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110 lines
3.2 KiB
C++
110 lines
3.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "DetailCustomizationsPrivatePCH.h"
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#include "ParticleSystemComponentDetails.h"
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#include "Particles/Emitter.h"
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#include "Particles/ParticleSystemComponent.h"
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#define LOCTEXT_NAMESPACE "ParticleSystemComponentDetails"
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TSharedRef<IDetailCustomization> FParticleSystemComponentDetails::MakeInstance()
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{
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return MakeShareable(new FParticleSystemComponentDetails);
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}
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void FParticleSystemComponentDetails::CustomizeDetails(IDetailLayoutBuilder& InDetailLayout)
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{
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this->DetailLayout = &InDetailLayout;
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InDetailLayout.EditCategory("Particles", FText::GetEmpty(), ECategoryPriority::Important);
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IDetailCategoryBuilder& CustomCategory = InDetailLayout.EditCategory("EmitterActions", NSLOCTEXT("ParticleSystemComponentDetails", "EmitterActionCategoryName", "Emitter Actions"), ECategoryPriority::Important);
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CustomCategory.AddCustomRow(FText::GetEmpty())
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.WholeRowContent()
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.HAlign(HAlign_Left)
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[
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SNew( SBox )
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.MaxDesiredWidth(300.f)
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[
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SNew(SUniformGridPanel)
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.SlotPadding(2.0f)
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+ SUniformGridPanel::Slot(0, 0)
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[
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SNew(SButton)
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.OnClicked(this, &FParticleSystemComponentDetails::OnAutoPopulateClicked)
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.ToolTipText(NSLOCTEXT("ParticleSystemComponentDetails", "AutoPopulateButtonTooltip", "Copies properties from the source particle system into the instanced parameters of this system"))
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.HAlign(HAlign_Center)
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[
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SNew(STextBlock)
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.Text(NSLOCTEXT("ParticleSystemComponentDetails", "AutoPopulateButton", "Expose Parameter"))
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]
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]
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+ SUniformGridPanel::Slot(1, 0)
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[
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SNew(SButton)
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.OnClicked(this, &FParticleSystemComponentDetails::OnResetEmitter)
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.ToolTipText(NSLOCTEXT("ParticleSystemComponentDetails", "ResetEmitterButtonTooltip", "Resets the selected particle system."))
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.HAlign(HAlign_Center)
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[
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SNew(STextBlock)
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.Text(NSLOCTEXT("ParticleSystemComponentDetails", "ResetEmitterButton", "Reset Emitter"))
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]
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]
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]
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];
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}
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FReply FParticleSystemComponentDetails::OnAutoPopulateClicked()
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{
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const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout->GetDetailsView().GetSelectedObjects();
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for (int32 Idx = 0; Idx < SelectedObjects.Num(); ++Idx)
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{
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if (SelectedObjects[Idx].IsValid())
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{
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if (UParticleSystemComponent* PSC = Cast<UParticleSystemComponent>(SelectedObjects[Idx].Get()))
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{
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PSC->AutoPopulateInstanceProperties();
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}
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else if (AEmitter* Emitter = Cast<AEmitter>(SelectedObjects[Idx].Get()))
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{
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Emitter->AutoPopulateInstanceProperties();
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}
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}
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}
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return FReply::Handled();
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}
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FReply FParticleSystemComponentDetails::OnResetEmitter()
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{
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const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout->GetDetailsView().GetSelectedObjects();
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// Iterate over selected Actors.
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for (int32 Idx = 0; Idx < SelectedObjects.Num(); ++Idx)
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{
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if (SelectedObjects[Idx].IsValid())
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{
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UParticleSystemComponent* PSC = Cast<UParticleSystemComponent>(SelectedObjects[Idx].Get());
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if (!PSC)
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{
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if (AEmitter* Emitter = Cast<AEmitter>(SelectedObjects[Idx].Get()))
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{
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PSC = Emitter->GetParticleSystemComponent();
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}
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}
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if (PSC)
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{
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PSC->ResetParticles();
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PSC->ActivateSystem();
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}
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}
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}
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return FReply::Handled();
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}
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#undef LOCTEXT_NAMESPACE
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