34 lines
1.4 KiB
C++
34 lines
1.4 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 "EBWeaponConfiguration.h"
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#include "EBWeaponConfigurationFactory.generated.h"
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UCLASS()
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class EASYBALLISTICSEDITOR_API UEBWeaponConfigurationFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UEBWeaponConfigurationFactory();
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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", "WeaponConfigurationText", "Weapon Configuration"); }
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virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "WeaponConfigurationTooltip", "Creates a new Weapon Configuration asset defining weapon properties and behavior"); }
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};
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class FEBWeaponConfigurationFactory : public FAssetTypeActions_Base
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{
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public:
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virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBWeaponConfiguration", "Weapon Configuration"); }
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virtual FColor GetTypeColor() const override { return FColor(255, 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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