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BallisticsDocs/Source/EasyBallisticsEditor/Public/EBBulletPropertiesFactory.h
T
2025-07-02 22:40:58 -07:00

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2.5 KiB
C++

// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "Factories/Factory.h"
#include "EBBulletProperties.h"
#include "EBBulletPropertiesFactory.generated.h"
UCLASS()
class EASYBALLISTICSEDITOR_API UEBBulletPropertiesAssetFactory : public UFactory
{
GENERATED_UCLASS_BODY()
public:
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual bool ShouldShowInNewMenu() const override { return true; }
virtual FText GetDisplayName() const override { return NSLOCTEXT("EBFactory", "BulletPropertiesText", "Bullet Properties"); }
virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "BulletPropertiesTooltip", "Creates a new Bullet Properties asset for configuring ballistic projectile characteristics"); }
};
UCLASS()
class EASYBALLISTICSEDITOR_API UEBMaterialPropertiesAssetFactory : public UFactory
{
GENERATED_UCLASS_BODY()
public:
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual bool ShouldShowInNewMenu() const override { return true; }
virtual FText GetDisplayName() const override { return NSLOCTEXT("EBFactory", "MaterialPropertiesText", "Material Properties"); }
virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "MaterialPropertiesTooltip", "Creates a new Material Properties asset for configuring material ballistic resistance"); }
};
class FEBBulletPropertiesAssetFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBulletPropertiesAsset", "Bullet Properties"); }
virtual FColor GetTypeColor() const override { return FColor(255, 200, 100); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
};
class FEBMaterialPropertiesAssetFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBMaterialPropertiesAsset", "Material Properties"); }
virtual FColor GetTypeColor() const override { return FColor(150, 255, 150); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
};