Add DialogueSystemEditor Module for Tree Factory
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using UnrealBuildTool;
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public class DialogueSystemEditor : ModuleRules
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{
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public DialogueSystemEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[]
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{
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"EndlessVendetta/DialogueSystem"
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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"UnrealEd",
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"GenericGraphRuntime",
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"EndlessVendetta"
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}
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);
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}
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}
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#include "DialogueSystemEditor.h"
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#define LOCTEXT_NAMESPACE "FDialogueSystemEditorModule"
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void FDialogueSystemEditorModule::StartupModule()
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{
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}
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void FDialogueSystemEditorModule::ShutdownModule()
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{
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FDialogueSystemEditorModule, DialogueSystemEditor)
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#include "DialogueTreeFactory.h"
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#include "DialogueTree.h"
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#define LOCTEXT_NAMESPACE "DialogueSessionFactory"
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UDialogueTreeFactory::UDialogueTreeFactory()
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{
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bCreateNew = true;
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bEditAfterNew = true;
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SupportedClass = UDialogueTree::StaticClass();
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}
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UObject* UDialogueTreeFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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return NewObject<UObject>(InParent, Class, Name, Flags | RF_Transactional);
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}
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FText UDialogueTreeFactory::GetDisplayName() const
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{
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return LOCTEXT("FactoryName", "Dialogue Tree");
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}
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FString UDialogueTreeFactory::GetDefaultNewAssetName() const
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{
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return "DialogueTree";
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}
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#undef LOCTEXT_NAMESPACE
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#pragma once
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#include "CoreMinimal.h"
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#include "Factories/Factory.h"
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#include "DialogueTreeFactory.generated.h"
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UCLASS()
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class UDialogueTreeFactory : public UFactory
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{
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GENERATED_BODY()
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public:
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UDialogueTreeFactory();
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virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
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virtual FText GetDisplayName() const override;
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virtual FString GetDefaultNewAssetName() const override;
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};
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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class FDialogueSystemEditorModule : public IModuleInterface
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{
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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