#include <CreateElementsStates.h>
Inherits ScriptCanvas::Developer::NamedAutomationState.
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| CreateNodeFromProposalState (const QString &nodeName, AutomationStateModelId endpointId, AutomationStateModelId scenePointId="", AutomationStateModelId nodeOutputId="", AutomationStateModelId connectionOutputId="") |
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| AZ_TYPE_INFO (NamedAutomationState, "{62DD037C-D80F-4B1B-9F3E-9F05400ABA24}") |
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| NamedAutomationState (const char *name) |
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| NamedAutomationState (const AZStd::string &stateName) |
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int | GetStateId () const override |
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| AZ_TYPE_INFO (EditorAutomationState, "{B18A0531-E3C2-4209-8A9E-1B0195C28443}") |
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| AZ_CLASS_ALLOCATOR (EditorAutomationState, AZ::SystemAllocator) |
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virtual int | GetStateId () const =0 |
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virtual const char * | GetStateName () const =0 |
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void | SetStateModel (StateModel *stateModel) |
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template<typename T > |
void | SetModelData (StateModel::DataKey dataKey, const T &modelData) |
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template<typename T > |
const T * | GetModelData (StateModel::DataKey dataKey) |
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StateModel * | GetStateModel () const |
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void | SetupStateActions (EditorAutomationActionRunner &actionRunner) |
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void | StateActionsComplete () |
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bool | HasErrors () const |
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void | ReportError (AZStd::string error) |
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const AZStd::string & | GetError () const |
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static constexpr int | EXIT_STATE_ID = (-1) |
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EditorAutomationState that will create the specified node at the specified point by dragging a connection from the specified endpoint. Will place the new node at a 'reasonable' distance from the specified endpoint, or at the specified point.
◆ OnSetupStateActions()
◆ OnStateActionsComplete()
void ScriptCanvas::Developer::CreateNodeFromProposalState::OnStateActionsComplete |
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overrideprotectedvirtual |
The documentation for this class was generated from the following file:
- Gems/ScriptCanvasDeveloper/Code/Editor/Include/ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationStates/CreateElementsStates.h