34 lines
1.3 KiB
C++
34 lines
1.3 KiB
C++
// Copyright 2016 Mookie. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "AssetTypeActions_Base.h"
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#include "Factories/Factory.h"
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#include "EBWeaponData.h"
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#include "EBWeaponDataFactory.generated.h"
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UCLASS()
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class EASYBALLISTICSEDITOR_API UEBWeaponDataFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UEBWeaponDataFactory();
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// UFactory interface
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual bool ShouldShowInNewMenu() const override { return true; }
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virtual FText GetDisplayName() const override { return NSLOCTEXT("EBFactory", "WeaponDataText", "Weapon Data"); }
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virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "WeaponDataTooltip", "Creates a new Weapon Data asset defining weapon properties, visuals, ballistics, and behavior"); }
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};
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class FEBWeaponDataFactory : public FAssetTypeActions_Base
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{
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public:
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBWeaponData", "Weapon Data"); }
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virtual FColor GetTypeColor() const override { return FColor(100, 255, 100); }
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virtual UClass* GetSupportedClass() const override;
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virtual uint32 GetCategories() override;
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virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
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};
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