Finished implementing the ReadLuaValues K2Node
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@@ -1,3 +1,12 @@
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////////////////////////////////////////////////////////////
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//
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// ReadLuaValues.h
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//
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// K2Node that reads typed values from a UlxLuaValues array.
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// Takes a prototype string like "string x, float y, int z"
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// and creates output pins with the appropriate types.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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@@ -10,10 +19,6 @@ 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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@@ -42,24 +47,20 @@ public:
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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 PrototypePinName;
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static const FName InputValuesPinName;
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static const FName RemainingPinName;
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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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// Whenever the prototype pin 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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// ReconstructNode, we blow away the prototype pin. The
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// prototype 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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FString ValuePrototype = TEXT("string x, float y, int z");
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};
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