53 lines
2.5 KiB
C++
53 lines
2.5 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 "EBBulletProperties.h"
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#include "EBBulletPropertiesFactory.generated.h"
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UCLASS()
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class EASYBALLISTICSEDITOR_API UEBBulletPropertiesAssetFactory : public UFactory
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{
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GENERATED_UCLASS_BODY()
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public:
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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", "BulletPropertiesText", "Bullet Properties"); }
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virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "BulletPropertiesTooltip", "Creates a new Bullet Properties asset for configuring ballistic projectile characteristics"); }
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};
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UCLASS()
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class EASYBALLISTICSEDITOR_API UEBMaterialPropertiesAssetFactory : public UFactory
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{
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GENERATED_UCLASS_BODY()
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public:
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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", "MaterialPropertiesText", "Material Properties"); }
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virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "MaterialPropertiesTooltip", "Creates a new Material Properties asset for configuring material ballistic resistance"); }
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};
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class FEBBulletPropertiesAssetFactory : public FAssetTypeActions_Base
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{
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public:
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBulletPropertiesAsset", "Bullet Properties"); }
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virtual FColor GetTypeColor() const override { return FColor(255, 200, 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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class FEBMaterialPropertiesAssetFactory : public FAssetTypeActions_Base
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{
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public:
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBMaterialPropertiesAsset", "Material Properties"); }
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virtual FColor GetTypeColor() const override { return FColor(150, 255, 150); }
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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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}; |