本文整理汇总了C++中SkUERuntime::bind_compiled_scripts方法的典型用法代码示例。如果您正苦于以下问题:C++ SkUERuntime::bind_compiled_scripts方法的具体用法?C++ SkUERuntime::bind_compiled_scripts怎么用?C++ SkUERuntime::bind_compiled_scripts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SkUERuntime
的用法示例。
在下文中一共展示了SkUERuntime::bind_compiled_scripts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: on_world_init_pre
//---------------------------------------------------------------------------------------
void FSkookumScriptRuntime::on_world_init_pre(UWorld * world_p, const UWorld::InitializationValues init_vals)
{
//A_DPRINT("on_world_init_pre: %S %p\n", *world_p->GetName(), world_p);
// Make sure atomics are bound by now
if (m_runtime.is_compiled_scripts_loaded() && !m_runtime.is_compiled_scripts_bound())
{
m_runtime.bind_compiled_scripts();
}
// Use this callback as an opportunity to take care of connecting to the IDE
#ifdef SKOOKUM_REMOTE_UNREAL
if (!IsRunningCommandlet() && !m_remote_client.is_authenticated())
{
m_remote_client.attempt_connect(0.0, true, true);
}
#endif
if (world_p->IsGameWorld())
{
// Keep track of how many game worlds we got
++m_num_game_worlds;
if (!m_game_world_p)
{
m_game_world_p = world_p;
if (is_skookum_initialized())
{
SkUEClassBindingHelper::set_world(world_p);
SkookumScript::initialize_gameplay();
}
m_game_tick_handle = world_p->OnTickDispatch().AddRaw(this, &FSkookumScriptRuntime::tick_game);
}
}
else if (world_p->WorldType == EWorldType::Editor)
{
if (!m_editor_world_p)
{
m_editor_world_p = world_p;
m_editor_tick_handle = world_p->OnTickDispatch().AddRaw(this, &FSkookumScriptRuntime::tick_editor);
}
}
}