feat: Adapter cover work
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@ -3,3 +3,14 @@
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#include "DataAssets/RRDADataAssetDSAdapterCovers.h"
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#include "DataAssets/RRDADataAssetDSAdapterCovers.h"
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TArray<FTransform> URRDADataAssetDSAdapterCovers::GetWorldTransforms(FTransform OriginTransform) {
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TArray<FTransform> transforms;
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for (FRRDADSAdapterCoverDetails CoverDetails : mCovers) {
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FVector location = OriginTransform.TransformPosition(CoverDetails.mRelativeTransform.GetLocation());
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FQuat rotation = OriginTransform.TransformRotation(CoverDetails.mRelativeTransform.GetRotation());
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transforms.Add(FTransform(rotation, location, FVector(1.0f)));
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}
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return transforms;
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}
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@ -17,11 +17,14 @@ class REFINEDRDAPI_API URRDADataAssetDSAdapterCovers : public URRDADataAssetBase
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UFUNCTION(BlueprintPure, Category = "AdapterCovers")
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TArray<FTransform> GetWorldTransforms(FTransform OriginTransform);
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/* The building class these adapter covers belongs to */
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/* The building class these adapter covers belongs to */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AdapterCovers")
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category="AdapterCovers")
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TSubclassOf<AFGBuildableFactory> mBuildingClass;
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TSubclassOf<AFGBuildableFactory> mBuildingClass;
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/* An array of covers to place on the buildable connections */
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/* An array of covers to place on the buildable connections */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AdapterCovers")
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category="AdapterCovers")
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TArray<FRRDADSAdapterCoverDetails> mCovers;
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TArray<FRRDADSAdapterCoverDetails> mCovers;
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};
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};
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@ -13,11 +13,11 @@ struct REFINEDRDAPI_API FRRDADSAdapterCoverDetails
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public:
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public:
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/* The relative transform from the buildings origin */
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/* The relative transform from the buildings origin */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FTransform mRelativeTransform;
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FTransform mRelativeTransform;
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/* If the cover should be a conveyor cover or a pipe cover */
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/* If the cover should be a conveyor cover or a pipe cover */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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bool bIsConveyor = true;
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bool bIsConveyor = true;
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};
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};
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@ -28,13 +28,12 @@ struct REFINEDRDAPI_API FRRDADSModAdapterInventorySlotAccess
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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/* A custom display name for the inventory slot that will be displayed in the digital storage UI.
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/* A custom display name for the inventory slot that will be displayed in the digital storage UI.
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This makes it easier for players to understand what this slot is used for.
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This makes it easier for players to understand what this slot is used for.
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*/
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*/
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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FText mInventorySlotDisplayName;
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FText mInventorySlotDisplayName;
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/* Set how digital storage should interact with this inventory slot */
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/* Set how digital storage should interact with this inventory slot */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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ERRDADSInventorySlotAccessInteraction mInteraction = ERRDADSInventorySlotAccessInteraction::Ignore;
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ERRDADSInventorySlotAccessInteraction mInteraction = ERRDADSInventorySlotAccessInteraction::Ignore;
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@ -45,7 +44,7 @@ public:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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EResourceForm mSlotItemForm = EResourceForm::RF_SOLID;
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EResourceForm mSlotItemForm = EResourceForm::RF_SOLID;
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UPROPERTY( meta=(NoAutoJson = true) )
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UPROPERTY(meta=(NoAutoJson = true))
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bool mOverrideItemFilter = false;
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bool mOverrideItemFilter = false;
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/* Limit the list of items this slot should contain, only items in this list will be displayed on the digital storage UI */
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/* Limit the list of items this slot should contain, only items in this list will be displayed on the digital storage UI */
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@ -59,11 +58,10 @@ struct REFINEDRDAPI_API FRRDADSModAdapterInventoryAccess
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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/* A custom name that should be used in the digital storage UI, by default will use "Inventory 1" */
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/* A custom name that should be used in the digital storage UI, by default will use "Inventory 1" */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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FText mInventoryDisplayName;
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FText mInventoryDisplayName;
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/* The Inventory Name to search for */
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/* The Inventory Name to search for */
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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FName mInventoryName;
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FName mInventoryName;
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