This commit is contained in:
vinfamy 2017-12-15 01:39:02 +07:00
parent f2b56ede39
commit 553e929487
75 changed files with 200 additions and 1 deletions

1
.gitignore vendored
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@ -14,6 +14,7 @@ Saved
*.xcworkspace
Content/StreetMap/*
Content/Characters/*
Plugins/StreetMap/Binaries/*
Plugins/StreetMap/Intermediate/*
Content/StreetMap/CentralLondon.uasset

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@ -12,6 +12,9 @@ GameInstanceClass=/Game/BPs/GI.GI_C
GameDefaultMap=/Game/Scenes/CentralLondon.CentralLondon
EditorStartupMap=/Game/Scenes/CentralLondon.CentralLondon
[/Script/Engine.RendererSettings]
r.DefaultFeature.AntiAliasing=2
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
@ -53,4 +56,3 @@ AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10

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25
DesignIdeas.txt Normal file
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@ -0,0 +1,25 @@
Stats (0 - 100)
From Red to Green
Short-term
1. Mood
2. Energy
3. Arousal
Long-term (regular activity increases, if not, deteriorate)
1. Attractiveness
2. Fitness
3. Intelligence
4. Interpersonal Skills
5. Perversion
Inventory
1. Money (in local currency)
2. Apparel (buff to attractiveness, with tags for work, formal, casual, sports etc)
3. All other items
Effect:
1. Hungry
2. Ill
3. Injured

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@ -0,0 +1 @@
Hello

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@ -0,0 +1,23 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "ModdingPlus",
"Description": "Expands UE4's modding capacity",
"Category": "Other",
"CreatedBy": "Vinfamy",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"Installed": false,
"Modules": [
{
"Name": "ModdingPlus",
"Type": "Developer",
"LoadingPhase": "Default"
}
]
}

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@ -0,0 +1,55 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ModdingPlus : ModuleRules
{
public ModdingPlus(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
"ModdingPlus/Public"
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"ModdingPlus/Private",
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}

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@ -0,0 +1,55 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "ModdingPlus.h"
#define LOCTEXT_NAMESPACE "FModdingPlusModule"
/**
void FModdingPlusModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FModdingPlusModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
*/
bool UModdingPlus::GetAllFilesFromFolder(TArray<FString>& Files, FString RootFolderFullPath, FString Ext)
{
if(RootFolderFullPath.Len() < 1) return false;
// FPaths::NormalizeDirectoryName(RootFolderFullPath);
//RootFolderFullPath = FPaths::ConvertRelativePathToFull(RootFolderFullPath);
IFileManager& FileManager = IFileManager::Get();
FString RelativePath = FPaths::GameDir();
FString FullPath = FileManager.ConvertToAbsolutePathForExternalAppForRead(*RelativePath);
if(Ext == "")
{
Ext = "*.*";
}
else
{
Ext = (Ext.Left(1) == ".") ? "*" + Ext : "*." + Ext;
}
FString FinalPath = FullPath + "/" + RootFolderFullPath + "/" + Ext;
FileManager.FindFiles(Files, *FinalPath, true, false);
return true;
}
bool UModdingPlus::LoadTxt(FString FileNameA, FString& SaveTextA)
{
return FFileHelper::LoadFileToString(SaveTextA, *(FPaths::GameDir() + FileNameA));
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FModdingPlusModule, ModdingPlus)

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@ -0,0 +1,30 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ModuleManager.h"
#include "ModdingPlus.generated.h"
class FModdingPlusModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
//virtual void StartupModule() override;
//virtual void ShutdownModule() override;
};
UCLASS()
class UModdingPlus : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category = "ModdingPlus")
static bool GetAllFilesFromFolder(TArray<FString>& Files, FString RootFolderFullPath, FString Ext);
UFUNCTION(BlueprintPure, Category = "ModdingPlus", meta = (Keywords = "LoadTxt"))
static bool LoadTxt(FString FileNameA, FString& SaveTextA);
};

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@ -380,6 +380,12 @@ bool FOSMFile::ProcessAttribute( const TCHAR* AttributeName, const TCHAR* Attrib
}
*/
else if( !FCString::Stricmp( CurrentWayTagKey, TEXT( "shop" ) ) )
{
CurrentWayInfo->WayType = EOSMWayType::Building;
CurrentWayInfo->Amenity = AttributeValue;
}
else if( !FCString::Stricmp( CurrentWayTagKey, TEXT( "leisure" ) ) )
{
if( !FCString::Stricmp( AttributeValue, TEXT( "park" ) ) )

1
vin_SubEvent.txt Normal file
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@ -0,0 +1 @@
Hello