Add Games File

This commit is contained in:
Ivan Anikin
2026-05-19 13:42:41 +07:00
parent 7908479e0c
commit 12e7e22c1a
3672 changed files with 125922 additions and 0 deletions
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Factories/DirectorPromptDataAssetFactory.h"
#include "FunnyGirlEditorModule.h"
#include "LLM/DirectorPromptDataAsset.h"
#define LOCTEXT_NAMESPACE "DirectorPromptDataAssetFactory"
UDirectorPromptDataAssetFactory::UDirectorPromptDataAssetFactory()
{
SupportedClass = UDirectorPromptDataAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UDirectorPromptDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UDirectorPromptDataAsset>(InParent, InClass, InName, Flags);
}
FText UDirectorPromptDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("DisplayName", "Director Prompt");
}
uint32 UDirectorPromptDataAssetFactory::GetMenuCategories() const
{
return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
}
bool UDirectorPromptDataAssetFactory::ShouldShowInNewMenu() const
{
return true;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Factories/Factory.h"
#include "DirectorPromptDataAssetFactory.generated.h"
UCLASS(hidecategories = Object)
class UDirectorPromptDataAssetFactory : public UFactory
{
GENERATED_BODY()
public:
UDirectorPromptDataAssetFactory();
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
virtual uint32 GetMenuCategories() const override;
virtual bool ShouldShowInNewMenu() const override;
};
@@ -0,0 +1,40 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Factories/DirectorToolBlueprintFactory.h"
#include "Engine/Blueprint.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "FunnyGirlEditorModule.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "LLM/BrainToolBase.h"
#define LOCTEXT_NAMESPACE "DirectorToolBlueprintFactory"
UDirectorToolBlueprintFactory::UDirectorToolBlueprintFactory()
{
SupportedClass = UBlueprint::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UDirectorToolBlueprintFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return FKismetEditorUtilities::CreateBlueprint(UBrainToolBase::StaticClass(), InParent, InName, BPTYPE_Normal, UBlueprint::StaticClass(), UBlueprintGeneratedClass::StaticClass());
}
FText UDirectorToolBlueprintFactory::GetDisplayName() const
{
return LOCTEXT("DisplayName", "Brain Tool");
}
uint32 UDirectorToolBlueprintFactory::GetMenuCategories() const
{
return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
}
bool UDirectorToolBlueprintFactory::ShouldShowInNewMenu() const
{
return true;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Factories/Factory.h"
#include "DirectorToolBlueprintFactory.generated.h"
UCLASS(hidecategories = Object)
class UDirectorToolBlueprintFactory : public UFactory
{
GENERATED_BODY()
public:
UDirectorToolBlueprintFactory();
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
virtual uint32 GetMenuCategories() const override;
virtual bool ShouldShowInNewMenu() const override;
};
@@ -0,0 +1,37 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Factories/IdentityDataAssetFactory.h"
#include "FunnyGirlEditorModule.h"
#include "LLM/IdentityDataAsset.h"
#define LOCTEXT_NAMESPACE "IdentityDataAssetFactory"
UIdentityDataAssetFactory::UIdentityDataAssetFactory()
{
SupportedClass = UIdentityDataAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UIdentityDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UIdentityDataAsset>(InParent, InClass, InName, Flags);
}
FText UIdentityDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("DisplayName", "Identity");
}
uint32 UIdentityDataAssetFactory::GetMenuCategories() const
{
return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
}
bool UIdentityDataAssetFactory::ShouldShowInNewMenu() const
{
return true;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Factories/Factory.h"
#include "IdentityDataAssetFactory.generated.h"
UCLASS(hidecategories = Object)
class UIdentityDataAssetFactory : public UFactory
{
GENERATED_BODY()
public:
UIdentityDataAssetFactory();
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
virtual uint32 GetMenuCategories() const override;
virtual bool ShouldShowInNewMenu() const override;
};
@@ -0,0 +1,37 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Factories/LLMProviderDataAssetFactory.h"
#include "FunnyGirlEditorModule.h"
#include "LLM/LLMProviderDataAsset.h"
#define LOCTEXT_NAMESPACE "LLMProviderDataAssetFactory"
ULLMProviderDataAssetFactory::ULLMProviderDataAssetFactory()
{
SupportedClass = ULLMProviderDataAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* ULLMProviderDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<ULLMProviderDataAsset>(InParent, InClass, InName, Flags);
