Improvements in the class picker functionality
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@ -14,27 +14,10 @@
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#include "Engine/World.h"
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#include "UObject/ConstructorHelpers.h"
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// #define DEBUG_MSG(x, ...) if(GEngine){GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::White, FString::Printf(TEXT(x), __VA_ARGS__));}
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// Sets default values
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UProceduralWaterManager::UProceduralWaterManager()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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//PrimaryActorTick.bCanEverTick = true;
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// static ConstructorHelpers::FObjectFinder<UBlueprint> DummyBlueprint(TEXT("Blueprint'/CarlaTools/ProceduralWaterManager/DummyActor.DummyActor'"));
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// if (DummyBlueprint.Object){
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// MyDummyBlueprint = (UClass*)DummyBlueprint.Object->GeneratedClass;
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// }
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static ConstructorHelpers::FObjectFinder<UBlueprint> RiverBlueprint(TEXT("Blueprint'/Game/racer-sim/Blueprints/Water/BP_River.BP_River'"));
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if (RiverBlueprint.Object){
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RiverBlueprintClass = (UClass*)RiverBlueprint.Object->GeneratedClass;
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}
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static ConstructorHelpers::FObjectFinder<UBlueprint> LakeBlueprint(TEXT("Blueprint'/CarlaTools/ProceduralWaterManager/DummyActor.DummyActor'"));
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if (LakeBlueprint.Object){
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LakeBlueprintClass = (UClass*)LakeBlueprint.Object->GeneratedClass;
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}
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// Pass
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}
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FString UProceduralWaterManager::StartWaterGeneration(const FProceduralRiversMetaInfo metaInfo)
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@ -182,11 +165,6 @@ FString UProceduralWaterManager::LakeGeneration(const FProceduralRiversMetaInfo
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}
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else
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{
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// if(!line.Split(TEXT(" "), ¢erX_str, ¢erY_str, &sizeX_str, &sizeY_str, &angle_str))
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// {
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// return "ERROR: Coordinated cannot be proccess... Check file format";
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// }
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TArray<FString> lineArray;
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line.ParseIntoArray(lineArray, TEXT(" "));
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@ -60,6 +60,14 @@ public:
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UProceduralWaterManager();
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public:
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/// River blueprint class, set by the user using the widget interface
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UPROPERTY(BlueprintReadWrite)
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TSubclassOf<class AActor> RiverBlueprintClass;
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/// Lake blueprint class, set by the user using the widget interface
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UPROPERTY(BlueprintReadWrite)
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TSubclassOf<class AActor> LakeBlueprintClass;
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/// Main function to be called from the widget to start all the generation process
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/// @a metaInfo is the input data for this process
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UFUNCTION(BlueprintCallable)
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@ -77,12 +85,14 @@ public:
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void CheckAndReverseWaterFlow(AActor* riverActor);
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private:
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TSubclassOf<class AActor> RiverBlueprintClass;
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TSubclassOf<class AActor> LakeBlueprintClass;
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/// It is responsible of the rivers generation, parsing the file,
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/// intantiating the actors and setting its splline points
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UFUNCTION()
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FString RiverGeneration(const FProceduralRiversMetaInfo metaInfo);
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/// It is responsible of the lakes generation, pasing the file,
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/// instantiating the actors and setting its properties
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UFUNCTION()
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FString LakeGeneration(const FProceduralRiversMetaInfo metaInfo);
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