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C++ TInlineComponentArray::Contains方法代码示例

本文整理汇总了C++中TInlineComponentArray::Contains方法的典型用法代码示例。如果您正苦于以下问题:C++ TInlineComponentArray::Contains方法的具体用法?C++ TInlineComponentArray::Contains怎么用?C++ TInlineComponentArray::Contains使用的例子?那么恭喜您, 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TInlineComponentArray的用法示例。


在下文中一共展示了TInlineComponentArray::Contains方法的2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: ProcessNewComponentArray

void UActorRecording::ProcessNewComponentArray(TInlineComponentArray<USceneComponent*>& ProspectiveComponents) const
{
	// Only iterate as far as the current size of the array (it may grow inside the loop)
	int32 LastIndex = ProspectiveComponents.Num();
	for(int32 Index = 0; Index < LastIndex; ++Index)
	{
		USceneComponent* NewComponent = ProspectiveComponents[Index];

		USceneComponent* Parent = ProspectiveComponents[Index]->GetAttachParent();

		while (Parent)
		{
			TWeakObjectPtr<USceneComponent> WeakParent(Parent);
			if (TrackedComponents.Contains(WeakParent) || ProspectiveComponents.Contains(Parent) || Parent->GetOwner() != NewComponent->GetOwner())
			{
				break;
			}
			else
			{
				ProspectiveComponents.Add(Parent);
			}

			Parent = Parent->GetAttachParent();
		}
	}

	// Sort parent first, to ensure that attachments get added properly
	TMap<USceneComponent*, int32> AttachmentDepths;
	for (USceneComponent* Component : ProspectiveComponents)
	{
		AttachmentDepths.Add(Component, GetAttachmentDepth(Component));
	}

	ProspectiveComponents.Sort(
		[&](USceneComponent& A, USceneComponent& B)
		{
			return *AttachmentDepths.Find(&A) < *AttachmentDepths.Find(&B);
		}
	);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:40,代码来源:ActorRecording.cpp

示例2: ExecuteScriptOnActor

void USimpleConstructionScript::ExecuteScriptOnActor(AActor* Actor, const FTransform& RootTransform, bool bIsDefaultTransform)
{
	if(RootNodes.Num() > 0)
	{
		TSet<UActorComponent*> AllComponentsCreatedBySCS;
		TInlineComponentArray<UActorComponent*> InstancedComponents;
		for(auto NodeIt = RootNodes.CreateIterator(); NodeIt; ++NodeIt)
		{
			USCS_Node* RootNode = *NodeIt;
			if(RootNode != nullptr)
			{
				// Get all native scene components
				TInlineComponentArray<USceneComponent*> Components;
				Actor->GetComponents(Components);
				for (int32 Index = Components.Num()-1; Index >= 0; --Index)
				{
					USceneComponent* SceneComponent = Components[Index];
					if (SceneComponent->CreationMethod == EComponentCreationMethod::Instance)
					{
						Components.RemoveAt(Index);
					}
					else
					{
						// Handle the native sub-component of an instance component case
						USceneComponent* ParentSceneComponent = SceneComponent->GetTypedOuter<USceneComponent>();
						if (ParentSceneComponent && ParentSceneComponent->CreationMethod == EComponentCreationMethod::Instance)
						{
							Components.RemoveAt(Index);
						}
					}
				}

				// Get the native root component; if it's not set, the first native scene component will be used as root. This matches what's done in the SCS editor.
				USceneComponent* RootComponent = Actor->GetRootComponent();
				if(RootComponent == nullptr && Components.Num() > 0)
				{
					RootComponent = Components[0];
				}

				// If the root node specifies that it has a parent
				USceneComponent* ParentComponent = nullptr;
				if(RootNode->ParentComponentOrVariableName != NAME_None)
				{
					// Get the Actor class object
					UClass* ActorClass = Actor->GetClass();
					check(ActorClass != nullptr);

					// If the root node is parented to a "native" component (i.e. in the 'Components' array)
					if(RootNode->bIsParentComponentNative)
					{
						for(int32 CompIndex = 0; CompIndex < Components.Num(); ++CompIndex)
						{
							// If we found a match, remember the index
							if(Components[CompIndex]->GetFName() == RootNode->ParentComponentOrVariableName)
							{
								ParentComponent = Components[CompIndex];
								break;
							}
						}
					}
					else
					{
						// In the non-native case, the SCS node's variable name property is used as the parent identifier
						UObjectPropertyBase* Property = FindField<UObjectPropertyBase>(ActorClass, RootNode->ParentComponentOrVariableName);
						if(Property != nullptr)
						{
							// If we found a matching property, grab its value and use that as the parent for this node
							ParentComponent = Cast<USceneComponent>(Property->GetObjectPropertyValue_InContainer(Actor));
						}
					}
				}

				// Create the new component instance and any child components it may have
				UActorComponent* InstancedComponent = RootNode->ExecuteNodeOnActor(Actor, ParentComponent != nullptr ? ParentComponent : RootComponent, &RootTransform, bIsDefaultTransform);
				if(InstancedComponent != nullptr)
				{
					InstancedComponents.Add(InstancedComponent);
				}

				// get list of every component SCS created, in case some of them aren't in the attachment hierarchy any more (e.g. rigid bodies)
				TInlineComponentArray<USceneComponent*> ComponentsAfterSCS;
				Actor->GetComponents(ComponentsAfterSCS);
				for (USceneComponent* C : ComponentsAfterSCS)
				{
					if (Components.Contains(C) == false)
					{
						AllComponentsCreatedBySCS.Add(C);
					}
				}
			}
		}

		// Register all instanced SCS components once SCS execution has finished; sorted in order to register the scene component hierarchy first, followed by the remaining actor components (in case they happen to depend on something in the scene hierarchy)
		InstancedComponents.Sort([](const UActorComponent& A, const UActorComponent& B) { return A.IsA<USceneComponent>(); });
		for(auto InstancedComponent : InstancedComponents)
		{
			RegisterInstancedComponent(InstancedComponent);
		}

		// now that the instanced components in the attachment hierarchy are registered, register any other components that SCS made but aren't in the attachment hierarchy for whatever reason.
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:SimpleConstructionScript.cpp


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