Editor toling to easier create data assets

This commit is contained in:
2026-10-05 10:59:45 +02:00
parent b3f4eefe06
commit f2acd7eb4c
8 changed files with 1043 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "EleriAssetCategory.h"
#include "AssetToolsModule.h"
#include "IAssetTools.h"
#include "Internationalization/Text.h"
#include "Modules/ModuleManager.h"
#define LOCTEXT_NAMESPACE "EleriAssetCategory"
namespace EleriAssetCategory
{
const FAssetCategoryPath& Get()
{
// A function-local static rather than a namespace-scope global: LOCTEXT has to run once the
// localization system is up, which this module's static initialisers cannot count on.
static const FAssetCategoryPath Category(LOCTEXT("Category", "Eleri"));
return Category;
}
uint32 GetLegacyCategoryBit()
{
// The new Content Browser places a factory by the category path of the asset definition behind the
// class it supports. The older one still files the Add menu by an EAssetTypeCategories bitmask, and
// a bit for a category of our own only exists once someone has registered it. Doing that here, once
// and lazily, is what keeps the two paths pointing at the same entry instead of at two nearly
// identical ones.
static const uint32 Bit = []()
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools")).Get();
// The key the engine groups by is the source string of the path's first entry rather than the
// localized one, so an editor running in another language still lands in the same category.
const FAssetCategoryPath& Category = Get();
return (uint32)AssetTools.RegisterAdvancedAssetCategory(
FName(*FTextInspector::GetSourceString(Category.GetCategoryText())),
Category.GetCategoryText());
}();
return Bit;
}
}
#undef LOCTEXT_NAMESPACE

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Misc/AssetCategoryPath.h"
/**
* The one category every data asset type of this project is filed under in the Content Browser.
*
* A category is a path rather than an enum entry: the asset definition a data asset type is described by
* hands this path to the engine, the engine derives the key it groups by from the path's source string,
* and both the Filters panel and the Add menu read that same list. Registering it with the Asset Tools
* as well is only what the older Content Browser style needs, which still files the Add menu by the
* EAssetTypeCategories bitmask instead of by the path.
*/
namespace EleriAssetCategory
{
/** The shared category path. The reference is to a function-local static, so it is safe to copy from
* a definition's initialiser, but it must not be held on to once the module has been shut down. */
const FAssetCategoryPath& Get();
/** The EAssetTypeCategories bit for this category, for UFactory::GetMenuCategories(). Registered on
* the first call and the same value on every call after it. */
uint32 GetLegacyCategoryBit();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "EleriDataAssetDefinitions.h"
#include "EleriAssetCategory.h"
#include "ProjectEleri/Ai/NpcScheduleAsset.h"
#include "ProjectEleri/Animation/AnimationDataAsset.h"
#include "ProjectEleri/Data/BazarSettingsDataAsset.h"
#include "ProjectEleri/Data/FaceExpressionDataAsset.h"
#include "ProjectEleri/Data/Minigames/BaseMinigameDataAsset.h"
#include "ProjectEleri/Data/NpcDataAsset.h"
#include "ProjectEleri/Data/WeatherPresetDataAsset.h"
#include "ProjectEleri/DialogueSystem/QuestDatabase.h"
#include "ProjectEleri/DialogueSystem/SpeechDataAsset.h"
#include "ProjectEleri/GameEventSystem/GameEventDataAsset.h"
#include "ProjectEleri/Items/DataAssets/ItemDataAsset.h"
#include "ProjectEleri/Items/ItemContainer.h"
#include "ProjectEleri/QuestSystem/QuestDataAsset.h"
#define LOCTEXT_NAMESPACE "EleriDataAssetDefinitions"
/*-----------------------------------------------------------------------------
Shared behaviour
-----------------------------------------------------------------------------*/
TConstArrayView<FAssetCategoryPath> UEleriDataAssetDefinition::GetAssetCategories() const
{
// One entry, the same for every definition in here. It has to outlive the call, because the engine
// keeps the view it is handed rather than copying it.
