2024-10-24 18:06:58 +02:00

133 lines
4.0 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "RefinedRDApi.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "DataAssets/RRDADataAssetBase.h"
#include "DataAssets/RRDADirtDataAsset.h"
#include "Engine/AssetManager.h"
#include "Enums/RRDARPEnums.h"
#include "Resources/FGItemDescriptor.h"
#include "RRDADataAssetSubsystem.generated.h"
class IAssetRegistry;
UCLASS()
class REFINEDRDAPI_API URRDADataAssetSubsystem : public UWorldSubsystem
{
GENERATED_BODY()
public:
URRDADataAssetSubsystem();
static URRDADataAssetSubsystem* Get(UObject* Context);
static URRDADataAssetSubsystem* GetChecked(UObject* Context);
/** Implement this for initialization of instances of the system */
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
/**
* Note: call this function only in the constructor of the subsystem OR if you change some mDisabled value in runtime to refresh cached data
*/
UFUNCTION(BlueprintCallable, Category = "RRDA|DataAsset")
void StartScanForDataAssets();
void ReCacheDirtDataAssets();
void ReCacheTurbineDataAssets();
void ReCacheBoilerDataAssets();
void ReCacheCoolerDataAssets();
void ReCacheHeaterDataAssets();
public:
UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|FF")
int32 GetAllDirtItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items) const;
UFUNCTION(BlueprintCallable, Category = "RRDA|DataAsset|FF")
URRDADirtDataAsset* GetDataForDirtItem(TSubclassOf<UFGItemDescriptor> Item) const;
public:
/**
* Find all data assets of a specific class
* @param OutDataAssets - Set of data assets
* @return true if found any data assets
*/
template<class T>
bool FindAllDataAssetsOfClass(TSet<T*>& OutDataAssets);
private:
UPROPERTY()
TMap<TSubclassOf<UFGItemDescriptor>, class URRDADirtDataAsset*> mDirtAssets;
TMap<int32, TMap<TSubclassOf<UFGItemDescriptor>, class URRDATurbineDataAsset*>> mTurbineAssets;
TMap<int32, TMap<TSubclassOf<UFGItemDescriptor>, class URRDABoilerDataAsset*>> mBoilerAssets;
TMap<ERRDACoolerType, TMap<TSubclassOf<UFGItemDescriptor>, class URRDACoolerDataAsset*>> mCoolerAssets;
TMap<ERRDAHeaterType, TMap<TSubclassOf<UFGItemDescriptor>, class URRDAHeaterDataAsset*>> mHeaterAssets;
public:
UPROPERTY(BlueprintReadOnly, Transient, Category = "RRDA|DataAsset")
TSet<URRDADataAssetBase*> mDisabledDataAssets;
UPROPERTY(BlueprintReadOnly, Transient, Category = "RRDA|DataAsset")
TSet<URRDADataAssetBase*> mAllDataAssets;
};
template <class T>
bool URRDADataAssetSubsystem::FindAllDataAssetsOfClass(TSet<T*>& OutDataAssets)
{
OutDataAssets.Empty();
// This doesn't work the AssetDatas are always invalid
/*UAssetManager& Manager = UAssetManager::Get();
TArray<FAssetData> AssetDatas;
Manager.GetPrimaryAssetDataList(FPrimaryAssetType("RRDADataAsset"), AssetDatas);
for (FAssetData AssetData : AssetDatas)
{
if(AssetData.IsValid())
{
if(URRDADataAssetBase* Asset = Cast<URRDADataAssetBase>(AssetData.GetAsset()))
{
if(!URRDADataAssetBase::IsEnabled(Asset, GetWorld()))
{
UE_LOG(LogRRDApi, Error, TEXT("Asset Disabled: %s"), *AssetData.AssetName.ToString());
continue;
}
OutDataAssets.Add(Cast<T>(Asset));
UE_LOG(LogRRDApi, Log, TEXT("Found %s"), *AssetData.GetAsset()->GetPathName());
}
} else
{
UE_LOG(LogRRDApi, Error, TEXT("Invalid AssetData: %s"), *AssetData.AssetName.ToString());
return false;
}
}*/
TArray<UClass*> FoundClasses;
GetDerivedClasses(T::StaticClass(), FoundClasses, true);
for (UClass* FoundClass : FoundClasses)
{
if(FoundClass->IsNative()) continue;
if(URRDADataAssetBase* Asset = FoundClass->GetDefaultObject<URRDADataAssetBase>())
{
if(!URRDADataAssetBase::IsEnabled(Asset, GetWorld()))
{
UE_LOG(LogRRDApi, Error, TEXT("Asset Disabled: %s"), *FoundClass->GetPathName());
continue;
}
OutDataAssets.Add(FoundClass->GetDefaultObject<T>());
UE_LOG(LogRRDApi, Log, TEXT("Found %s"), *FoundClass->GetPathName());
}
}
return OutDataAssets.Num() > 0;
}