added journal to game, still needs fonts and navigation
This commit is contained in:
parent
d6aca1c30f
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0
.editorconfig
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0
.editorconfig
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13
.vsconfig
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13
.vsconfig
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{
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"version": "1.0",
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"components": [
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows10SDK.22000",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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"Microsoft.VisualStudio.Workload.NativeGame"
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]
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}
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BIN
Content/ThirdPerson/Input/IMC_Default.uasset
(Stored with Git LFS)
BIN
Content/ThirdPerson/Input/IMC_Default.uasset
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BIN
Content/ToggleJournal.uasset
(Stored with Git LFS)
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BIN
Content/ToggleJournal.uasset
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Content/part1--5/BP_JournalWidget.uasset
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Content/part1--5/BP_JournalWidget.uasset
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Content/part1--5/JournalWidget_BPP.uasset
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Content/part1--5/JournalWidget_BPP.uasset
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Content/part1--5/characterBP/gunCharacter_BP.uasset
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Content/part1--5/characterBP/gunCharacter_BP.uasset
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Content/part1/partie1.umap
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Content/part1/partie1.umap
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"EngineAssociation": "5.3",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "SURREALISM",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine",
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"UMG"
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]
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}
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],
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"Plugins": [
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{
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"Name": "ModelingToolsEditorMode",
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16
Source/SURREALISM.Target.cs
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16
Source/SURREALISM.Target.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class SURREALISMTarget : TargetRules
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{
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public SURREALISMTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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ExtraModuleNames.AddRange( new string[] { "SURREALISM" } );
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}
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}
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53
Source/SURREALISM/Item.cpp
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53
Source/SURREALISM/Item.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Item.h"
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#include "JournalWidget.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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AItem::AItem()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = false;
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}
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// Called when the game starts or when spawned
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void AItem::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AItem::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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FString AItem::get_item_name(){
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return item_name;
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}
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FString AItem::get_item_description(){
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return item_description;
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}
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void AItem::set_item_name(FString new_name){
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item_name = new_name;
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}
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void AItem::set_item_description(FString new_description){
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item_description = new_description;
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}
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void AItem::send_item_to_journal(){
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TArray<AActor*> FoundActors;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), UJournalWidget::StaticClass(), FoundActors);
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if (FoundActors.Num() > 0){
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UJournalWidget* journal_widget = Cast<UJournalWidget>(FoundActors[0]);
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journal_widget->add_to_journal(item_name, item_description);
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}
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}
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47
Source/SURREALISM/Item.h
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47
Source/SURREALISM/Item.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Item.generated.h"
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UCLASS(Blueprintable)
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class SURREALISM_API AItem : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AItem();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item")
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FString item_name = "Item name";
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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FString item_description = "Item description";
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UFUNCTION(BlueprintCallable,CallInEditor , Category = "Item")
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FString get_item_name();
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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FString get_item_description();
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void set_item_name(FString new_name);
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void set_item_description(FString new_description);
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void send_item_to_journal();
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};
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75
Source/SURREALISM/JournalPage.cpp
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75
Source/SURREALISM/JournalPage.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "JournalPage.h"
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#include "utils_functions.h"
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UJournalPage::UJournalPage()
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{
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max_page_entries = 10;
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page_entries = TArray<FJournalEntry>();
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}
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void UJournalPage::add_entry(FString entry_name, FString entry_description)
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{
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if (page_entries.Num() < max_page_entries)
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{
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FJournalEntry entry;
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entry.entry_name = entry_name;
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entry.entry_description = entry_description;
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page_entries.Add(entry);
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}
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return;
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}
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void UJournalPage::remove_entry(FString entry_name)
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{
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for (int i = 0; i < page_entries.Num(); i++)
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{
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if (page_entries[i].entry_name == entry_name)
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{
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page_entries.RemoveAt(i);
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return;
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}
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}
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return;
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}
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TArray<FString> UJournalPage::get_all_entries_names()
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{
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TArray<FString> entries_names;
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for (const auto& entry : page_entries)