static const TArray<FAssetCategoryPath> Categories = { EleriAssetCategory::Get() };
return Categories;
}
/*-----------------------------------------------------------------------------
Items
-----------------------------------------------------------------------------*/
FText UEleriItemDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("ItemDataAssetName", "Item");
}
FLinearColor UEleriItemDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.86f, 0.33f, 0.10f);
}
TSoftClassPtr<UObject> UEleriItemDataAssetDefinition::GetAssetClass() const
{
return UItemDataAsset::StaticClass();
}
FText UEleriItemContainerDefinition::GetAssetDisplayName() const
{
return LOCTEXT("ItemContainerName", "Item Container");
}
FLinearColor UEleriItemContainerDefinition::GetAssetColor() const
{
return FLinearColor(0.85f, 0.55f, 0.10f);
}
TSoftClassPtr<UObject> UEleriItemContainerDefinition::GetAssetClass() const
{
return UItemContainer::StaticClass();
}
/*-----------------------------------------------------------------------------
Quests and dialogue
-----------------------------------------------------------------------------*/
FText UEleriQuestDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("QuestDataAssetName", "Quest");
}
FLinearColor UEleriQuestDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.95f, 0.80f, 0.15f);
}
TSoftClassPtr<UObject> UEleriQuestDataAssetDefinition::GetAssetClass() const
{
return UQuestDataAsset::StaticClass();
}
FText UEleriQuestDatabaseDefinition::GetAssetDisplayName() const
{
return LOCTEXT("QuestDatabaseName", "Quest Database");
}
FLinearColor UEleriQuestDatabaseDefinition::GetAssetColor() const
{
return FLinearColor(0.65f, 0.62f, 0.15f);
}
TSoftClassPtr<UObject> UEleriQuestDatabaseDefinition::GetAssetClass() const
{
return UQuestDatabase::StaticClass();
}
FText UEleriSpeechDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("SpeechDataAssetName", "Speech");
}
FLinearColor UEleriSpeechDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.35f, 0.70f, 0.85f);
}
TSoftClassPtr<UObject> UEleriSpeechDataAssetDefinition::GetAssetClass() const
{
return USpeechDataAsset::StaticClass();
}
/*-----------------------------------------------------------------------------
World events and weather
-----------------------------------------------------------------------------*/
FText UEleriGameEventDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("GameEventDataAssetName", "Game Event");
}
FLinearColor UEleriGameEventDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.60f, 0.35f, 0.85f);
}
TSoftClassPtr<UObject> UEleriGameEventDataAssetDefinition::GetAssetClass() const
{
return UGameEventDataAsset::StaticClass();
}
FText UEleriWeatherPresetDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("WeatherPresetDataAssetName", "Weather Preset");
}
FLinearColor UEleriWeatherPresetDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.30f, 0.60f, 0.90f);
}
TSoftClassPtr<UObject> UEleriWeatherPresetDataAssetDefinition::GetAssetClass() const
{
return UWeatherPresetDataAsset::StaticClass();
}
/*-----------------------------------------------------------------------------
Characters
-----------------------------------------------------------------------------*/
FText UEleriFaceExpressionDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("FaceExpressionDataAssetName", "Face Expression");
}
FLinearColor UEleriFaceExpressionDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.95f, 0.55f, 0.70f);
}
TSoftClassPtr<UObject> UEleriFaceExpressionDataAssetDefinition::GetAssetClass() const
{
return UFaceExpressionDataAsset::StaticClass();
}
FText UEleriNpcDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("NpcDataAssetName", "NPC");
}
FLinearColor UEleriNpcDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.30f, 0.75f, 0.55f);
}
TSoftClassPtr<UObject> UEleriNpcDataAssetDefinition::GetAssetClass() const
{
return UNpcDataAsset::StaticClass();
}
FText UEleriNpcScheduleAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("NpcScheduleAssetName", "NPC Schedule");
}
FLinearColor UEleriNpcScheduleAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.20f, 0.60f, 0.45f);
}
TSoftClassPtr<UObject> UEleriNpcScheduleAssetDefinition::GetAssetClass() const
{
return UNpcScheduleAsset::StaticClass();
}
/*-----------------------------------------------------------------------------
Settings, animation and minigames
-----------------------------------------------------------------------------*/
FText UEleriBazarSettingsDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("BazarSettingsDataAssetName", "Bazar Settings");
}
FLinearColor UEleriBazarSettingsDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.80f, 0.45f, 0.25f);
}
TSoftClassPtr<UObject> UEleriBazarSettingsDataAssetDefinition::GetAssetClass() const
{
return UBazarSettingsDataAsset::StaticClass();
}
FText UEleriAnimationDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("AnimationDataAssetName", "Animation");
}
FLinearColor UEleriAnimationDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.45f, 0.45f, 0.85f);
}
TSoftClassPtr<UObject> UEleriAnimationDataAssetDefinition::GetAssetClass() const
{
return UAnimationDataAsset::StaticClass();
}
FText UEleriMinigameDataAssetDefinition::GetAssetDisplayName() const
{
return LOCTEXT("MinigameDataAssetName", "Minigame");
}
FLinearColor UEleriMinigameDataAssetDefinition::GetAssetColor() const
{
return FLinearColor(0.85f, 0.30f, 0.55f);
}
TSoftClassPtr<UObject> UEleriMinigameDataAssetDefinition::GetAssetClass() const
{
// The base class, deliberately: the engine answers for a class with the definition registered for
// its nearest ancestor that has one, so this single entry covers Potion Sort and every minigame
// added after it without any of them having to be listed here.
