Removed some more unnecessary leftover functions and variables.

This commit is contained in:
Jamie Greunbaum 2023-10-01 21:16:54 -04:00
parent fde46f4a91
commit 61a8857105
4 changed files with 9 additions and 25 deletions

View File

@ -36,8 +36,6 @@ UComboActionGraphNode::UComboActionGraphNode()
this->NodeTypeName = LOCTEXT("ComboActionGraphNode_InternalName", "ComboActionGraphNode"); this->NodeTypeName = LOCTEXT("ComboActionGraphNode_InternalName", "ComboActionGraphNode");
this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_Tooltip", "Combo action graph base node. Child nodes provide more information."); this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_Tooltip", "Combo action graph base node. Child nodes provide more information.");
#endif #endif
this->bAutoStarts = false;
} }
void UComboActionGraphNode::SetNewWorld(UWorld *NewWorld) void UComboActionGraphNode::SetNewWorld(UWorld *NewWorld)

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@ -24,8 +24,6 @@ UComboActionGraphNode_ActionNode::UComboActionGraphNode_ActionNode()
this->AllowedInputClasses.Add(UComboActionGraphNode_StartNode::StaticClass()); this->AllowedInputClasses.Add(UComboActionGraphNode_StartNode::StaticClass());
this->AllowedInputClasses.Add(UComboActionGraphNode_ActionNode::StaticClass()); this->AllowedInputClasses.Add(UComboActionGraphNode_ActionNode::StaticClass());
this->bAutoStarts = false;
this->MaxChildrenNodes = -1; this->MaxChildrenNodes = -1;
} }

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@ -15,8 +15,6 @@ UComboActionGraphNode_ActionNodeBase::UComboActionGraphNode_ActionNodeBase()
this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_BaseTooltip", "* Abstract class, should not appear in graph editor.\n* Enhances 'ComboActionGraphNode' Base class with action data."); this->NodeTooltipText = LOCTEXT("ComboActionGraphNode_BaseTooltip", "* Abstract class, should not appear in graph editor.\n* Enhances 'ComboActionGraphNode' Base class with action data.");
#endif #endif
this->bAutoStarts = false;
} }
void UComboActionGraphNode_ActionNodeBase::ProcessNode(const TScriptInterface<IComboActionGraphManagerInterface> &Manager) void UComboActionGraphNode_ActionNodeBase::ProcessNode(const TScriptInterface<IComboActionGraphManagerInterface> &Manager)