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{
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entries_names.Add(entry.entry_name);
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}
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return entries_names;
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}
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TArray<FString> UJournalPage::get_all_entries_descriptions()
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{
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TArray<FString> entries_descriptions;
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for (const auto& entry : page_entries)
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{
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entries_descriptions.Add(entry.entry_description);
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}
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return entries_descriptions;
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}
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FString UJournalPage::get_entry_description(FString entry_name)
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{
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for (const auto& entry : page_entries)
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{
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if (entry.entry_name == entry_name)
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{
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return entry.entry_description;
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}
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}
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return FString("No description found");
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}
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int UJournalPage::get_number_of_entries()
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{
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return page_entries.Num();
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}
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45
Source/SURREALISM/JournalPage.h
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Source/SURREALISM/JournalPage.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "JournalPage.generated.h"
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USTRUCT(BlueprintType)
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struct FJournalEntry
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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FString entry_name;
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FString entry_description;
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};
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/**
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*
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*/
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UCLASS()
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class SURREALISM_API UJournalPage : public UObject
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{
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GENERATED_BODY()
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public:
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UJournalPage();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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TArray<FJournalEntry> page_entries;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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int32 max_page_entries;
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void add_entry(FString entry_name, FString entry_description);
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void remove_entry(FString entry_name);
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TArray<FString> get_all_entries_names();
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TArray<FString> get_all_entries_descriptions();
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int32 get_number_of_entries();
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FString get_entry_description(FString entry_name);
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};
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118
Source/SURREALISM/JournalWidget.cpp
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118
Source/SURREALISM/JournalWidget.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "JournalWidget.h"
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#include "JournalPage.h"
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#include "utils_functions.h"
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void UJournalWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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//UJournalPage* page = NewObject<UJournalPage>();
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//journal_pages.Add(page);
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//current_number_of_pages = journal_pages.Num();
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//current_page_number = 0;
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}
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void UJournalWidget::next_page()
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{
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if (current_page_number + 1 < max_pages)
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{
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current_page_number++;
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}
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}
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void UJournalWidget::previous_page()
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{
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if (current_page_number - 1 >= 0)
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{
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current_page_number--;
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}
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}
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void UJournalWidget::go_to_page(int page_number)
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{
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current_page_number = page_number;
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}
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void UJournalWidget::remove_page(int page_number)
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{
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if (page_number < current_number_of_pages)
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{
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journal_pages.RemoveAt(page_number);
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current_number_of_pages = journal_pages.Num();
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}
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}
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TArray<FString> UJournalWidget::get_current_page_entries_names()
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{
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if (current_page_number < current_number_of_pages)
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{
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return journal_pages[current_page_number]->get_all_entries_names();
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}
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return TArray<FString>();
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}
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FString UJournalWidget::get_entry_description(FString entry_name)
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{
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if (current_page_number < current_number_of_pages)
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{
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return journal_pages[current_page_number]->get_entry_description(entry_name);
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}
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return FString();
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}
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void UJournalWidget::clear_journal()
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{
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journal_pages.Empty();
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UJournalPage page = UJournalPage();
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journal_pages.Add(&page);
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current_number_of_pages = journal_pages.Num();
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}
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void UJournalWidget::add_to_journal(FString item_name, FString item_description)
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{
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for (int i = 0; i < current_number_of_pages; i++)
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{
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if (journal_pages[i]->get_number_of_entries() < journal_pages[i]->max_page_entries)
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{
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//utils_functions::debug_print("added item to page");
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journal_pages[i]->add_entry(item_name, item_description);
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return;
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}
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}