return UBaseMinigameDataAsset::StaticClass();
}
#undef LOCTEXT_NAMESPACE

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AssetDefinitionDefault.h"
#include "EleriDataAssetDefinitions.generated.h"
/**
* One asset definition per data asset type of the project, all of them filed under the Eleri category.
*
* A definition is what tells the editor what a data asset type is called, what colour it is drawn in and
* which category it belongs to. Both halves of the Content Browser read that: the Filters panel builds a
* filter per definition out of it, and the Add menu files the factory behind a type by the category of
* the definition registered for the class that factory makes. A type therefore only has to say that it
* is an Eleri asset in one place to turn up in both.
*
* The engine registers these itself as the module loads, one per class, so there is nothing to do at
* startup beyond declaring them. A definition also answers for the subclasses of its class, which is why
* the minigame entry below is declared on the base and covers every minigame there is.
*/
UCLASS(Abstract)
class UEleriDataAssetDefinition : public UAssetDefinitionDefault
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override;
// End UAssetDefinition
};
/*-----------------------------------------------------------------------------
Items
-----------------------------------------------------------------------------*/
/** An item: the thing a player can hold, gather, grow or craft. */
UCLASS()
class UEleriItemDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** A container: a named set of items, used where an inventory has to start with something in it. */
UCLASS()
class UEleriItemContainerDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/*-----------------------------------------------------------------------------
Quests and dialogue
-----------------------------------------------------------------------------*/
/** A quest: its steps, the conditions it can be taken under and what it hands back. */
UCLASS()
class UEleriQuestDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** The quest database: the asset every quest is looked up through. */
UCLASS()
class UEleriQuestDatabaseDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** Speech: the lines an NPC says, and how they are said. */
UCLASS()
class UEleriSpeechDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/*-----------------------------------------------------------------------------
World events and weather
-----------------------------------------------------------------------------*/
/** A game event: something the world does on a day, a condition or a trigger. */
UCLASS()
class UEleriGameEventDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** A weather preset: the sky, the fog and the particles one kind of weather is made of. */
UCLASS()
class UEleriWeatherPresetDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/*-----------------------------------------------------------------------------
Characters
-----------------------------------------------------------------------------*/
/** A face expression set: the sprites each of an NPC's moods is drawn from. */
UCLASS()
class UEleriFaceExpressionDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** An NPC: who they are, how they look and what they are called. */
UCLASS()
class UEleriNpcDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** An NPC schedule: a day of a character, as a list of places and the times they are in them. */
UCLASS()
class UEleriNpcScheduleAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/*-----------------------------------------------------------------------------
Settings, animation and minigames
-----------------------------------------------------------------------------*/
/** The bazar settings: what the market spawns, how often and how it pays. */
UCLASS()
class UEleriBazarSettingsDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** An animation set: which flipbook an action of a character plays. */
UCLASS()
class UEleriAnimationDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};
/** A minigame: the rules and the content one minigame is set up with. Declared on the base class, so
* this one entry stands in for every minigame in the project, Potion Sort included. */
UCLASS()
class UEleriMinigameDataAssetDefinition : public UEleriDataAssetDefinition
{
GENERATED_BODY()
public:
// UAssetDefinition
virtual FText GetAssetDisplayName() const override;
virtual FLinearColor GetAssetColor() const override;
virtual TSoftClassPtr<UObject> GetAssetClass() const override;
// End UAssetDefinition
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "EleriDataAssetFactories.h"
#include "EleriAssetCategory.h"
#include "Engine/DataAsset.h"
#include "ProjectEleri/Ai/NpcScheduleAsset.h"
#include "ProjectEleri/Animation/AnimationDataAsset.h"
#include "ProjectEleri/Data/BazarSettingsDataAsset.h"
#include "ProjectEleri/Data/FaceExpressionDataAsset.h"
#include "ProjectEleri/Data/Minigames/PotionSortDataAsset.h"
#include "ProjectEleri/Data/NpcDataAsset.h"
#include "ProjectEleri/Data/WeatherPresetDataAsset.h"
#include "ProjectEleri/DialogueSystem/QuestDatabase.h"
#include "ProjectEleri/DialogueSystem/SpeechDataAsset.h"
#include "ProjectEleri/GameEventSystem/GameEventDataAsset.h"
#include "ProjectEleri/Items/DataAssets/ItemDataAsset.h"
#include "ProjectEleri/Items/ItemContainer.h"
#include "ProjectEleri/QuestSystem/QuestDataAsset.h"
#define LOCTEXT_NAMESPACE "EleriDataAssetFactories"
/*-----------------------------------------------------------------------------
Shared behaviour
-----------------------------------------------------------------------------*/
UEleriDataAssetFactory::UEleriDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// What these make is always a data asset, and the class is the only thing that separates one from
// the next, so that is all a subclass has to set. bCreateNew is what admits a factory to the Add
// menu, and bEditAfterNew is what opens the asset once it exists, which for a data asset means the
// details panel a fresh one has to be filled in through.
