本文整理汇总了C++中TSubclassOf::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ TSubclassOf::GetName方法的具体用法?C++ TSubclassOf::GetName怎么用?C++ TSubclassOf::GetName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TSubclassOf
的用法示例。
在下文中一共展示了TSubclassOf::GetName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: BeginSpawningActor
bool UAbilityTask_WaitTargetData::BeginSpawningActor(UObject* WorldContextObject, TSubclassOf<AGameplayAbilityTargetActor> TargetClass, AGameplayAbilityTargetActor*& SpawnedActor)
{
SpawnedActor = nullptr;
UGameplayAbility* MyAbility = Ability.Get();
if (MyAbility)
{
const AGameplayAbilityTargetActor* CDO = CastChecked<AGameplayAbilityTargetActor>(TargetClass->GetDefaultObject());
MyTargetActor = CDO;
bool Replicates = CDO->GetReplicates();
bool StaticFunc = CDO->StaticTargetFunction;
bool IsLocallyControlled = MyAbility->GetCurrentActorInfo()->IsLocallyControlled();
if (Replicates && StaticFunc)
{
// We can't replicate a staticFunc target actor, since we are just calling a static function and not spawning an actor at all!
ABILITY_LOG(Fatal, TEXT("AbilityTargetActor class %s can't be Replicating and Static"), *TargetClass->GetName());
Replicates = false;
}
// Spawn the actor if this is a locally controlled ability (always) or if this is a replicating targeting mode.
// (E.g., server will spawn this target actor to replicate to all non owning clients)
if (Replicates || IsLocallyControlled || CDO->ShouldProduceTargetDataOnServer)
{
if (StaticFunc)
{
// This is just a static function that should instantly give us back target data
FGameplayAbilityTargetDataHandle Data = CDO->StaticGetTargetData(MyAbility->GetWorld(), MyAbility->GetCurrentActorInfo(), MyAbility->GetCurrentActivationInfo());
OnTargetDataReadyCallback(Data);
}
else
{
UClass* Class = *TargetClass;
if (Class != NULL)
{
UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject);
SpawnedActor = World->SpawnActorDeferred<AGameplayAbilityTargetActor>(Class, FVector::ZeroVector, FRotator::ZeroRotator, NULL, NULL, true);
}
// If we spawned the target actor, always register the callbacks for when the data is ready.
SpawnedActor->TargetDataReadyDelegate.AddUObject(this, &UAbilityTask_WaitTargetData::OnTargetDataReadyCallback);
SpawnedActor->CanceledDelegate.AddUObject(this, &UAbilityTask_WaitTargetData::OnTargetDataCancelledCallback);
MyTargetActor = SpawnedActor;
AGameplayAbilityTargetActor* TargetActor = CastChecked<AGameplayAbilityTargetActor>(SpawnedActor);
if (TargetActor)
{
TargetActor->MasterPC = MyAbility->GetCurrentActorInfo()->PlayerController.Get();
}
}
}
// If not locally controlled (server for remote client), see if TargetData was already sent
// else register callback for when it does get here.
if (!IsLocallyControlled)
{
// Register with the TargetData callbacks if we are expecting client to send them
if (!CDO->ShouldProduceTargetDataOnServer)
{
// Problem here - if there's targeting data just sitting around, fire events don't get hooked up because of this if-else, even if we don't end the task.
if (AbilitySystemComponent->ReplicatedTargetData.IsValid(0))
{
ValidData.Broadcast(AbilitySystemComponent->ReplicatedTargetData);
if (ConfirmationType == EGameplayTargetingConfirmation::CustomMulti)
{
//Since multifire is supported, we still need to hook up the callbacks
OnTargetDataReplicatedCallbackDelegateHandle = AbilitySystemComponent->ReplicatedTargetDataDelegate.AddUObject(this, &UAbilityTask_WaitTargetData::OnTargetDataReplicatedCallback);
AbilitySystemComponent->ReplicatedTargetDataCancelledDelegate.AddDynamic(this, &UAbilityTask_WaitTargetData::OnTargetDataReplicatedCancelledCallback);
}
else
{
EndTask();
}
}
else
{
OnTargetDataReplicatedCallbackDelegateHandle = AbilitySystemComponent->ReplicatedTargetDataDelegate.AddUObject(this, &UAbilityTask_WaitTargetData::OnTargetDataReplicatedCallback);
AbilitySystemComponent->ReplicatedTargetDataCancelledDelegate.AddDynamic(this, &UAbilityTask_WaitTargetData::OnTargetDataReplicatedCancelledCallback);
}
}
}
}
return (SpawnedActor != nullptr);
}
示例2: PreloadAttributeSetData
/**
* Transforms CurveTable data into format more effecient to read at runtime.
