| 153 | } |
| 154 | |
| 155 | void FDlgSystemModule::RegisterConsoleCommands(const TWeakObjectPtr<const UObject>& InWorldContextObjectPtr) |
| 156 | { |
| 157 | // Unregister first to prevent double register of commands |
| 158 | UnregisterConsoleCommands(); |
| 159 | |
| 160 | if (InWorldContextObjectPtr.IsValid()) |
| 161 | { |
| 162 | WorldContextObjectPtr = InWorldContextObjectPtr; |
| 163 | } |
| 164 | |
| 165 | IConsoleManager& ConsoleManager = IConsoleManager::Get(); |
| 166 | ConsoleCommands.Add( |
| 167 | ConsoleManager.RegisterConsoleCommand( |
| 168 | TEXT("Dlg.DataDisplay"), |
| 169 | TEXT("Displays the Dialogue Data Window"), |
| 170 | FConsoleCommandDelegate::CreateRaw(this, &Self::DisplayDialogueDataWindow), |
| 171 | ECVF_Default |
| 172 | ) |
| 173 | ); |
| 174 | |
| 175 | ConsoleCommands.Add( |
| 176 | ConsoleManager.RegisterConsoleCommand( |
| 177 | TEXT("Dlg.LoadAllDialogues"), |
| 178 | TEXT("Load All Dialogues into memory"), |
| 179 | FConsoleCommandDelegate::CreateLambda([]() |
| 180 | { |
| 181 | UDlgManager::LoadAllDialoguesIntoMemory(); |
| 182 | }), |
| 183 | ECVF_Default |
| 184 | ) |
| 185 | ); |
| 186 | |
| 187 | // In case the DlgDataDisplay is already opened, simply refresh the actor reference |
| 188 | RefreshDisplayDialogueDataWindow(false); |
| 189 | } |
| 190 | |
| 191 | void FDlgSystemModule::UnregisterConsoleCommands() |
| 192 | { |
no test coverage detected