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C++ SkUERuntime::have_game_module方法代码示例

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


在下文中一共展示了SkUERuntime::have_game_module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: set_project_generated_bindings

void FSkookumScriptRuntime::set_project_generated_bindings(SkUEBindingsInterface * project_generated_bindings_p)
  {
  // If we got bindings, make sure things are initialized
  if (project_generated_bindings_p)
    {
    // Have we had any game bindings before?
    if (m_runtime.have_game_module())
      {
      // Yes, this is a hot reload of the game DLL which just has been recompiled, and scripts have been regenerated by UHT
      // so recompile and reload the binaries
      compile_and_load_binaries();
      }
    else
      {
      // No, this is the first time bindings are set
      ensure_runtime_initialized();
      }
    }

  // Now that binaries are loaded, point to the bindings to use
  m_runtime.set_project_generated_bindings(project_generated_bindings_p);
  }
开发者ID:AgogLabs,项目名称:SkookumScript-UnrealEngine,代码行数:22,代码来源:SkookumScriptRuntime.cpp


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