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发表于 2022-2-25 20:53:46 | 显示全部楼层 |阅读模式
  1. // Copyright Epic Games, Inc. All Rights Reserved.

  2. #pragma once

  3. #include "CoreMinimal.h"
  4. #include "Modules/ModuleManager.h"
  5. #include "Materials/MaterialExpressionMakeMaterialAttributes.h"

  6. class FToolBarBuilder;
  7. class FMenuBuilder;

  8. class FLigaPowerToolsModule : public IModuleInterface
  9. {
  10. public:

  11.         /** IModuleInterface implementation */
  12.         virtual void StartupModule() override;
  13.         virtual void ShutdownModule() override;
  14.        
  15.         /** This function will be bound to Command (by default it will bring up plugin window) */
  16.         void PluginButtonClicked();
  17.         TSharedPtr<IDetailsView> ConfigPanel;
  18.         FString InContent(const FString& RelativePath, const ANSICHAR* Extension);
  19.         bool GetFloatByName(UObject* Target, FName VarName, float& outFloat);
  20.         bool SetFloatByName(UObject* Target, FName VarName, float NewValue, float& outFloat);
  21.         AActor* FFindActor(FString ActorName);
  22.         UObject* DuplicateAsset(const FString& BaseAssetPath, const FString& BaseAssetName, UObject* ObjectToDuplicate);
  23.         TArray<FString> TS;
  24.         TArray<FString> TS_wind;
  25.         void GetWeatherAccum();
  26.         void GetWeatherWindDri();
  27.         void SetTheFloatValue(float value);
  28.         float GetStructAttr(UObject* ObjectWithVector, FName structname, FName prosFullName);
  29.         float SetStructAttr(UObject* ObjectWithVector, FName structname, FName prosFullName, float NewValue);
  30.         FVector SetVectorStructAttr(UObject* ObjectWithVector, FName structname, FName prosFullName, FVector NewValue);
  31.         bool bIsFollow = true;
  32.         void MyOnCheckStateChanged(ECheckBoxState emState);
  33. private:
  34.         FReply addImage();
  35.         FReply GetWindPower();
  36.         FReply SpawnAObj();
  37.         FReply AddmainObj();
  38.         FReply SelMainObj();
  39.         AActor* actorget;
  40.         //AActor* weatherget;
  41.         //AActor* rainget;
  42.         //AActor* snowget;
  43.         void AddWetherObj(TCHAR* objname,bool IsSel);
  44.         void  MyHandleOnValueChanged(float InValue);
  45.         void RegisterMenus();
  46.         void AddLigasEditorMenu(FMenuBarBuilder& MenuBarBuilder);
  47.         void AddLigasMainMenuExtension(FMenuBuilder& MenuBuilder);
  48.         TSharedPtr<FExtender> MainMenuExtender;
  49.         TSharedRef<class SDockTab> OnSpawnPluginTab(const class FSpawnTabArgs& SpawnTabArgs);
  50.         void OnFinishedChangingProperties(const FPropertyChangedEvent& PropertyChangedEvent);
  51.         void str_replace(FString& SrcString, FString& sss, FString& srp);
  52. private:
  53.         TSharedPtr<class FUICommandList> PluginCommands;
  54.         FReply AddSnowGraph();
  55.         FReply AddRainObj();
  56.         FReply AddSnowObj();
  57.         FReply AddHaliObj();
  58.         FReply AddDustObj();
  59.         FReply AddSandStormObj();
  60.         FReply AddOcclusionObj();
  61.         FExpressionInput* CheckTheMaterialAttr(EMaterialProperty index, UMaterialExpressionMakeMaterialAttributes* MMAttr);
  62.        
  63. };
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