Merge branch 'main' of gitea.hostxtra.co.uk:RefinedRD/sf_mod_refinedrdapi

This commit is contained in:
Kyrium 2024-10-25 12:02:09 +02:00
commit 90ac5dca32
2 changed files with 41 additions and 12 deletions

View File

@ -5,9 +5,9 @@ on:
- "*" - "*"
env: env:
MOD_NAME: "RefinedRDApi" MOD_NAME: "RefinedRDApi"
MOD_ID: "" # TBD MOD_ID: "7q2RnptXynYzEX"
SML_DIR: "E:/SF/SML" SML_DIR: "S:/SF/SML"
ENGINE_DIR: "F:/5.2.1-CSS" ENGINE_DIR: "F:/5.3.2-CSS"
BUILT_MODS_DIR: "${{ gitea.workspace }}/BuiltMods" BUILT_MODS_DIR: "${{ gitea.workspace }}/BuiltMods"
DEV_BUILDS_DIR: "${{ gitea.workspace }}/DevBuilds" DEV_BUILDS_DIR: "${{ gitea.workspace }}/DevBuilds"
jobs: jobs:
@ -24,16 +24,16 @@ jobs:
run: | run: |
cd ${{env.SML_DIR}} cd ${{env.SML_DIR}}
if ((Test-Path ${{env.SML_DIR}}/Plugins/Wwise) -eq $true){ echo "WWise already Installed Skipping.."; exit 0 } if ((Test-Path ${{env.SML_DIR}}/Plugins/Wwise) -eq $true){ echo "WWise already Installed Skipping.."; exit 0 }
E:/SF/Scripts/wwise-cli.exe integrate-ue --integration-version "2022.1.5.2714" --project "${{env.SML_DIR}}/FactoryGame.uproject" S:/SF/Scripts/wwise-cli.exe integrate-ue --integration-version "2022.1.5.2714" --project "${{env.SML_DIR}}/FactoryGame.uproject"
- name: "SML Headers" - name: "SML Headers"
run: | run: |
cd E:/SF/Scripts/sml-fixer cd S:/SF/Scripts/sml-fixer
./sml-fixer.exe ./sml-fixer.exe
PullMods: PullMods:
needs: Setup needs: Setup
strategy: strategy:
matrix: matrix:
value: ["RefinedRDLib"] value: ["RefinedRDApi"]
runs-on: windows-2022 runs-on: windows-2022
defaults: defaults:
run: run:
@ -52,7 +52,7 @@ jobs:
needs: PullMods needs: PullMods
strategy: strategy:
matrix: matrix:
value: ["RefinedRDLib"] value: ["RefinedRDApi"]
runs-on: windows-2022 runs-on: windows-2022
defaults: defaults:
run: run:
@ -95,7 +95,7 @@ jobs:
needs: CompileEditor needs: CompileEditor
strategy: strategy:
matrix: matrix:
value: ["RefinedRDLib"] value: ["RefinedRDApi"]
runs-on: windows-2022 runs-on: windows-2022
defaults: defaults:
run: run:
@ -136,5 +136,5 @@ jobs:
$File = (Get-ChildItem "${{env.BUILT_MODS_DIR}}/${{env.MOD_NAME}}*").FullName $File = (Get-ChildItem "${{env.BUILT_MODS_DIR}}/${{env.MOD_NAME}}*").FullName
$APIURL="https://api.ficsit.app" $APIURL="https://api.ficsit.app"
write-host "$File, $APIURL" write-host "$File, $APIURL"
& "E:/SF/Scripts/ficsit_windows_amd64.exe" smr upload --api-base "$APIURL" --api-key "${{secrets.FICSIT_TOKEN}}" "${{env.MOD_ID}}" "$File" "${{vars.CHANGELOG}}" & "S:/SF/Scripts/ficsit_windows_amd64.exe" smr upload --api-base "$APIURL" --api-key "${{secrets.FICSIT_TOKEN}}" "${{env.MOD_ID}}" "$File" "${{vars.CHANGELOG}}"
echo "Done" echo "Done"

View File

@ -3,6 +3,7 @@
#include "RefinedRDApi.h" #include "RefinedRDApi.h"
#include "DataAssets/RRDADirtDataAsset.h" #include "DataAssets/RRDADirtDataAsset.h"
#include "Engine/AssetManager.h" #include "Engine/AssetManager.h"
#include "AssetRegistry/AssetRegistryModule.h"
URRDADataAssetSubsystem::URRDADataAssetSubsystem() {} URRDADataAssetSubsystem::URRDADataAssetSubsystem() {}
@ -26,7 +27,17 @@ void URRDADataAssetSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{ {
Super::Initialize(Collection); Super::Initialize(Collection);
StartScanForDataAssets(); FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
// Must wait until all assets are discovered before populating list of assets.
if (AssetRegistry.IsLoadingAssets()) {
AssetRegistry.OnFilesLoaded().AddUObject(this, &URRDADataAssetSubsystem::StartScanForDataAssets);
}
else {
StartScanForDataAssets();
}
} }
void URRDADataAssetSubsystem::Deinitialize() void URRDADataAssetSubsystem::Deinitialize()
@ -36,8 +47,26 @@ void URRDADataAssetSubsystem::Deinitialize()
void URRDADataAssetSubsystem::StartScanForDataAssets() void URRDADataAssetSubsystem::StartScanForDataAssets()
{ {
UAssetManager& Manager = UAssetManager::Get(); /*UAssetManager& Manager = UAssetManager::Get();
Manager.LoadPrimaryAssetsWithType(FPrimaryAssetType("RRDADataAsset")); Manager.LoadPrimaryAssetsWithType(FPrimaryAssetType("RRDADataAsset"));*/
// Find list of all UStat, and USkill assets in Content Browser.
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
TArray<FAssetData> AssetList;
AssetRegistry.GetAssetsByClass(FName("RRDADataAssetBase"), AssetList);
// Split assets into separate arrays.
for (const FAssetData& Asset : AssetList) {
UObject* Obj = Asset.GetAsset();
// Cast the Obj to other data asset classes
if (Obj->GetClass()->IsChildOf(URRDADirtDataAsset::StaticClass())) {
auto DirtDataAsset = Cast<URRDADirtDataAsset>(Obj);
mDirtAssets.Add(DirtDataAsset->mItem, DirtDataAsset);
}
}
mDisabledDataAssets.Empty(); mDisabledDataAssets.Empty();
mAllDataAssets.Empty(); mAllDataAssets.Empty();