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Code/EditorPlugins/ProcGen/EditorPluginProcGen/ProcGenGraphAsset/ProcGenNodeManager.h
32 строки
1 KB
C-Core
Array usage cleanup (#1864)
11 мар 2026, 23:44
Не верифицирован
11 мар 2026, 23:44
f7cb730
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#pragma once #include <Foundation/Basics.h> #include <GuiFoundation/VisualGraph/Connection.h> #include <GuiFoundation/VisualGraph/Node.h> #include <GuiFoundation/VisualGraph/Pin.h> #include <GuiFoundation/VisualGraph/Scene.moc.h> /// Visual graph pin for procedural generation nodes. /// /// Basic pin implementation for procedural generation graphs without additional metadata. class ezProcGenPin : public ezVisualGraphPin { EZ_ADD_DYNAMIC_REFLECTION(ezProcGenPin, ezVisualGraphPin); public: using ezVisualGraphPin::ezVisualGraphPin; }; /// Object manager for procedural generation graphs. /// /// Manages nodes and connections for procedural generation systems, such as terrain generation or placement rules. /// Validates connections between different types of procedural generation nodes. class ezProcGenNodeManager : public ezVisualGraphObjectManager { public: virtual bool InternalIsNode(const ezDocumentObject* pObject) const override; virtual void InternalCreatePins(const ezDocumentObject* pObject, NodeInternal& ref_node) override; virtual void GetCreateableTypes(ezDynamicArray<const ezRTTI*>& out_types) const override; virtual ezStatus InternalCanConnect(const ezVisualGraphPin& source, const ezVisualGraphPin& target, CanConnectResult& out_result) const override; };