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C++ SkUERuntime::startup方法代码示例

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

//---------------------------------------------------------------------------------------
// This code will execute after your module is loaded into memory (but after global
// variables are initialized, of course.)
void FSkookumScriptRuntime::StartupModule()
  {
  A_DPRINT(A_SOURCE_STR " 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);

  // Hook up Unreal memory allocator
  AMemory::override_functions(&Agog::malloc_func, &Agog::free_func, &Agog::req_byte_size_func);

  //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  // Start up SkookumScript
  #if !WITH_EDITOR
    // If no editor, initialize right away
    // otherwise wait until map is loaded
    m_runtime.startup();

    #ifndef SKOOKUM_REMOTE_UNREAL
      bool success_b = m_runtime.load_compiled_scripts();
      SK_ASSERTX(success_b, AErrMsg("Unable to load SkookumScript compiled binaries!", AErrLevel_notify));
    #endif
  #endif

  //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  // 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:NextGenIntelligence,项目名称:SkookumScript-UnrealEngine-1,代码行数:40,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


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