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