OLS/Source/ols/Private/DataAssets/OLSInputConfigDataAsset.cpp

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2025-01-06 21:29:37 +00:00
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
#include "DataAssets/OLSInputConfigDataAsset.h"
UOLSInputConfigDataAsset::UOLSInputConfigDataAsset(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
{
}
const UInputAction* UOLSInputConfigDataAsset::FindNativeInputActionForTag(
const FGameplayTag& inputTag,
bool shouldLogNotFound) const
{
for (const FOLSInputAction& action : NativeInputActions)
{
if (action.InputAction && (action.InputTag == inputTag))
{
return action.InputAction;
}
}
if (shouldLogNotFound)
{
//Todo: replace this with our custom log.
//UE_LOG(LogLyra, Error, TEXT("Can't find NativeInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this));
}
return nullptr;
}
const UInputAction* UOLSInputConfigDataAsset::FindAbilityInputActionForTag(
const FGameplayTag& inputTag,
bool shouldLogNotFound) const
{
for (const FOLSInputAction& action : AbilityInputActions)
{
if (action.InputAction && (action.InputTag == inputTag))
{
return action.InputAction;
}
}
if (shouldLogNotFound)
{
//Todo: replace this with our custom log.
//UE_LOG(LogLyra, Error, TEXT("Can't find AbilityInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this));
}
return nullptr;
}