Files
Unreal_EmberWild/Source/Survival_projet/Private/ItemDataAsset.cpp
T

77 lines
2.4 KiB
C++

// 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