Removed some more unnecessary leftover functions and variables.
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@ -36,8 +36,6 @@ UComboActionGraphNode::UComboActionGraphNode()
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this->NodeTypeName = LOCTEXT("ComboActionGraphNode_InternalName", "ComboActionGraphNode");
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this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_Tooltip", "Combo action graph base node. Child nodes provide more information.");
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#endif
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this->bAutoStarts = false;
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}
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void UComboActionGraphNode::SetNewWorld(UWorld *NewWorld)
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@ -23,8 +23,6 @@ UComboActionGraphNode_ActionNode::UComboActionGraphNode_ActionNode()
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this->AllowedInputClasses.Add(UComboActionGraphNode_StartNode::StaticClass());
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this->AllowedInputClasses.Add(UComboActionGraphNode_ActionNode::StaticClass());
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this->bAutoStarts = false;
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this->MaxChildrenNodes = -1;
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}
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@ -15,8 +15,6 @@ UComboActionGraphNode_ActionNodeBase::UComboActionGraphNode_ActionNodeBase()
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this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_BaseTooltip", "* Abstract class, should not appear in graph editor.\n* Enhances 'ComboActionGraphNode' Base class with action data.");
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#endif
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this->bAutoStarts = false;
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}
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void UComboActionGraphNode_ActionNodeBase::ProcessNode(const TScriptInterface<IComboActionGraphManagerInterface> &Manager)
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@ -18,7 +18,7 @@ DECLARE_LOG_CATEGORY_EXTERN(LogComboActionGraphNode, Log, All);
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* Does come with ability to define Colours, Name, Description and Title.
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* Contains information about Parent and Children Nodes.
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*/
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UCLASS(Abstract, BlueprintType, ClassGroup=("Combo Input|Action"), AutoExpandCategories=("Combo Input", "Action", "Combo Input|Action"))
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UCLASS(Abstract, BlueprintType, ClassGroup=("Combo Input|Action"), AutoExpandCategories=("Combo Input", "Action", "Combo Input|Action"), HideCategories=("Private"))
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class COMBOINPUT_API UComboActionGraphNode : public UObject
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{
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GENERATED_BODY()
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@ -34,30 +34,30 @@ public:
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* Array of parent nodes for the current active node in the combo string.
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*❗ Parent nodes are nodes that have a directed edge pointing to the current active node.
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*/
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private")
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UPROPERTY(BlueprintReadOnly, Category="Private")
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TArray<class UComboActionGraphNode*> ParentNodes;
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/**
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* The array of child nodes of the current dialogue node.
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*/
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private")
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UPROPERTY(BlueprintReadOnly, Category="Private")
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TArray<class UComboActionGraphNode*> ChildrenNodes;
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/**
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* Map of edges connecting this Node in the Combo Action graph.
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*❗ The key of the map is the source node, and the value is the edge connecting it to its target node.
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*❔ Can be used to traverse the graph, get information about node connections...
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*/
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private")
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UPROPERTY(BlueprintReadOnly, Category="Private")
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TMap<class UComboActionGraphNode*, class UComboActionGraphEdge*> Edges;
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/**
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* Pointer to the parent dialogue graph of this node.
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*/
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private", meta=(DisplayThumbnail=false))
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UPROPERTY(BlueprintReadOnly, Category="Private", meta=(DisplayThumbnail=false))
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TObjectPtr<class UComboActionGraph> Graph;
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/**
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* Temporary NodeIndex.
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* This variable will be deleted.
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*/
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private")
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UPROPERTY(BlueprintReadOnly, Category="Private")
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int32 NodeIndex = INDEX_NONE;
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@ -67,16 +67,15 @@ protected:
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*❗ This is used to differentiate between nodes, and must be unique within the graph.
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*❔ Can be used for debugging and tracing purposes.
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*/
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private")
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UPROPERTY(BlueprintReadOnly, Category="Private")
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FGuid NodeGUID;
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private:
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/**
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* The world that owns this Dialogue Graph Node.
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*❗ This is the world in which this Dialogue Graph Node is currently running.
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*❔ Can be used for accessing world-related functionality.
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*/
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UPROPERTY(VisibleAnywhere, Category="Private")
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UPROPERTY(BlueprintReadOnly, Category="Private")
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TObjectPtr<UWorld> OwningWorld;
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#pragma endregion
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@ -88,12 +87,9 @@ public:
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*❗ Only nodes with classes from this array can be connected as inputs to this node.
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*❔ Can be used to restrict the types of inputs this node can accept.
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*/
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UPROPERTY(SaveGame, EditDefaultsOnly, BlueprintReadOnly, Category="Combo Input|Action")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Combo Input|Action")
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TArray<TSubclassOf<class UComboActionGraphNode>> AllowedInputClasses;
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/** Defines whether this Node will start automatically or if requires input.*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Combo Input|Action")
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uint8 bAutoStarts : 1;
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/**
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* The maximum number of children nodes that this node can have.
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*❗ If this value is -1, then there is no limit on the number of children nodes.
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@ -117,12 +113,6 @@ public:
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UFUNCTION(BlueprintNativeEvent, Category = "Combo Input|Action")
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void InitializeNode(UWorld *InWorld);
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virtual void InitializeNode_Implementation(UWorld *InWorld);
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/**
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* Checks if the node should automatically start when the dialogue is played.
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* @return true if the node should automatically start, false otherwise.
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Combo Input|Action")
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virtual bool DoesAutoStart() const { return bAutoStarts; }
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virtual void PreProcessNode(const TScriptInterface<class IComboActionGraphManagerInterface> &Manager){}
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virtual void ProcessNode(const TScriptInterface<class IComboActionGraphManagerInterface> &Manager);
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