* UCurveTable requires string parsing to map to GroupName/AttributeSet/Attribute
* Each curve in the table represents a *single attribute's values for all levels*.
* At runtime, we want *all attribute values at given level*.
*/
void FAttributeSetInitter::PreloadAttributeSetData(UCurveTable* CurveData)
{
if(!ensure(CurveData))
{
return;
}
/**
* Get list of AttributeSet classes loaded
*/
TArray<TSubclassOf<UAttributeSet> > ClassList;
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
UClass* TestClass = *ClassIt;
if (TestClass->IsChildOf(UAttributeSet::StaticClass()))
{
ClassList.Add(TestClass);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// This can only work right now on POD attribute sets. If we ever support FStrings or TArrays in AttributeSets
// we will need to update this code to not use memcpy etc.
for (TFieldIterator<UProperty> PropIt(TestClass, EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (!PropIt->HasAllPropertyFlags(CPF_IsPlainOldData))
{
ABILITY_LOG(Error, TEXT("FAttributeSetInitter::PreloadAttributeSetData Unable to Handle AttributeClass %s because it has a non POD property: %s"),
*TestClass->GetName(), *PropIt->GetName());
return;
}
}
#endif
}
}
/**
* Loop through CurveData table and build sets of Defaults that keyed off of Name + Level
*/
for (auto It = CurveData->RowMap.CreateConstIterator(); It; ++It)
{
FString RowName = It.Key().ToString();
FString ClassName;
FString SetName;
FString AttributeName;
FString Temp;
RowName.Split(TEXT("."), &ClassName, &Temp);
Temp.Split(TEXT("."), &SetName, &AttributeName);
if (!ensure(!ClassName.IsEmpty() && !SetName.IsEmpty() && !AttributeName.IsEmpty()))
{
ABILITY_LOG(Verbose, TEXT("FAttributeSetInitter::PreloadAttributeSetData Unable to parse row %s in %s"), *RowName, *CurveData->GetName());
continue;
}
// Find the AttributeSet
TSubclassOf<UAttributeSet> Set = FindBestAttributeClass(ClassList, SetName);
if (!Set)
{
// This is ok, we may have rows in here that don't correspond directly to attributes
ABILITY_LOG(Verbose, TEXT("FAttributeSetInitter::PreloadAttributeSetData Unable to match AttributeSet from %s (row: %s)"), *SetName, *RowName);
continue;
}
// Find the UProperty
UNumericProperty* Property = FindField<UNumericProperty>(*Set, *AttributeName);
if (!Property)
{
ABILITY_LOG(Verbose, TEXT("FAttributeSetInitter::PreloadAttributeSetData Unable to match Attribute from %s (row: %s)"), *AttributeName, *RowName);
continue;
}
FRichCurve* Curve = It.Value();
FName ClassFName = FName(*ClassName);
FAttributeSetDefaulsCollection& DefaultCollection = Defaults.FindOrAdd(ClassFName);
int32 LastLevel = Curve->GetLastKey().Time;
DefaultCollection.LevelData.SetNum(FMath::Max(LastLevel, DefaultCollection.LevelData.Num()));
//At this point we know the Name of this "class"/"group", the AttributeSet, and the Property Name. Now loop through the values on the curve to get the attribute default value at each level.
for (auto KeyIter = Curve->GetKeyIterator(); KeyIter; ++KeyIter)
{
const FRichCurveKey& CurveKey = *KeyIter;
int32 Level = CurveKey.Time;
float Value = CurveKey.Value;
FAttributeSetDefaults& SetDefaults = DefaultCollection.LevelData[Level-1];
FAttributeDefaultValueList* DefaultDataList = SetDefaults.DataMap.Find(Set);
if (DefaultDataList == nullptr)
//.........这里部分代码省略.........