Network total reforge. Team-List and Race-Data handled

This commit is contained in:
2025-06-29 19:04:36 +02:00
parent 3a45d4c3b7
commit 81bf37639b
92 changed files with 3736 additions and 4202 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
/**
*
*/
class FDTFluxAssetModelTypeActions : public FAssetTypeActions_Base
{
public:
FDTFluxAssetModelTypeActions(EAssetTypeCategories::Type InCategory): Category(InCategory){};
public:
virtual UClass* GetSupportedClass() const override;
virtual FText GetName() const override;
virtual FColor GetTypeColor() const override;
virtual uint32 GetCategories() override;
virtual void OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor = TSharedPtr<IToolkitHost>()) override;
private:
EAssetTypeCategories::Type Category;
};

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#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
/**
* @module DTFluxAssetsEditorModule
* @details DTFlux Project is a framework to integrate all kind of events data from
* multiple API (stopwatch servers, etc...) or manually to unreal motion design platform
* to create live audiovisual shows.
* @brief This module provides all editor and ui tools.
* @license See LICENSE.TXT at the of DTFluxAPI plugin folder or at
* @see https://github.com/A2MSystemes/DTFluxAPI/blob/main/LICENSE
* @author Ange-Marie MAURIN
*/
class FDTFluxAssetModelTypeActions;
DTFLUXASSETSEDITOR_API DECLARE_LOG_CATEGORY_EXTERN(logDTFluxAssetEditor, Log, All);
class FDTFluxAssetsEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
TSharedPtr<FDTFluxAssetModelTypeActions> DTFluxAssetModelActions;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "DTFluxModelAssetFactory.generated.h"
/**
*
*/
UCLASS()
class DTFLUXASSETSEDITOR_API UDTFluxModelAssetFactory : public UFactory
{
GENERATED_BODY()
public:
UDTFluxModelAssetFactory(const FObjectInitializer& ObjectInitializer);
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
};