示例#1
0
void FEnvQueryTestDetails::BuildScoreClampingTypeValues(bool bBuildMinValues, TArray<FTextIntPair>& ClampTypeValues) const
{
	UEnum* ScoringNormalizationEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EEnvQueryTestClamping"));
	check(ScoringNormalizationEnum);

	ClampTypeValues.Reset();
	ClampTypeValues.Add(FTextIntPair(ScoringNormalizationEnum->GetEnumText(EEnvQueryTestClamping::None), EEnvQueryTestClamping::None));
	ClampTypeValues.Add(FTextIntPair(ScoringNormalizationEnum->GetEnumText(EEnvQueryTestClamping::SpecifiedValue), EEnvQueryTestClamping::SpecifiedValue));

	if (IsFiltering())
	{
		bool bSupportFilterThreshold = false;
		if (bBuildMinValues)
		{
			if (UsesFilterMin())
			{
				bSupportFilterThreshold = true;
			}
		}
		else if (UsesFilterMax())
		{
			bSupportFilterThreshold = true;
		}

		if (bSupportFilterThreshold)
		{
			ClampTypeValues.Add(FTextIntPair(ScoringNormalizationEnum->GetEnumText(EEnvQueryTestClamping::FilterThreshold), EEnvQueryTestClamping::FilterThreshold));
		}
	}
}
示例#2
0
void FIntroTutorials::AddSummonBlueprintTutorialsMenuExtension(FMenuBuilder& MenuBuilder, UObject* PrimaryObject)
{
	MenuBuilder.BeginSection("Tutorials", LOCTEXT("TutorialsLabel", "Tutorials"));
	MenuBuilder.AddMenuEntry(
		LOCTEXT("BlueprintMenuEntryTitle", "Blueprint Overview"),
		LOCTEXT("BlueprintMenuEntryToolTip", "Opens up an introductory overview of Blueprints."),
		FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"),
		FUIAction(FExecuteAction::CreateRaw(this, &FIntroTutorials::SummonBlueprintTutorialHome, PrimaryObject, true)));

	if(PrimaryObject != nullptr)
	{
		UBlueprint* BP = Cast<UBlueprint>(PrimaryObject);
		if(BP != nullptr)
		{
			UEnum* Enum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EBlueprintType"), true);
			check(Enum);
			MenuBuilder.AddMenuEntry(
				FText::Format(LOCTEXT("BlueprintTutorialsMenuEntryTitle", "{0} Tutorial"), Enum->GetEnumText(BP->BlueprintType)),
				LOCTEXT("BlueprintTutorialsMenuEntryToolTip", "Opens up an introductory tutorial covering this particular part of the Blueprint editor."),
				FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"),
				FUIAction(FExecuteAction::CreateRaw(this, &FIntroTutorials::SummonBlueprintTutorialHome, PrimaryObject, false)));
		}
	}

	MenuBuilder.EndSection();
}
示例#3
0
FText UEnvQueryTest_Trace::GetDescriptionTitle() const
{
	UEnum* ChannelEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("ETraceTypeQuery"), true);
	FString ChannelDesc = ChannelEnum->GetEnumText(TraceData.TraceChannel).ToString();

	FString DirectionDesc = TraceFromContext.IsDynamic() ?
		FString::Printf(TEXT("%s, direction: %s"), *UEnvQueryTypes::DescribeContext(Context).ToString(), *TraceFromContext.ToString()) :
		FString::Printf(TEXT("%s %s"), TraceFromContext.DefaultValue ? TEXT("from") : TEXT("to"), *UEnvQueryTypes::DescribeContext(Context).ToString());

	return FText::FromString(FString::Printf(TEXT("%s: %s on %s"), 
		*Super::GetDescriptionTitle().ToString(), *DirectionDesc, *ChannelDesc));
}
示例#4
0
void FEnvQueryTestDetails::BuildScoreEquationValues()
{
	UEnum* TestScoreEquationEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EEnvTestScoreEquation"));
	check(TestScoreEquationEnum);

	ScoreEquationValues.Reset();

