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C++ SkUERuntime::is_initialized方法代码示例

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

void FSkookumScriptRuntime::ensure_runtime_initialized()
  {
  if (!m_runtime.is_initialized())
    {
    m_runtime.startup();
    compile_and_load_binaries();
    }
  }
开发者ID:AgogLabs,项目名称:SkookumScript-UnrealEngine,代码行数:8,代码来源:SkookumScriptRuntime.cpp

示例2: has_skookum_default_constructor

//---------------------------------------------------------------------------------------
// 
bool FSkookumScriptRuntime::has_skookum_default_constructor(UClass * class_p) const
  {
  SK_ASSERTX(m_runtime.is_initialized(), "Runtime must be initialized for this code to work.");

  SkClass * sk_class_p = SkUEClassBindingHelper::get_sk_class_from_ue_class(class_p);
  if (sk_class_p)
    {
    return (sk_class_p->find_instance_method_inherited(ASymbolX_ctor) != nullptr);
    }

  return false;
  }
开发者ID:AgogLabs,项目名称:SkookumScript-UnrealEngine,代码行数:14,代码来源:SkookumScriptRuntime.cpp

示例3: on_editor_map_opened

//---------------------------------------------------------------------------------------
// 
void FSkookumScriptRuntime::on_editor_map_opened()
  {
  // When editor is present, initialize Sk here
  if (!m_runtime.is_initialized())
    {
    m_runtime.startup();

    #ifdef SKOOKUM_REMOTE_UNREAL
      // At this point, have zero patience with the IDE and launch it if not connected
      if (!IsRunningCommandlet())
        {
        // At this point, wait if necessary to make sure we are connected
        m_remote_client.ensure_connected(0.0);
        // Kick off re-compilation of the binaries
        m_remote_client.cmd_compiled_state(true);
        m_freshen_binaries_requested = false; // Request satisfied
        }
    #else
      // If no remote connection, load binaries at this point
      bool success_b = m_runtime.load_compiled_scripts();
      SK_ASSERTX(success_b, AErrMsg("Unable to load SkookumScript compiled binaries!", AErrLevel_notify));
    #endif
    }
  }
开发者ID:NextGenIntelligence,项目名称:SkookumScript-UnrealEngine-1,代码行数:26,代码来源:SkookumScriptRuntime.cpp


注:本文中的SkUERuntime::is_initialized方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。