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

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

//---------------------------------------------------------------------------------------
// This code will execute after your module is loaded into memory (but after global
// variables are initialized, of course.)
void FSkookumScriptRuntime::StartupModule()
  {
  #if WITH_EDITORONLY_DATA
    // In editor builds, don't activate SkookumScript if there's no project (project wizard mode)
    if (!FApp::GetGameName() || !FApp::GetGameName()[0] || FPlatformString::Strcmp(FApp::GetGameName(), TEXT("None")) == 0)
      {
      m_is_skookum_disabled = true;
      return;
      }
  #else
    // In cooked builds, stay inert when there's no compiled binaries
    if (!m_runtime.is_binary_hierarchy_existing())
      {
      m_is_skookum_disabled = true;
      return;
      }
  #endif

  A_DPRINT("Starting up SkookumScript plug-in modules\n");

  // Note that FWorldDelegates::OnPostWorldCreation has world_p->WorldType set to None
  // Note that FWorldDelegates::OnPreWorldFinishDestroy has world_p->GetName() set to "None"

  m_on_world_init_pre_handle  = FWorldDelegates::OnPreWorldInitialization.AddRaw(this, &FSkookumScriptRuntime::on_world_init_pre);
  m_on_world_init_post_handle = FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FSkookumScriptRuntime::on_world_init_post);
  m_on_world_cleanup_handle   = FWorldDelegates::OnWorldCleanup.AddRaw(this, &FSkookumScriptRuntime::on_world_cleanup);

  //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  // Start up SkookumScript
  // Originally, the compiled binaries were loaded with a delay when in UE4Editor to provide the user with a smoother startup sequence
  // However this caused issues with the proper initialization of Skookum Blueprint nodes
  // So to avoid glitches, SkookumScript is always initialized right away right here
  //#if WITH_EDITORONLY_DATA
  //  if (!GIsEditor)
  //#endif
      {
      // Initialize right away
      ensure_runtime_initialized();
      }

  //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  // Send off connect request to IDE
  // Come back later to check on it
  #ifdef SKOOKUM_REMOTE_UNREAL
    if (!IsRunningCommandlet())
      {
      m_remote_client.set_mode(SkLocale_runtime);
      }
  #endif
  }
开发者ID:AgogLabs,项目名称:SkookumScript-UnrealEngine,代码行数:53,代码来源:SkookumScriptRuntime.cpp


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