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不明不惑
2026-03-03 01:23:02 +08:00
commit 3e434877e8
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Factories/GMS_AssetTypeActions.h"
#include "GenericMovementEditor.h"
#include "Locomotions/GMS_AnimLayer_Overlay_PoseStack.h"
#include "Locomotions/GMS_AnimLayer_Overlay_SequenceStack.h"
#include "Locomotions/GMS_AnimLayer_States_DefaultLocomotion.h"
#include "Settings/GMS_SettingObjectLibrary.h"
uint32 FGMS_AssetTypeAction::GetCategories()
{
return FGenericMovementEditorModule::GetAssetsCategory();
}
FColor FGMS_AssetTypeAction::GetTypeColor() const
{
return FColor(114, 40, 199);
}
#define IMPLEMENT_GMS_ASSET_ACTION(ActionName, NameText, DescText) \
FText FGMS_AssetTypeAction_##ActionName::GetName() const \
{ \
return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_" #ActionName "_Name", NameText); \
} \
FText FGMS_AssetTypeAction_##ActionName::GetAssetDescription(const FAssetData& AssetData) const \
{ \
return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_" #ActionName "_Description", DescText); \
} \
UClass* FGMS_AssetTypeAction_##ActionName::GetSupportedClass() const \
{ \
return UGMS_##ActionName::StaticClass(); \
}
IMPLEMENT_GMS_ASSET_ACTION(MovementDefinition, "Movement Definition",
"Data Asset that defines multiple movement set settings together.")
IMPLEMENT_GMS_ASSET_ACTION(MovementControlSetting_Default, "Movement Control Setting",
"Data Asset that defines movement control settings")
IMPLEMENT_GMS_ASSET_ACTION(AnimGraphSetting, "Anim Graph Setting",
"Data Asset that stores animation graph-specific settings, one per unique skeleton.")
IMPLEMENT_GMS_ASSET_ACTION(AnimLayerSetting_States_Default, "States Anim Layer Setting(Basic Locomotion)",
"Data Asset that stores basic locomotion(default states animation layer settings.)")
IMPLEMENT_GMS_ASSET_ACTION(AnimLayerSetting_Overlay_PoseStack, "Overlay Anim Layer Setting(Pose Stack)",
"Data Asset that stores pose stack overlay settings")
IMPLEMENT_GMS_ASSET_ACTION(AnimLayerSetting_Overlay_SequenceStack, "Overlay Anim Layer Setting(Sequence Stack)",
"Data Asset that stores sequence stack overlay settings")

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Factories/GMS_DataAssetsFactories.h"
#include "Locomotions/GMS_AnimLayer_Overlay_PoseStack.h"
#include "Locomotions/GMS_AnimLayer_Overlay_SequenceStack.h"
#include "Locomotions/GMS_AnimLayer_States_DefaultLocomotion.h"
#include "Settings/GMS_SettingObjectLibrary.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GMS_DataAssetsFactories)
UGMS_Factory::UGMS_Factory(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
bEditAfterNew = true;
bCreateNew = true;
}
uint32 UGMS_Factory::GetMenuCategories() const
{
return Super::GetMenuCategories();
}
const TArray<FText>& UGMS_Factory::GetMenuCategorySubMenus() const
{
return Super::GetMenuCategorySubMenus();
}
#define IMPLEMENT_GMS_FACTORY(FactoryName) \
UGMS_Factory_##FactoryName::UGMS_Factory_##FactoryName(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) \
{ \
SupportedClass = UGMS_##FactoryName::StaticClass(); \
} \
UObject* UGMS_Factory_##FactoryName::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) \
{ \
check(Class->IsChildOf(UGMS_##FactoryName::StaticClass())); \
return NewObject<UGMS_##FactoryName>(InParent, Class, Name, Flags | RF_Transactional, Context); \
}
IMPLEMENT_GMS_FACTORY(MovementDefinition)
IMPLEMENT_GMS_FACTORY(MovementControlSetting_Default)
IMPLEMENT_GMS_FACTORY(AnimGraphSetting)
IMPLEMENT_GMS_FACTORY(AnimLayerSetting_States_Default)
IMPLEMENT_GMS_FACTORY(AnimLayerSetting_Overlay_PoseStack)
IMPLEMENT_GMS_FACTORY(AnimLayerSetting_Overlay_SequenceStack)