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C++ AAIController::IsPendingKillPending方法代码示例

本文整理汇总了C++中AAIController::IsPendingKillPending方法的典型用法代码示例。如果您正苦于以下问题:C++ AAIController::IsPendingKillPending方法的具体用法?C++ AAIController::IsPendingKillPending怎么用?C++ AAIController::IsPendingKillPending使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AAIController的用法示例。


在下文中一共展示了AAIController::IsPendingKillPending方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CollectBehaviorTreeData

void UGameplayDebuggingComponent::CollectBehaviorTreeData()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
    if (!ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
    {
        return;
    }

    BrainComponentName = TEXT("");
    BrainComponentString = TEXT("");

    APawn* MyPawn = Cast<APawn>(GetSelectedActor());
    AAIController* MyController = Cast<AAIController>(MyPawn->Controller);
    if (MyController != NULL && MyController->BrainComponent != NULL && MyController->IsPendingKillPending() == false)
    {
        BrainComponentName = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetName() : TEXT("");
        BrainComponentString = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetDebugInfoString() : TEXT("");

        BlackboardString = MyController->BrainComponent->GetBlackboardComponent() ? MyController->BrainComponent->GetBlackboardComponent()->GetDebugInfoString(EBlackboardDescription::KeyWithValue) : TEXT("");

        if (World && World->GetNetMode() != NM_Standalone)
        {
            TArray<uint8> UncompressedBuffer;
            FMemoryWriter ArWriter(UncompressedBuffer);

            ArWriter << BlackboardString;

            const int32 HeaderSize = sizeof(int32);
            BlackboardRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedBuffer.Num()));

            const int32 UncompressedSize = UncompressedBuffer.Num();
            int32 CompressedSize = BlackboardRepData.Num() - HeaderSize;
            uint8* DestBuffer = BlackboardRepData.GetData();
            FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
            DestBuffer += HeaderSize;

            FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
                                         (void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);

            BlackboardRepData.SetNum(CompressedSize + HeaderSize, false);
        }
    }
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:44,代码来源:GameplayDebuggingComponent.cpp


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