// Copyright 2019-Present LexLiu. All Rights Reserved. #include "DetailCustomization/UISpriteSequencePlayerCustomization.h" #include "Extensions/UISpriteSequencePlayer.h" #include "LGUIEditorUtils.h" #include "LGUIEditorModule.h" #include "DetailLayoutBuilder.h" #include "DetailCategoryBuilder.h" #include "Core/ActorComponent/UISpriteBase.h" #define LOCTEXT_NAMESPACE "UISpriteSequencePlayerCustomization" TSharedRef FUISpriteSequencePlayerCustomization::MakeInstance() { return MakeShareable(new FUISpriteSequencePlayerCustomization); } void FUISpriteSequencePlayerCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { TArray> targetObjects; DetailBuilder.GetObjectsBeingCustomized(targetObjects); TargetScriptPtr = Cast(targetObjects[0].Get()); if (TargetScriptPtr == nullptr) { UE_LOG(LGUIEditor, Log, TEXT("[UISpriteSequencePlayerCustomization]Get TargetScript is null")); return; } LGUIEditorUtils::ShowError_RequireComponent(&DetailBuilder, TargetScriptPtr.Get(), UUISpriteBase::StaticClass()); } #undef LOCTEXT_NAMESPACE