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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "GIPS_InputTypes.h"
#include "Engine/DataAsset.h"
#include "GIPS_InputConfig.generated.h"
class UInputAction;
/**
* Configuration data asset for the input system component.
* 输入系统组件的配置数据资产。
*/
UCLASS(Const)
class GENERICINPUTSYSTEM_API UGIPS_InputConfig : public UDataAsset
{
GENERATED_BODY()
public:
/**
* Mapping of input tags to input action settings.
* 输入标签到输入动作设置的映射。
*/
UPROPERTY(EditAnywhere, Category="GIPS|Input", meta=(Categories="InputTag,GIPS.InputTag", ForceInlineRow))
TMap<FGameplayTag, FGIPS_InputActionSetting> InputActionMappings;
/**
* List of defined input buffer windows.
* 定义的输入缓冲窗口列表。
*/
UPROPERTY(EditAnywhere, Category="GIPS|Input", meta=(DisplayName="Input Buffer Windows", TitleProperty="Tag", NoElementDuplicate))
TArray<FGIPS_InputBufferWindow> InputBufferDefinitions;
protected:
#if WITH_EDITOR
/**
* Called before saving the object.
* 在保存对象之前调用。
* @param SaveContext The save context. 保存上下文。
*/
virtual void PreSave(FObjectPreSaveContext SaveContext) override;
/**
* Validates the data asset in the editor.
* 在编辑器中验证数据资产。
* @param Context The data validation context. 数据验证上下文。
* @return The validation result. 验证结果。
*/
virtual EDataValidationResult IsDataValid(FDataValidationContext& Context) const override;
#endif
};