// Project Lab - NHTV IGAD ////////////////////////////////////////// // Author: Yoshi van Belkom - 130118 ////////////////////////////////////////// #include "SkillTreeEditorPrivatePCH.h" #include "SkillTreeAsset.h" #include "AssetToolsModule.h" #include "Classes/SkillTreeObject.h" #include "SkillTreeEditorViewport.h" #define LOCTEXT_NAMESPACE "AssetTypeActions" FSkillTreeAsset::FSkillTreeAsset( EAssetTypeCategories::Type a_assetCategory ) : m_assetCategory( a_assetCategory ) { } //Gets the name of the asset. FText FSkillTreeAsset::GetName() const { return LOCTEXT( "FSkillTreeName", "Skill Tree" ); } //Gets the type color of the asset. FColor FSkillTreeAsset::GetTypeColor() const { return FColor::Cyan; } //Gets a pointer to the class this asset implements. UClass* FSkillTreeAsset::GetSupportedClass() const { return USkillTreeObject::StaticClass(); } //Gets the category of this asset. uint32 FSkillTreeAsset::GetCategories() { return m_assetCategory; } //Opens an editor with this asset. void FSkillTreeAsset::OpenAssetEditor( const TArray& a_objects, TSharedPtr a_editWithinLevelEditor ) { const EToolkitMode::Type mode = a_editWithinLevelEditor.IsValid() ? EToolkitMode::WorldCentric : EToolkitMode::Standalone; for ( auto i = a_objects.CreateConstIterator(); i; ++i ) { if ( USkillTreeObject* skillTree = Cast( *i ) ) { TSharedRef newSkillTreeEditor( new FSkillTreeEditorViewport() ); newSkillTreeEditor->InitSkillTreeEditor( mode, a_editWithinLevelEditor, skillTree ); } } }; #undef LOCTEXT_NAMESPACE