private void CreateAsset_btn_Click(object sender, RoutedEventArgs e)
        {
            if (ProjectSelector.Validate() && EditorModuleSelector.Validate())
            {
                string ModuleDirectory = EditorModuleSelector.Directory;
                string InitFile        = File.ReadAllText(ModuleDirectory + "/Private/" + EditorModuleSelector.FileName.Substring(0, EditorModuleSelector.FileName.IndexOf(".")) + ".cpp");
                string BuildFile       = File.ReadAllText(EditorModuleSelector.FullPathAndFile);

                if (BuildFile.IndexOf("UnrealEd") != -1)
                {
                    if (GlobalFunction.ProjectBackupPrompt(ProjectSelector.Directory, ProjectSelector.FileName))
                    {
                        CreateNewCustomAsset();
                        if (UseAssetType_CB.IsChecked)
                        {
                            CreateAssetActions();
                        }

                        MessageBox.Show("Your new factory class and object have been created");
                        if (UseAssetType_CB.IsChecked)
                        {
                            MessageBox.Show("An FAssetTypeActions_Base class has been created. Remember to included the required dependencies and registered with the \"AssetTools\" module");
                        }

                        Tutorial Temp = new Tutorial();
                        Temp.Show();
                        Close();
                    }
                }
                else
                {
                    MessageBox.Show("Your selected module must be of type editor and include UnrealEd");
                }
            }
        }
Esempio n. 2
0
 private void CreateModule_btn_Click(object sender, RoutedEventArgs e)
 {
     if (ProjectSelector.Validate() && NewModuleName.Validate())
     {
         if (GlobalFunction.ProjectBackupPrompt(ProjectSelector.Directory, ProjectSelector.FileName))
         {
             CreateNewModule();
             MessageBox.Show("Your new module has been created\nFollow steps on next pages to open your project for the first time");
             Tutorial Temp = new Tutorial();
             Temp.Show();
             Close();
         }
     }
 }
Esempio n. 3
0
 private void RenameClass_btn_Click(object sender, RoutedEventArgs e)
 {
     if (ProjectSelector.Validate() && ClassSelector.Validate() && NameSelector.Validate())
     {
         if (GlobalFunction.ProjectBackupPrompt(ProjectSelector.Directory, ProjectSelector.FileName))
         {
             RenameClassAndReferences();
             MessageBox.Show("Your class has been renamed\nFollow steps on next page to open your project for the first time");
             Tutorial Temp = new Tutorial();
             Temp.Show();
             Close();
         }
     }
 }
Esempio n. 4
0
 private void RenameProject_btn_Click(object sender, RoutedEventArgs e)
 {
     if (ProjectSelector.Validate() && NameSelectorRef.Validate())
     {
         if (!ProjectSelector.FileName.Equals(NameSelectorRef.InputText))
         {
             if (GlobalFunction.ProjectBackupPrompt(ProjectSelector.Directory, ProjectSelector.FileName))
             {
                 RenameProjectFiles();
                 MessageBox.Show("Your project has been renamed\nFollow steps on next page to open your project for the first time");
                 Tutorial Temp = new Tutorial();
                 Temp.Show();
                 Close();
             }
         }
         else
         {
             MessageBox.Show("You must select a new name to continue");
         }
     }
 }
Esempio n. 5
0
        private void CreateAsset_btn_Click(object sender, RoutedEventArgs e)
        {
            string BuildFile = File.ReadAllText(EditorModuleSelector.FullPathAndFile);

            if (BuildFile.IndexOf("UnrealEd") != -1)
            {
                if (ProjectSelector.Validate() && NewAssetName.Validate())
                {
                    if (GlobalFunction.ProjectBackupPrompt(ProjectSelector.Directory, ProjectSelector.FileName))
                    {
                        CreateNewCustomAsset();
                        MessageBox.Show("Your new factory class and object have been created\nFollow the steps on next pages to open your project for the first time");
                        MessageBox.Show("Your asset can be found under the miscellaneous tab in the new asset window");
                        Tutorial Temp = new Tutorial();
                        Temp.Show();
                        Close();
                    }
                }
            }
            else
            {
                MessageBox.Show("Your selected module must be of type editor and include UnrealEd");
            }
        }