bCreateNew = true;
bEditAfterNew = true;
bEditorImport = false;
}
bool UEleriDataAssetFactory::ConfigureProperties()
{
// Nothing to ask about. Each factory makes the one class it is named after, so the class picker the
// engine would otherwise open here would be a dialog with a single entry in it.
return true;
}
uint32 UEleriDataAssetFactory::GetMenuCategories() const
{
return EleriAssetCategory::GetLegacyCategoryBit();
}
UObject* UEleriDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
// SupportedClass rather than InClass: the Content Browser runs whichever factory it was asked to,
// and going through this factory's own member keeps the two from ever disagreeing.
UClass* ClassToCreate = SupportedClass.Get();
if (!ensureMsgf(ClassToCreate, TEXT("%s has no supported class, so there is nothing to create"), *GetName()))
{
return nullptr;
}
return NewObject<UDataAsset>(InParent, ClassToCreate, InName, Flags | RF_Transactional);
}
/*-----------------------------------------------------------------------------
Items
-----------------------------------------------------------------------------*/
UEleriItemDataAssetFactory::UEleriItemDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UItemDataAsset::StaticClass();
}
FText UEleriItemDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("ItemFactoryName", "Item");
}
UEleriItemContainerFactory::UEleriItemContainerFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UItemContainer::StaticClass();
}
FText UEleriItemContainerFactory::GetDisplayName() const
{
return LOCTEXT("ItemContainerFactoryName", "Item Container");
}
/*-----------------------------------------------------------------------------
Quests and dialogue
-----------------------------------------------------------------------------*/
UEleriQuestDataAssetFactory::UEleriQuestDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UQuestDataAsset::StaticClass();
}
FText UEleriQuestDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("QuestFactoryName", "Quest");
}
UEleriQuestDatabaseFactory::UEleriQuestDatabaseFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UQuestDatabase::StaticClass();
}
FText UEleriQuestDatabaseFactory::GetDisplayName() const
{
return LOCTEXT("QuestDatabaseFactoryName", "Quest Database");
}
UEleriSpeechDataAssetFactory::UEleriSpeechDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = USpeechDataAsset::StaticClass();
}
FText UEleriSpeechDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("SpeechFactoryName", "Speech");
}
/*-----------------------------------------------------------------------------
World events and weather
-----------------------------------------------------------------------------*/
UEleriGameEventDataAssetFactory::UEleriGameEventDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UGameEventDataAsset::StaticClass();
}
FText UEleriGameEventDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("GameEventFactoryName", "Game Event");
}
UEleriWeatherPresetDataAssetFactory::UEleriWeatherPresetDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UWeatherPresetDataAsset::StaticClass();
}
FText UEleriWeatherPresetDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("WeatherPresetFactoryName", "Weather Preset");
}
/*-----------------------------------------------------------------------------
Characters
-----------------------------------------------------------------------------*/
UEleriFaceExpressionDataAssetFactory::UEleriFaceExpressionDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UFaceExpressionDataAsset::StaticClass();
}
FText UEleriFaceExpressionDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("FaceExpressionFactoryName", "Face Expression");
}
UEleriNpcDataAssetFactory::UEleriNpcDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UNpcDataAsset::StaticClass();
}
FText UEleriNpcDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("NpcFactoryName", "NPC");
}
UEleriNpcScheduleAssetFactory::UEleriNpcScheduleAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UNpcScheduleAsset::StaticClass();
}
FText UEleriNpcScheduleAssetFactory::GetDisplayName() const
{
return LOCTEXT("NpcScheduleFactoryName", "NPC Schedule");
}
/*-----------------------------------------------------------------------------
Settings, animation and minigames
-----------------------------------------------------------------------------*/
UEleriBazarSettingsDataAssetFactory::UEleriBazarSettingsDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UBazarSettingsDataAsset::StaticClass();
}
FText UEleriBazarSettingsDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("BazarSettingsFactoryName", "Bazar Settings");
}
UEleriAnimationDataAssetFactory::UEleriAnimationDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UAnimationDataAsset::StaticClass();
}
FText UEleriAnimationDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("AnimationFactoryName", "Animation");
}
UEleriPotionSortDataAssetFactory::UEleriPotionSortDataAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// The concrete minigame rather than the base class the definition sits on: the base exists to be
// inherited from, so offering to make a bare one would only ever produce an asset with nothing in it.
