本文整理汇总了C++中TArray::IndexOfByKey方法的典型用法代码示例。如果您正苦于以下问题:C++ TArray::IndexOfByKey方法的具体用法?C++ TArray::IndexOfByKey怎么用?C++ TArray::IndexOfByKey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TArray
的用法示例。
在下文中一共展示了TArray::IndexOfByKey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: Simulate
void UFlareAIBehavior::Simulate()
{
SCOPE_CYCLE_COUNTER(STAT_FlareAIBehavior_Simulate);
// See how the player is doing
TArray<UFlareCompany*> SortedCompany = Game->GetGameWorld()->GetCompanies();
SortedCompany.Sort(&CompanyValueComparator);
int32 PlayerCompanyIndex = SortedCompany.IndexOfByKey(GetGame()->GetPC()->GetCompany());
int32 PlayerArmy = GetGame()->GetPC()->GetCompany()->GetCompanyValue().ArmyCurrentCombatPoints;
// Pirates hate you
if (PlayerCompanyIndex > 0 && Company == ST->Pirates)
{
Company->GivePlayerReputation(-0.5);
}
// Competitors hate you more if you're doing well
float ReputationLoss = PlayerCompanyIndex / 30.f;
if (PlayerArmy > 0 && Company != ST->AxisSupplies && Company->GetPlayerReputation() > ReputationLoss)
{
Company->GivePlayerReputation(-ReputationLoss);
}
// Simulate the day
if (Company == ST->Pirates)
{
SimulatePirateBehavior();
}
else
{
SimulateGeneralBehavior();
}
}
示例2: UpdateInstallations
void UpdateInstallations(HWND hWnd)
{
SendDlgItemMessage(hWnd, IDC_BUILDLIST, CB_RESETCONTENT, 0, 0);
for(int32 Idx = 0; Idx < SortedIdentifiers.Num(); Idx++)
{
const FString &Identifier = SortedIdentifiers[Idx];
FString Description = GetInstallationDescription(Identifier, Installations[Identifier]);
SendDlgItemMessage(hWnd, IDC_BUILDLIST, CB_ADDSTRING, 0, (LPARAM)*Description);
}
int32 NewIdx = FMath::Max(SortedIdentifiers.IndexOfByKey(Identifier), 0);
SendDlgItemMessage(hWnd, IDC_BUILDLIST, CB_SETCURSEL, NewIdx, 0);
}
示例3: MoveRow
bool FDataTableEditorUtils::MoveRow(UDataTable* DataTable, FName RowName, ERowMoveDirection Direction, int32 NumRowsToMoveBy)
{
if (!DataTable)
{
return false;
}
// Our maps are ordered which is why we can get away with this
// If we ever change our map implementation, we'll need to preserve this order information in a separate array and
// make sure that order dependent code (such as exporting and the data table viewer) use that when dealing with rows
// This may also require making RowMap private and fixing up all the existing code that references it directly
TArray<FName> OrderedRowNames;
DataTable->RowMap.GenerateKeyArray(OrderedRowNames);
const int32 CurrentRowIndex = OrderedRowNames.IndexOfByKey(RowName);
if (CurrentRowIndex == INDEX_NONE)
{
return false;
}
// Calculate our new row index, clamped to the available rows
int32 NewRowIndex = INDEX_NONE;
switch(Direction)
{
case ERowMoveDirection::Up:
NewRowIndex = FMath::Clamp(CurrentRowIndex - NumRowsToMoveBy, 0, OrderedRowNames.Num() - 1);
break;
case ERowMoveDirection::Down:
NewRowIndex = FMath::Clamp(CurrentRowIndex + NumRowsToMoveBy, 0, OrderedRowNames.Num() - 1);
break;
default:
break;
}
if (NewRowIndex == INDEX_NONE)
{
return false;
}
if (CurrentRowIndex == NewRowIndex)
{
// Nothing to do, but not an error
return true;
}
// Swap the order around as requested
OrderedRowNames.RemoveAt(CurrentRowIndex, 1, false);
OrderedRowNames.Insert(RowName, NewRowIndex);
// Build a name -> index map as the KeySort will hit this a lot
TMap<FName, int32> NamesToNewIndex;
for (int32 NameIndex = 0; NameIndex < OrderedRowNames.Num(); ++NameIndex)
{
NamesToNewIndex.Add(OrderedRowNames[NameIndex], NameIndex);
}
const FScopedTransaction Transaction(LOCTEXT("MoveDataTableRow", "Move Data Table Row"));
BroadcastPreChange(DataTable, EDataTableChangeInfo::RowList);
DataTable->Modify();
// Re-sort the map keys to match the new order
DataTable->RowMap.KeySort([&NamesToNewIndex](const FName& One, const FName& Two) -> bool
{
const int32 OneIndex = NamesToNewIndex.FindRef(One);
const int32 TwoIndex = NamesToNewIndex.FindRef(Two);
return OneIndex < TwoIndex;
});
BroadcastPostChange(DataTable, EDataTableChangeInfo::RowList);
return true;
}