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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "Factories/GMS_AssetTypeActions.h"
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#include "GenericMovementEditor.h"
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#include "Locomotions/GMS_AnimLayer_Overlay_PoseStack.h"
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#include "Locomotions/GMS_AnimLayer_Overlay_SequenceStack.h"
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#include "Locomotions/GMS_AnimLayer_States_DefaultLocomotion.h"
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#include "Settings/GMS_SettingObjectLibrary.h"
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uint32 FGMS_AssetTypeAction::GetCategories()
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{
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return FGenericMovementEditorModule::GetAssetsCategory();
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}
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FColor FGMS_AssetTypeAction::GetTypeColor() const
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{
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return FColor(114, 40, 199);
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}
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#define IMPLEMENT_GMS_ASSET_ACTION(ActionName, NameText, DescText) \
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FText FGMS_AssetTypeAction_##ActionName::GetName() const \
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{ \
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return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_" #ActionName "_Name", NameText); \
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} \
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FText FGMS_AssetTypeAction_##ActionName::GetAssetDescription(const FAssetData& AssetData) const \
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{ \
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return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_" #ActionName "_Description", DescText); \
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} \
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UClass* FGMS_AssetTypeAction_##ActionName::GetSupportedClass() const \
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{ \
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return UGMS_##ActionName::StaticClass(); \
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}
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IMPLEMENT_GMS_ASSET_ACTION(MovementDefinition, "Movement Definition",
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"Data Asset that defines multiple movement set settings together.")
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IMPLEMENT_GMS_ASSET_ACTION(MovementControlSetting_Default, "Movement Control Setting",
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"Data Asset that defines movement control settings")
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IMPLEMENT_GMS_ASSET_ACTION(AnimGraphSetting, "Anim Graph Setting",
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"Data Asset that stores animation graph-specific settings, one per unique skeleton.")
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IMPLEMENT_GMS_ASSET_ACTION(AnimLayerSetting_States_Default, "States Anim Layer Setting(Basic Locomotion)",
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"Data Asset that stores basic locomotion(default states animation layer settings.)")
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IMPLEMENT_GMS_ASSET_ACTION(AnimLayerSetting_Overlay_PoseStack, "Overlay Anim Layer Setting(Pose Stack)",
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"Data Asset that stores pose stack overlay settings")
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IMPLEMENT_GMS_ASSET_ACTION(AnimLayerSetting_Overlay_SequenceStack, "Overlay Anim Layer Setting(Sequence Stack)",
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"Data Asset that stores sequence stack overlay settings")
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "Factories/GMS_DataAssetsFactories.h"
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#include "Locomotions/GMS_AnimLayer_Overlay_PoseStack.h"
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#include "Locomotions/GMS_AnimLayer_Overlay_SequenceStack.h"
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#include "Locomotions/GMS_AnimLayer_States_DefaultLocomotion.h"
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#include "Settings/GMS_SettingObjectLibrary.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GMS_DataAssetsFactories)
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UGMS_Factory::UGMS_Factory(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
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{
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bEditAfterNew = true;
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bCreateNew = true;
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}
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uint32 UGMS_Factory::GetMenuCategories() const
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{
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return Super::GetMenuCategories();
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}
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const TArray<FText>& UGMS_Factory::GetMenuCategorySubMenus() const
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{
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return Super::GetMenuCategorySubMenus();
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}
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#define IMPLEMENT_GMS_FACTORY(FactoryName) \
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UGMS_Factory_##FactoryName::UGMS_Factory_##FactoryName(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) \
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{ \
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SupportedClass = UGMS_##FactoryName::StaticClass(); \
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} \
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UObject* UGMS_Factory_##FactoryName::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) \
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{ \
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check(Class->IsChildOf(UGMS_##FactoryName::StaticClass())); \
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return NewObject<UGMS_##FactoryName>(InParent, Class, Name, Flags | RF_Transactional, Context); \
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}
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IMPLEMENT_GMS_FACTORY(MovementDefinition)
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IMPLEMENT_GMS_FACTORY(MovementControlSetting_Default)
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IMPLEMENT_GMS_FACTORY(AnimGraphSetting)
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IMPLEMENT_GMS_FACTORY(AnimLayerSetting_States_Default)
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IMPLEMENT_GMS_FACTORY(AnimLayerSetting_Overlay_PoseStack)
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IMPLEMENT_GMS_FACTORY(AnimLayerSetting_Overlay_SequenceStack)
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