本文整理汇总了C++中FSerializer::Array方法的典型用法代码示例。如果您正苦于以下问题:C++ FSerializer::Array方法的具体用法?C++ FSerializer::Array怎么用?C++ FSerializer::Array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类FSerializer
的用法示例。
在下文中一共展示了FSerializer::Array方法的4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: G_WriteVisited
void G_WriteVisited(FSerializer &arc)
{
if (arc.BeginArray("visited"))
{
// Write out which levels have been visited
for (auto & wi : wadlevelinfos)
{
if (wi.flags & LEVEL_VISITED)
{
arc.AddString(nullptr, wi.MapName);
}
}
arc.EndArray();
}
// Store player classes to be used when spawning a random class
if (multiplayer)
{
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
}
if (arc.BeginObject("playerclasses"))
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
FString key;
key.Format("%d", i);
arc(key, players[i].cls);
}
}
arc.EndObject();
}
}
示例2: G_ReadVisited
void G_ReadVisited(FSerializer &arc)
{
if (arc.BeginArray("visited"))
{
for (int s = arc.ArraySize(); s > 0; s--)
{
FString str;
arc(nullptr, str);
auto i = FindLevelInfo(str);
if (i != nullptr) i->flags |= LEVEL_VISITED;
}
arc.EndArray();
}
arc.Array("randomclasses", SinglePlayerClass, MAXPLAYERS);
if (arc.BeginObject("playerclasses"))
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
FString key;
key.Format("%d", i);
arc(key, players[i].cls);
}
arc.EndObject();
}
}
示例3: Serialize
void FRemapTable::Serialize(FSerializer &arc)
{
int n = NumEntries;
arc("numentries", NumEntries);
if (arc.isReading())
{
if (n != NumEntries)
{
Free();
Alloc(NumEntries);
}
}
arc.Array("remap", Remap, NumEntries);
arc.Array("palette", Palette, NumEntries);
}
示例4: G_SerializeLevel
void G_SerializeLevel(FSerializer &arc, bool hubload)
{
int i = level.totaltime;
if (arc.isWriting())
{
arc.Array("checksum", level.md5, 16);
}
else
{
// prevent bad things from happening by doing a check on the size of level arrays and the map's entire checksum.
// The old code happily tried to load savegames with any mismatch here, often causing meaningless errors
// deep down in the deserializer or just a crash if the few insufficient safeguards were not triggered.
BYTE chk[16] = { 0 };
arc.Array("checksum", chk, 16);
if (arc.GetSize("linedefs") != (unsigned)numlines ||
arc.GetSize("sidedefs") != (unsigned)numsides ||
arc.GetSize("sectors") != (unsigned)numsectors ||
arc.GetSize("polyobjs") != (unsigned)po_NumPolyobjs ||
memcmp(chk, level.md5, 16))
{
I_Error("Savegame is from a different level");
}
}
arc("saveversion", SaveVersion);
Renderer->StartSerialize(arc);
if (arc.isReading())
{
DThinker::DestroyAllThinkers();
interpolator.ClearInterpolations();
arc.ReadObjects(hubload);
}
arc("level.flags", level.flags)
("level.flags2", level.flags2)
("level.fadeto", level.fadeto)
("level.found_secrets", level.found_secrets)
("level.found_items", level.found_items)
("level.killed_monsters", level.killed_monsters)
("level.total_secrets", level.total_secrets)
("level.total_items", level.total_items)
("level.total_monsters", level.total_monsters)
("level.gravity", level.gravity)
("level.aircontrol", level.aircontrol)
("level.teamdamage", level.teamdamage)
("level.maptime", level.maptime)
("level.totaltime", i)
("level.skytexture1", level.skytexture1)
("level.skytexture2", level.skytexture2);
// Hub transitions must keep the current total time
if (!hubload)
level.totaltime = i;
if (arc.isReading())
{
sky1texture = level.skytexture1;
sky2texture = level.skytexture2;
R_InitSkyMap();
G_AirControlChanged();
}
// fixme: This needs to ensure it reads from the correct place. Should be one once there's enough of this code converted to JSON
FBehavior::StaticSerializeModuleStates(arc);
// The order here is important: First world state, then portal state, then thinkers, and last polyobjects.
arc.Array("linedefs", lines, &loadlines[0], numlines);
arc.Array("sidedefs", sides, &loadsides[0], numsides);
arc.Array("sectors", sectors, &loadsectors[0], numsectors);
arc("zones", Zones);
arc("lineportals", linePortals);
arc("sectorportals", sectorPortals);
if (arc.isReading()) P_CollectLinkedPortals();
DThinker::SerializeThinkers(arc, !hubload);
arc.Array("polyobjs", polyobjs, po_NumPolyobjs);
arc("subsectors", subsectors);
StatusBar->SerializeMessages(arc);
AM_SerializeMarkers(arc);
FRemapTable::StaticSerializeTranslations(arc);
FCanvasTextureInfo::Serialize(arc);
P_SerializePlayers(arc, hubload);
P_SerializeSounds(arc);
if (arc.isReading())
{
for (int i = 0; i < numsectors; i++)
{
P_Recalculate3DFloors(§ors[i]);
}
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo != NULL)
{
players[i].mo->SetupWeaponSlots();
}
}
//.........这里部分代码省略.........