okey-dokey

This commit is contained in:
wonkyhonky2024
2025-05-10 21:31:54 +01:00
parent 2c987be672
commit 3b36a1f6a7
19 changed files with 487 additions and 0 deletions

View File

@ -6,5 +6,32 @@ void UModeInputTextBox::HandleOnTextChanged(FText const & inText) {
auto & s = inText.ToString();
auto lastChar = s.LeftChop(1);
lastChar.ToUpperInline();
if (!lastChar.IsEmpty()) {
switch (myTarget) {
case THSModeTarget::Energy:
switch (lastChar[0]) {
case 'E':
break;
case 'X':
break;
default:
break;
}
break;
case THSModeTarget::OpMode:
switch (lastChar[0]) {
case 'T':
break;
case 'R':
break;
case 'P':
break;
}
break;
default:
break;
}
}
SetText(FText::FromString(lastChar));
}

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@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "TheracSimComponent.h"
// Sets default values for this component's properties
UTheracSimComponent::UTheracSimComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UTheracSimComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UTheracSimComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}

View File

@ -6,6 +6,12 @@
#include "CoreMinimal.h"
#include "ModeInputTextBox.generated.h"
UENUM()
enum class THSModeTarget : uint8 {
Energy,
OpMode
};
/**
*
*/
@ -14,5 +20,8 @@ class MYPROJECT_API UModeInputTextBox : public UEditableTextBox {
GENERATED_BODY()
UPROPERTY(EditAnywhere)
THSModeTarget myTarget;
void HandleOnTextChanged(FText const & inText) override;
};

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@ -0,0 +1,28 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "TheracSimComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MYPROJECT_API UTheracSimComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UTheracSimComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};