	// Const scoring is always valid.  But other equations are only valid if the score values can be other than boolean values.
	ScoreEquationValues.Add(FTextIntPair(TestScoreEquationEnum->GetEnumText(EEnvTestScoreEquation::Constant), EEnvTestScoreEquation::Constant));

	const UEnvQueryTest* EditedTest = Cast<const UEnvQueryTest>(MyTest.Get());
	if (EditedTest)
	{
		if (EditedTest->GetWorkOnFloatValues())
		{
			ScoreEquationValues.Add(FTextIntPair(TestScoreEquationEnum->GetEnumText(EEnvTestScoreEquation::Linear), EEnvTestScoreEquation::Linear));
			ScoreEquationValues.Add(FTextIntPair(TestScoreEquationEnum->GetEnumText(EEnvTestScoreEquation::Square), EEnvTestScoreEquation::Square));
			ScoreEquationValues.Add(FTextIntPair(TestScoreEquationEnum->GetEnumText(EEnvTestScoreEquation::InverseLinear), EEnvTestScoreEquation::InverseLinear));
		}
	}
}
示例#5
0
END_SLATE_FUNCTION_BUILD_OPTIMIZATION

void FEnvQueryTestDetails::BuildFilterTestValues()
{
	UEnum* TestConditionEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EEnvTestFilterType"));
	check(TestConditionEnum);

	FilterTestValues.Reset();

	const UEnvQueryTest* EditedTest = Cast<const UEnvQueryTest>(MyTest.Get());
	if (EditedTest)
	{
		if (EditedTest->GetWorkOnFloatValues())
		{
			FilterTestValues.Add(FTextIntPair(TestConditionEnum->GetEnumText(EEnvTestFilterType::Minimum), EEnvTestFilterType::Minimum));
			FilterTestValues.Add(FTextIntPair(TestConditionEnum->GetEnumText(EEnvTestFilterType::Maximum), EEnvTestFilterType::Maximum));
			FilterTestValues.Add(FTextIntPair(TestConditionEnum->GetEnumText(EEnvTestFilterType::Range), EEnvTestFilterType::Range));
		}
		else
		{
			FilterTestValues.Add(FTextIntPair(TestConditionEnum->GetEnumText(EEnvTestFilterType::Match), EEnvTestFilterType::Match));
		}
	}
}
const FSoundGroup& USoundGroups::GetSoundGroup(const ESoundGroup SoundGroup) const
{
	// Initialize the settings if this gets called early enough to require it
	if (SoundGroupMap.Num() == 0)
	{
		Initialize();
	}

	const FSoundGroup* SG = SoundGroupMap.Find(SoundGroup);
	if (SG == NULL)
	{
		UEnum* SoundGroupEnum = FindObjectChecked<UEnum>(NULL, TEXT("/Script/Engine.ESoundGroup"));
		
		UE_LOG(LogAudio, Warning, TEXT("Requested SoundGroup %s does not have defined profile.  Using SOUNDGROUP_Default."), *SoundGroupEnum->GetEnumText(SoundGroup).ToString());
		return SoundGroupMap.FindChecked(SOUNDGROUP_Default);
	}

	return *SG;
}
void USoundGroups::Initialize() const
{
	for (int32 ProfileIndex = 0; ProfileIndex < SoundGroupProfiles.Num(); ++ProfileIndex)
	{
		SoundGroupMap.Add(SoundGroupProfiles[ProfileIndex].SoundGroup, SoundGroupProfiles[ProfileIndex]);
	}

	if (!SoundGroupMap.Find(SOUNDGROUP_Default))
	{
		UE_LOG(LogAudio, Warning, TEXT("Missing default SoundGroup profile. Creating default with no decompression."));

		SoundGroupMap.Add(SOUNDGROUP_Default, FSoundGroup());
	}

#if WITH_EDITOR
	UEnum* SoundGroupEnum = FindObjectChecked<UEnum>(NULL, TEXT("/Script/Engine.ESoundGroup"));

	for (const auto& It : SoundGroupMap)
	{
		if (It.Value.DisplayName.Len() > 0)
		{
			SoundGroupEnum->SetMetaData(TEXT("DisplayName"), *It.Value.DisplayName, It.Key);
			SoundGroupEnum->RemoveMetaData(TEXT("Hidden"), It.Key);
		}
		else
		{
			if (SoundGroupEnum->HasMetaData(TEXT("Hidden"), It.Key))
			{
				UE_LOG(LogAudio, Warning, TEXT("Custom Game SoundGroup profile for %s defined but no display name supplied."), *SoundGroupEnum->GetEnumText(It.Key).ToString());
			}
			SoundGroupEnum->RemoveMetaData(TEXT("Hidden"), It.Key);
		}
	}
#endif
}