// Fill out your copyright notice in the Description page of Project Settings. #include "ItemDataAsset.h" #include "Components/StaticMeshComponent.h" #if WITH_EDITOR #include "Misc/DataValidation.h" #endif #define LOCTEXT_NAMESPACE "ItemData" void UItemDataAsset::ApplyWorldVisualsTo(UStaticMeshComponent* Component) const { if (!Component) { return; } Component->SetStaticMesh(WorldMesh); // SetMaterial(0, nullptr) ne "retire" pas le materiau, il pose un slot vide // et le mesh devient gris damier. Sans override, on ne touche a rien et le // mesh garde le sien. if (WorldMeshMaterial) { Component->SetMaterial(0, WorldMeshMaterial); } } #if WITH_EDITOR EDataValidationResult UItemDataAsset::IsDataValid(FDataValidationContext& Context) const { EDataValidationResult Result = Super::IsDataValid(Context); if (bCanBeCooked && !CookedResult) { Context.AddError(LOCTEXT("CookNoResult", "'Can Be Cooked' is checked but no 'Cooked Result' is assigned: this item would sit on the fire forever without ever changing.")); Result = EDataValidationResult::Invalid; } if (bCanBurn && !BurntResult) { Context.AddError(LOCTEXT("BurnNoResult", "'Can Burn' is checked but no 'Burnt Result' is assigned.")); Result = EDataValidationResult::Invalid; } // Une chaine qui reboucle sur elle-meme ne plante pas, elle tourne : la // station re-arme un timer identique a chaque etape et le joueur voit un // objet qui ne finit jamais de cuire. Impossible a diagnostiquer en jeu. if (CookedResult == this) { Context.AddError(LOCTEXT("CookSelfResult", "'Cooked Result' points back to this asset: the item would cook into itself, endlessly.")); Result = EDataValidationResult::Invalid; } if (BurntResult == this) { Context.AddError(LOCTEXT("BurnSelfResult", "'Burnt Result' points back to this asset: the item would burn into itself, endlessly.")); Result = EDataValidationResult::Invalid; } // Un objet a charges ne s'empile pas (voir GetEffectiveMaxStack). Le poser // sur le feu reste possible, mais la charge entamee suit l'exemplaire et le // resultat en herite : autant que ce soit un choix, pas une surprise. if (MaxUses > 1 && bCanBeCooked) { Context.AddWarning(LOCTEXT("CookableWithCharges", "This item has multiple uses AND can be cooked. The remaining charges follow the item through cooking, which is rarely what you want for food.")); } return Result; } #endif #undef LOCTEXT_NAMESPACE