SupportedClass = UPotionSortDataAsset::StaticClass();
}
FText UEleriPotionSortDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("PotionSortFactoryName", "Potion Sort Minigame");
}
#undef LOCTEXT_NAMESPACE

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Factories/Factory.h"
#include "EleriDataAssetFactories.generated.h"
/**
* The factories behind the data asset types the Eleri category offers, one per type.
*
* A factory is what puts a type into the Content Browser's Add menu, and the engine files it there by
* asking the asset definition of the class it supports where that class belongs, so a factory only has
* to name the class it makes. It also hands back the EAssetTypeCategories bit for the Eleri category,
* which is what the older Content Browser style groups the Add menu by, so the group holds together
* whichever of the two styles is in use.
*
* These only ever create the class they are named after. There is nothing to configure, so the factory
* goes straight to creating the asset as soon as it is picked.
*/
UCLASS(Abstract)
class UEleriDataAssetFactory : public UFactory
{
GENERATED_BODY()
public:
UEleriDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual bool ConfigureProperties() override;
virtual uint32 GetMenuCategories() const override;
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
// End UFactory
};
/*-----------------------------------------------------------------------------
Items
-----------------------------------------------------------------------------*/
/** Creates a new item data asset. */
UCLASS()
class UEleriItemDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriItemDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new item container. */
UCLASS()
class UEleriItemContainerFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriItemContainerFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/*-----------------------------------------------------------------------------
Quests and dialogue
-----------------------------------------------------------------------------*/
/** Creates a new quest. */
UCLASS()
class UEleriQuestDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriQuestDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new quest database. */
UCLASS()
class UEleriQuestDatabaseFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriQuestDatabaseFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new speech asset. */
UCLASS()
class UEleriSpeechDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriSpeechDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/*-----------------------------------------------------------------------------
World events and weather
-----------------------------------------------------------------------------*/
/** Creates a new game event. */
UCLASS()
class UEleriGameEventDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriGameEventDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new weather preset. */
UCLASS()
class UEleriWeatherPresetDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriWeatherPresetDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/*-----------------------------------------------------------------------------
Characters
-----------------------------------------------------------------------------*/
/** Creates a new face expression set. */
UCLASS()
class UEleriFaceExpressionDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriFaceExpressionDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new NPC. */
UCLASS()
class UEleriNpcDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriNpcDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new NPC schedule. */
UCLASS()
class UEleriNpcScheduleAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriNpcScheduleAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/*-----------------------------------------------------------------------------
Settings, animation and minigames
-----------------------------------------------------------------------------*/
/** Creates a new bazar settings asset. */
UCLASS()
class UEleriBazarSettingsDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriBazarSettingsDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new animation set. */
UCLASS()
class UEleriAnimationDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriAnimationDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};
/** Creates a new Potion Sort minigame. The category entry it turns up under is declared on the
* minigame base class, so a minigame added later needs its own factory here but no category. */
UCLASS()
class UEleriPotionSortDataAssetFactory : public UEleriDataAssetFactory
{
GENERATED_BODY()
public:
UEleriPotionSortDataAssetFactory(const FObjectInitializer& ObjectInitializer);
// UFactory
virtual FText GetDisplayName() const override;
// End UFactory
};