animation/AnimBlueprint.h"
#include "Animation/AnimSequence.h"
#include "AnimGraphNode_SequencePlayer.h"
#include "AnimStateNode.h"
#include "AnimationStateMachineGraph.h"
#include "StateMachine_SetAnimation.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UWing_StateMachine_SetAnimation : public UObject, public IWingHandler
{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="Animation Blueprint package path"))
FString Blueprint;
UPROPERTY(meta=(Description="State machine graph name"))
FString Graph;
UPROPERTY(meta=(Description="Name of the state to modify"))
FString StateName;
UPROPERTY(meta=(Description="Animation asset package path to assign"))
FString AnimationAsset;
virtual FString GetDescription() const override
{
return TEXT("Set or replace the animation sequence played by a state in an animation state machine.");
}
virtual void Handle() override
{
// Resolve the anim blueprint
WingFetcher F;
UAnimBlueprint* AnimBP = F.Walk(Blueprint).Cast<UAnimBlueprint>();
if (!AnimBP) return;
// Find the state machine graph
UAnimationStateMachineGraph* SMGraph = WingUtils::FindStateMachineGraph(AnimBP, Graph);
if (!SMGraph)
{
UWingServer::Printf(TEXT("ERROR: State machine graph '%s' not found in %s\n"), *Graph, *WingUtils::FormatName(AnimBP));
return;
}
// Find the target state
UAnimStateNode* StateNode = WingUtils::FindStateByName(SMGraph, StateName);
if (!StateNode) return;
UEdGraph* InnerGraph = StateNode->GetBoundGraph();
if (!InnerGraph)
{
UWingServer::Printf(TEXT("ERROR: State '%s' has no bound graph\n"), *StateName);
return;
}
// Find the animation asset
WingFetcher F2;
UAnimSequence* AnimSeq = F2.Asset(AnimationAsset).Cast<UAnimSequence>();
if (!AnimSeq) return;
// Find existing SequencePlayer or create one
UAnimGraphNode_SequencePlayer* SeqNode = nullptr;
for (UEdGraphNode* Node : InnerGraph->Nodes)
{
SeqNode = Cast<UAnimGraphNode_SequencePlayer>(Node);
if (SeqNode) break;
}
bool bCreatedNew = false;
if (!SeqNode)
{
SeqNode = NewObject<UAnimGraphNode_SequencePlayer>(InnerGraph);
SeqNode->CreateNewGuid();
SeqNode->PostPlacedNewNode();
SeqNode->AllocateDefaultPins();
SeqNode->NodePosX = 0;
SeqNode->NodePosY = 0;
InnerGraph->AddNode(SeqNode, false, false);
bCreatedNew = true;
}
SeqNode->SetAnimationAsset(AnimSeq);
// Compile
FKismetEditorUtilities::CompileBlueprint(AnimBP);
if (bCreatedNew)
UWingServer::Printf(TEXT("Created sequence player in state '%s', assigned %s\n"), *StateName, *WingUtils::FormatName(AnimSeq));
else
UWingServer::Printf(TEXT("Updated sequence player in state '%s' to %s\n"), *StateName, *WingUtils::FormatName(AnimSeq));
}
};