Add Games File

This commit is contained in:
Ivan Anikin
2026-05-19 13:42:41 +07:00
parent 7908479e0c
commit 12e7e22c1a
3672 changed files with 125922 additions and 0 deletions
@@ -0,0 +1,65 @@
// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
//#include "BoneControllers/AnimNode_ModifyBone.h"
#include "AnimNode_VrmVMC.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "UnrealWidget.h"
#include "AnimNodeEditMode.h"
#include "AnimGraphNode_VrmVMC.generated.h"
class FCompilerResultsLog;
class FPrimitiveDrawInterface;
class USkeletalMeshComponent;
UCLASS(meta=(Keywords = "VRM4U"))
class UAnimGraphNode_VrmVMC : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_VrmVMC Node;
public:
UPROPERTY(EditAnywhere, Category = Preview)
bool bPreviewLive = true;
UPROPERTY(EditAnywhere, Category = Preview)
bool bPreviewForeground = false;
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode interface
protected:
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog, UAnimBlueprintGeneratedClass* CompiledClass, int32 CompiledNodeIndex) override;
// virtual FEditorModeID GetEditorMode() const override;
//virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
//virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override;
virtual FEditorModeID GetEditorMode() const override;
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp) const override;
// End of UAnimGraphNode_Base interface
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
// storing current widget mode
int32 CurWidgetMode;
};