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UJournalPage* page = NewObject<UJournalPage>();
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page->add_entry(item_name, item_description);
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journal_pages.Add(page);
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current_number_of_pages = journal_pages.Num();
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return;
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}
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void UJournalWidget::print_current_page()
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{
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if (current_page_number < current_number_of_pages)
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{
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for (FString entry_name : journal_pages[current_page_number]->get_all_entries_names())
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{
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utils_functions::debug_print(TCHAR_TO_ANSI(*entry_name));
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FString entry_description = journal_pages[current_page_number]->get_entry_description(entry_name);
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utils_functions::debug_print(TCHAR_TO_ANSI(*entry_description));
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}
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}
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return;
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}
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int UJournalWidget::add_page()
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{
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UJournalPage* page = NewObject<UJournalPage>();
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journal_pages.Add(page);
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current_number_of_pages = journal_pages.Num();
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return current_number_of_pages;
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}
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int UJournalWidget::get_current_page_number()
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{
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return current_page_number;
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}
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68
Source/SURREALISM/JournalWidget.h
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68
Source/SURREALISM/JournalWidget.h
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// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
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#include "CoreMinimal.h"
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#include "Blueprint/UserWidget.h"
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#include "JournalPage.h"
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#include "JournalWidget.generated.h"
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/**
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*
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*/
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UCLASS(Blueprintable)
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class SURREALISM_API UJournalWidget : public UUserWidget
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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TArray<UJournalPage*> journal_pages;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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int max_pages = 10;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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int current_number_of_pages = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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int current_page_number = 0;
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void next_page();
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void previous_page();
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void go_to_page(int page_number);
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void remove_page(int page_number);
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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TArray<FString> get_current_page_entries_names();
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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FString get_entry_description(FString entry_name);
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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int add_page();
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void add_to_journal(FString item_name, FString item_description);
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void clear_journal();
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void print_current_page();
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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int get_current_page_number();
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virtual void NativeConstruct() override;
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};
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27
Source/SURREALISM/MyActor.cpp
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27
Source/SURREALISM/MyActor.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "MyActor.h"
|
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|
||||
// Sets default values
|
||||
AMyActor::AMyActor()
|
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{
|
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||
PrimaryActorTick.bCanEverTick = true;
|
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|
||||
}
|
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|
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// Called when the game starts or when spawned
|
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void AMyActor::BeginPlay()
|
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{
|
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Super::BeginPlay();
|
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|
||||
}
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// Called every frame
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void AMyActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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|
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}
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26
Source/SURREALISM/MyActor.h
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26
Source/SURREALISM/MyActor.h
Normal file
@ -0,0 +1,26 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "MyActor.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class SURREALISM_API AMyActor : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
AMyActor();
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
};
|
5
Source/SURREALISM/Private/MyUserWidget.cpp
Normal file
5
Source/SURREALISM/Private/MyUserWidget.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "MyUserWidget.h"
|
||||
|
17
Source/SURREALISM/Public/MyUserWidget.h
Normal file
17
Source/SURREALISM/Public/MyUserWidget.h
Normal file
@ -0,0 +1,17 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "MyUserWidget.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class SURREALISM_API UMyUserWidget : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
23
Source/SURREALISM/SURREALISM.Build.cs
Normal file
23
Source/SURREALISM/SURREALISM.Build.cs
Normal file
@ -0,0 +1,23 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class SURREALISM : ModuleRules
|
||||
{
|
||||
public SURREALISM(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(new string[] { });
|
||||
|
||||
// Uncomment if you are using Slate UI
|
||||
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
|
||||
|
||||
// Uncomment if you are using online features
|
||||
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
|
||||
|
||||
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
|
||||
}
|
||||
}
|
6
Source/SURREALISM/SURREALISM.cpp
Normal file
6
Source/SURREALISM/SURREALISM.cpp
Normal file
@ -0,0 +1,6 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "SURREALISM.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, SURREALISM, "SURREALISM" );
|
6
Source/SURREALISM/SURREALISM.h
Normal file
6
Source/SURREALISM/SURREALISM.h
Normal file
@ -0,0 +1,6 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
9
Source/SURREALISM/utils_functions.cpp
Normal file
9
Source/SURREALISM/utils_functions.cpp
Normal file
@ -0,0 +1,9 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "utils_functions.h"
|
||||
|
||||
void utils_functions::debug_print(const char* str, float duration)
|
||||
{
|
||||
if (GEngine)GEngine->AddOnScreenDebugMessage(-1, duration, FColor::Red, FString(str));
|
||||
}
|
15
Source/SURREALISM/utils_functions.h
Normal file
15
Source/SURREALISM/utils_functions.h
Normal file
@ -0,0 +1,15 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
class SURREALISM_API utils_functions
|
||||
{
|
||||
public:
|
||||
|
||||
static void debug_print(const char*, float duration = 5.f);
|
||||
};
|
15
Source/SURREALISMEditor.Target.cs
Normal file
15
Source/SURREALISMEditor.Target.cs
Normal file
@ -0,0 +1,15 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
using UnrealBuildTool;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class SURREALISMEditorTarget : TargetRules
|
||||
{
|
||||
public SURREALISMEditorTarget(TargetInfo Target) : base(Target)
|
||||
{
|
||||
Type = TargetType.Editor;
|
||||
DefaultBuildSettings = BuildSettingsVersion.V4;
|
||||
|
||||
ExtraModuleNames.AddRange( new string[] { "SURREALISM" } );
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user