}
FText ULLMProviderDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("DisplayName", "LLM Provider");
}
uint32 ULLMProviderDataAssetFactory::GetMenuCategories() const
{
return FFunnyGirlEditorModule::GetLLMAssetCategory();
}
bool ULLMProviderDataAssetFactory::ShouldShowInNewMenu() const
{
return true;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Factories/Factory.h"
#include "LLMProviderDataAssetFactory.generated.h"
UCLASS(hidecategories = Object)
class ULLMProviderDataAssetFactory : public UFactory
{
GENERATED_BODY()
public:
ULLMProviderDataAssetFactory();
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
virtual uint32 GetMenuCategories() const override;
virtual bool ShouldShowInNewMenu() const override;
};
@@ -0,0 +1,37 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Factories/PersonalityTraitDataAssetFactory.h"
#include "FunnyGirlEditorModule.h"
#include "Identity/PersonalityTraitDataAsset.h"
#define LOCTEXT_NAMESPACE "PersonalityTraitDataAssetFactory"
UPersonalityTraitDataAssetFactory::UPersonalityTraitDataAssetFactory()
{
SupportedClass = UPersonalityTraitDataAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UPersonalityTraitDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UPersonalityTraitDataAsset>(InParent, InClass, InName, Flags);
}
FText UPersonalityTraitDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("DisplayName", "Personality Trait");
}
uint32 UPersonalityTraitDataAssetFactory::GetMenuCategories() const
{
return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
}
bool UPersonalityTraitDataAssetFactory::ShouldShowInNewMenu() const
{
return true;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Factories/Factory.h"
#include "PersonalityTraitDataAssetFactory.generated.h"
UCLASS(hidecategories = Object)
class UPersonalityTraitDataAssetFactory : public UFactory
{
GENERATED_BODY()
public:
UPersonalityTraitDataAssetFactory();
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
virtual uint32 GetMenuCategories() const override;
virtual bool ShouldShowInNewMenu() const override;
};
@@ -0,0 +1,37 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Factories/SystemEventDataAssetFactory.h"
#include "FunnyGirlEditorModule.h"
#include "LLM/SystemEventDataAsset.h"
#define LOCTEXT_NAMESPACE "SystemEventDataAssetFactory"
USystemEventDataAssetFactory::USystemEventDataAssetFactory()
{
SupportedClass = USystemEventDataAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* USystemEventDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<USystemEventDataAsset>(InParent, InClass, InName, Flags);
}
FText USystemEventDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("DisplayName", "System Event");
}
uint32 USystemEventDataAssetFactory::GetMenuCategories() const
{
return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
}
bool USystemEventDataAssetFactory::ShouldShowInNewMenu() const
{
return true;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Factories/Factory.h"
#include "SystemEventDataAssetFactory.generated.h"
UCLASS(hidecategories = Object)
class USystemEventDataAssetFactory : public UFactory
{
GENERATED_BODY()
public:
USystemEventDataAssetFactory();
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
virtual uint32 GetMenuCategories() const override;
virtual bool ShouldShowInNewMenu() const override;
};
@@ -0,0 +1,37 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Factories/WorldContextDataAssetFactory.h"
#include "FunnyGirlEditorModule.h"
#include "World/WorldContextDataAsset.h"
#define LOCTEXT_NAMESPACE "WorldContextDataAssetFactory"
UWorldContextDataAssetFactory::UWorldContextDataAssetFactory()
{
SupportedClass = UWorldContextDataAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UWorldContextDataAssetFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UWorldContextDataAsset>(InParent, InClass, InName, Flags);
}
FText UWorldContextDataAssetFactory::GetDisplayName() const
{
return LOCTEXT("DisplayName", "World Context");
}
uint32 UWorldContextDataAssetFactory::GetMenuCategories() const
{
return FFunnyGirlEditorModule::GetNarrativeAssetCategory();
}
bool UWorldContextDataAssetFactory::ShouldShowInNewMenu() const
{
return true;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Factories/Factory.h"
#include "WorldContextDataAssetFactory.generated.h"
UCLASS(hidecategories = Object)
class UWorldContextDataAssetFactory : public UFactory
{
GENERATED_BODY()
public:
UWorldContextDataAssetFactory();
virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual FText GetDisplayName() const override;
virtual uint32 GetMenuCategories() const override;
virtual bool ShouldShowInNewMenu() const override;
};