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C++ FGameplayAbilityTargetData::GetActors方法代码示例

本文整理汇总了C++中FGameplayAbilityTargetData::GetActors方法的典型用法代码示例。如果您正苦于以下问题:C++ FGameplayAbilityTargetData::GetActors方法的具体用法?C++ FGameplayAbilityTargetData::GetActors怎么用?C++ FGameplayAbilityTargetData::GetActors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FGameplayAbilityTargetData的用法示例。


在下文中一共展示了FGameplayAbilityTargetData::GetActors方法的3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:

FGameplayAbilityTargetDataHandle UAbilitySystemBlueprintLibrary::FilterTargetData(FGameplayAbilityTargetDataHandle TargetDataHandle, FGameplayTargetDataFilterHandle FilterHandle)
{
	FGameplayAbilityTargetDataHandle ReturnDataHandle;
	
	for (int32 i = 0; TargetDataHandle.IsValid(i); ++i)
	{
		FGameplayAbilityTargetData* UnfilteredData = TargetDataHandle.Get(i);
		check(UnfilteredData);
		if (UnfilteredData->GetActors().Num() > 0)
		{
			TArray<TWeakObjectPtr<AActor>> FilteredActors = UnfilteredData->GetActors().FilterByPredicate(FilterHandle);
			if (FilteredActors.Num() > 0)
			{
				//Copy the data first, since we don't understand the internals of it
				UScriptStruct* ScriptStruct = UnfilteredData->GetScriptStruct();
				FGameplayAbilityTargetData* NewData = (FGameplayAbilityTargetData*)FMemory::Malloc(ScriptStruct->GetCppStructOps()->GetSize());
				ScriptStruct->InitializeStruct(NewData);
				ScriptStruct->CopyScriptStruct(NewData, UnfilteredData);
				ReturnDataHandle.Data.Add(TSharedPtr<FGameplayAbilityTargetData>(NewData));
				if (FilteredActors.Num() < UnfilteredData->GetActors().Num())
				{
					//We have lost some, but not all, of our actors, so replace the array. This should only be possible with targeting types that permit actor-array setting.
					if (!NewData->SetActors(FilteredActors))
					{
						//This is an error, though we could ignore it. We somehow filtered out part of a list, but the class doesn't support changing the list, so now it's all or nothing.
						check(false);
					}
				}
			}
		}
	}

	return ReturnDataHandle;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:34,代码来源:AbilitySystemBlueprintLibrary.cpp

示例2: TargetDataHasActor

bool UAbilitySystemBlueprintLibrary::TargetDataHasActor(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
	if (TargetData.Data.IsValidIndex(Index))
	{
		FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
		if (Data)
		{
			return (Data->GetActors().Num() > 0);
		}
	}
	return false;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:12,代码来源:AbilitySystemBlueprintLibrary.cpp

示例3: DoesTargetDataContainActor

bool UAbilitySystemBlueprintLibrary::DoesTargetDataContainActor(FGameplayAbilityTargetDataHandle TargetData, int32 Index, AActor* Actor)
{
	if (TargetData.Data.IsValidIndex(Index))
	{
		FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
		if (Data)
		{
			for (auto DataActorIter : Data->GetActors())
			{
				if (DataActorIter == Actor)
				{
					return true;
				}
			}
		}
	}
	return false;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:18,代码来源:AbilitySystemBlueprintLibrary.cpp


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