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@ -18,7 +18,7 @@ DECLARE_LOG_CATEGORY_EXTERN(LogComboActionGraphNode, Log, All);
* Does come with ability to define Colours, Name, Description and Title. * Does come with ability to define Colours, Name, Description and Title.
* Contains information about Parent and Children Nodes. * Contains information about Parent and Children Nodes.
*/ */
UCLASS(Abstract, BlueprintType, ClassGroup=("Combo Input|Action"), AutoExpandCategories=("Combo Input", "Action", "Combo Input|Action")) UCLASS(Abstract, BlueprintType, ClassGroup=("Combo Input|Action"), AutoExpandCategories=("Combo Input", "Action", "Combo Input|Action"), HideCategories=("Private"))
class COMBOINPUT_API UComboActionGraphNode : public UObject class COMBOINPUT_API UComboActionGraphNode : public UObject
{ {
GENERATED_BODY() GENERATED_BODY()
@ -34,30 +34,30 @@ public:
* Array of parent nodes for the current active node in the combo string. * Array of parent nodes for the current active node in the combo string.
* Parent nodes are nodes that have a directed edge pointing to the current active node. * Parent nodes are nodes that have a directed edge pointing to the current active node.
*/ */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") UPROPERTY(BlueprintReadOnly, Category="Private")
TArray<class UComboActionGraphNode*> ParentNodes; TArray<class UComboActionGraphNode*> ParentNodes;
/** /**
* The array of child nodes of the current dialogue node. * The array of child nodes of the current dialogue node.
*/ */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") UPROPERTY(BlueprintReadOnly, Category="Private")
TArray<class UComboActionGraphNode*> ChildrenNodes; TArray<class UComboActionGraphNode*> ChildrenNodes;
/** /**
* Map of edges connecting this Node in the Combo Action graph. * Map of edges connecting this Node in the Combo Action graph.
* The key of the map is the source node, and the value is the edge connecting it to its target node. * The key of the map is the source node, and the value is the edge connecting it to its target node.
* Can be used to traverse the graph, get information about node connections... * Can be used to traverse the graph, get information about node connections...
*/ */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") UPROPERTY(BlueprintReadOnly, Category="Private")
TMap<class UComboActionGraphNode*, class UComboActionGraphEdge*> Edges; TMap<class UComboActionGraphNode*, class UComboActionGraphEdge*> Edges;
/** /**
* Pointer to the parent dialogue graph of this node. * Pointer to the parent dialogue graph of this node.
*/ */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private", meta=(DisplayThumbnail=false)) UPROPERTY(BlueprintReadOnly, Category="Private", meta=(DisplayThumbnail=false))
TObjectPtr<class UComboActionGraph> Graph; TObjectPtr<class UComboActionGraph> Graph;
/** /**
* Temporary NodeIndex. * Temporary NodeIndex.
* This variable will be deleted. * This variable will be deleted.
*/ */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") UPROPERTY(BlueprintReadOnly, Category="Private")
int32 NodeIndex = INDEX_NONE; int32 NodeIndex = INDEX_NONE;
@ -67,16 +67,15 @@ protected:
* This is used to differentiate between nodes, and must be unique within the graph. * This is used to differentiate between nodes, and must be unique within the graph.
* Can be used for debugging and tracing purposes. * Can be used for debugging and tracing purposes.
*/ */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category="Private") UPROPERTY(BlueprintReadOnly, Category="Private")
FGuid NodeGUID; FGuid NodeGUID;
private:
/** /**
* The world that owns this Dialogue Graph Node. * The world that owns this Dialogue Graph Node.
* This is the world in which this Dialogue Graph Node is currently running. * This is the world in which this Dialogue Graph Node is currently running.
* Can be used for accessing world-related functionality. * Can be used for accessing world-related functionality.
*/ */
UPROPERTY(VisibleAnywhere, Category="Private") UPROPERTY(BlueprintReadOnly, Category="Private")
TObjectPtr<UWorld> OwningWorld; TObjectPtr<UWorld> OwningWorld;
#pragma endregion #pragma endregion
@ -88,12 +87,9 @@ public:
* Only nodes with classes from this array can be connected as inputs to this node. * Only nodes with classes from this array can be connected as inputs to this node.
* Can be used to restrict the types of inputs this node can accept. * Can be used to restrict the types of inputs this node can accept.
*/ */
UPROPERTY(SaveGame, EditDefaultsOnly, BlueprintReadOnly, Category="Combo Input|Action") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Combo Input|Action")
TArray<TSubclassOf<class UComboActionGraphNode>> AllowedInputClasses; TArray<TSubclassOf<class UComboActionGraphNode>> AllowedInputClasses;
/** Defines whether this Node will start automatically or if requires input.*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Combo Input|Action")
uint8 bAutoStarts : 1;
/** /**
* The maximum number of children nodes that this node can have. * The maximum number of children nodes that this node can have.
* If this value is -1, then there is no limit on the number of children nodes. * If this value is -1, then there is no limit on the number of children nodes.
@ -117,12 +113,6 @@ public:
UFUNCTION(BlueprintNativeEvent, Category = "Combo Input|Action") UFUNCTION(BlueprintNativeEvent, Category = "Combo Input|Action")
void InitializeNode(UWorld *InWorld); void InitializeNode(UWorld *InWorld);
virtual void InitializeNode_Implementation(UWorld *InWorld); virtual void InitializeNode_Implementation(UWorld *InWorld);
/**
* Checks if the node should automatically start when the dialogue is played.
* @return true if the node should automatically start, false otherwise.
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="Combo Input|Action")
virtual bool DoesAutoStart() const { return bAutoStarts; }
virtual void PreProcessNode(const TScriptInterface<class IComboActionGraphManagerInterface> &Manager){} virtual void PreProcessNode(const TScriptInterface<class IComboActionGraphManagerInterface> &Manager){}
virtual void ProcessNode(const TScriptInterface<class IComboActionGraphManagerInterface> &Manager); virtual void ProcessNode(const TScriptInterface<class IComboActionGraphManagerInterface> &Manager);