本文整理汇总了C++中TWeakObjectPtr::OnItemAddedToSlot方法的典型用法代码示例。如果您正苦于以下问题:C++ TWeakObjectPtr::OnItemAddedToSlot方法的具体用法?C++ TWeakObjectPtr::OnItemAddedToSlot怎么用?C++ TWeakObjectPtr::OnItemAddedToSlot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TWeakObjectPtr
的用法示例。
在下文中一共展示了TWeakObjectPtr::OnItemAddedToSlot方法的1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: AddItemOnSlot
void UGISInventoryBaseComponent::AddItemOnSlot(const FGISSlotInfo& TargetSlotType, const FGISSlotInfo& LastSlotType)
{
//Before we start swapping item, let's check if tags match!
if (!TargetSlotType.CurrentInventoryComponent->RequiredTags.MatchesAny(LastSlotType.CurrentInventoryComponent->OwnedTags, false))
return;
//next check should be against item tags, but that's later!
//Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotTabIndex].ItemData
if (TargetSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotIndex].ItemData == nullptr)
{
TWeakObjectPtr<UGISItemData> TargetItem = LastSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[LastSlotType.SlotTabIndex].TabSlots[LastSlotType.SlotIndex].ItemData;
TWeakObjectPtr<UGISItemData> LastItem = TargetSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotIndex].ItemData; //Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotIndex].ItemData;
TargetSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotIndex].ItemData = TargetItem;
LastSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[LastSlotType.SlotTabIndex].TabSlots[LastSlotType.SlotIndex].ItemData = nullptr;
TargetItem->OnItemAddedToSlot();
//FGISSlotSwapInfo SlotSwapInfo;
SlotSwapInfo.LastSlotIndex = LastSlotType.SlotIndex;
SlotSwapInfo.LastTabIndex = LastSlotType.SlotTabIndex;
SlotSwapInfo.LastSlotData = LastItem;
SlotSwapInfo.LastSlotComponent = LastSlotType.CurrentInventoryComponent;
SlotSwapInfo.TargetSlotIndex = TargetSlotType.SlotIndex;
SlotSwapInfo.TargetTabIndex = TargetSlotType.SlotTabIndex;
SlotSwapInfo.TargetSlotData = TargetItem;
SlotSwapInfo.TargetSlotComponent = TargetSlotType.CurrentInventoryComponent;
if (GetNetMode() == ENetMode::NM_Standalone)
OnItemSlotSwapped.Broadcast(SlotSwapInfo);
ClientSlotSwap(SlotSwapInfo);
}
else
{
TWeakObjectPtr<UGISItemData> TargetItem = LastSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[LastSlotType.SlotTabIndex].TabSlots[LastSlotType.SlotIndex].ItemData;
TWeakObjectPtr<UGISItemData> LastItem = TargetSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotIndex].ItemData; //Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotIndex].ItemData;
TargetSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotIndex].ItemData = TargetItem;
LastSlotType.CurrentInventoryComponent->Tabs.InventoryTabs[LastSlotType.SlotTabIndex].TabSlots[LastSlotType.SlotIndex].ItemData = LastItem;
TargetItem->OnItemAddedToSlot();
LastItem->OnItemAddedToSlot();
//FGISSlotSwapInfo SlotSwapInfo;
SlotSwapInfo.LastSlotIndex = LastSlotType.SlotIndex;
SlotSwapInfo.LastTabIndex = LastSlotType.SlotTabIndex;
SlotSwapInfo.LastSlotData = LastItem;
SlotSwapInfo.LastSlotComponent = LastSlotType.CurrentInventoryComponent;
SlotSwapInfo.TargetSlotIndex = TargetSlotType.SlotIndex;
SlotSwapInfo.TargetTabIndex = TargetSlotType.SlotTabIndex;
SlotSwapInfo.TargetSlotData = TargetItem;
SlotSwapInfo.TargetSlotComponent = TargetSlotType.CurrentInventoryComponent;
if (GetNetMode() == ENetMode::NM_Standalone)
OnItemSlotSwapped.Broadcast(SlotSwapInfo);
ClientSlotSwap(SlotSwapInfo);
}
}