Files
BallisticsDocs/Source/EasyBallisticsEditor/Public/EBWeaponConfigurationFactory.h
T
2025-07-04 03:26:03 -07:00

34 lines
1.4 KiB
C++

// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "Factories/Factory.h"
#include "EBWeaponConfiguration.h"
#include "EBWeaponConfigurationFactory.generated.h"
UCLASS()
class EASYBALLISTICSEDITOR_API UEBWeaponConfigurationFactory : public UFactory
{
GENERATED_BODY()
public:
UEBWeaponConfigurationFactory();
// UFactory interface
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", "WeaponConfigurationText", "Weapon Configuration"); }
virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "WeaponConfigurationTooltip", "Creates a new Weapon Configuration asset defining weapon properties and behavior"); }
};
class FEBWeaponConfigurationFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBWeaponConfiguration", "Weapon Configuration"); }
virtual FColor GetTypeColor() const override { return FColor(255, 255, 100); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
};