Added 'ReadLuaValues', initialized with a copy of LuaCallNode
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65
Source/Integration/ReadLuaValues.h
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65
Source/Integration/ReadLuaValues.h
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#pragma once
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#include "LuprexK2Node.h"
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#include "ReadLuaValues.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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class FString;
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class UEdGraph;
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class UObject;
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//
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// The Lua Call K2Node.
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//
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UCLASS(MinimalAPI)
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class UK2Node_ReadLuaValues : public UlxK2Node
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{
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GENERATED_BODY()
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public:
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//~ Begin UEdGraphNode Interface.
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virtual void AllocateDefaultPins() override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual bool ShouldShowNodeProperties() const override { return true; }
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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virtual FText GetTooltipText() const override;
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virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override;
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//~ End UEdGraphNode Interface.
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//~ Begin UK2Node Interface.
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virtual bool IsNodePure() const override { return false; }
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virtual void ReconstructNode() override;
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
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virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
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//~ End UK2Node Interface.
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private:
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virtual bool IsInvoke() const { return true; }
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/** Pin Names for the three built-in Pins **/
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static const FName FunctionPinName;
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static const FName PlacePinName;
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static const FName ExtraResultsPinName;
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static const FName ErrorPinName;
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private:
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// Whenever the function value changes, we call
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// ReconstructNode, which backs up the value into this
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// property. This cache is needed because during
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// ReconstructNode, we blow away the function pin. The
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// function pin is also absent when the node is first
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// created.
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//
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UPROPERTY()
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FString LuaFunctionPrototype = TEXT("class.func(int arg1, int arg2) : int ret1, int ret2");
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};
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