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C++ UBTNode::Rename方法代码示例

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


在下文中一共展示了UBTNode::Rename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: RemoveOrphanedNodes

void UBehaviorTreeGraph::RemoveOrphanedNodes()
{
	UBehaviorTree* BTAsset = CastChecked<UBehaviorTree>(GetOuter());

	// Obtain a list of all nodes that should be in the asset
	TSet<UBTNode*> AllNodes;
	for (int32 Index = 0; Index < Nodes.Num(); ++Index)
	{
		UBehaviorTreeGraphNode* MyNode = Cast<UBehaviorTreeGraphNode>(Nodes[Index]);
		if (MyNode)
		{
			UBTNode* MyNodeInstance = Cast<UBTNode>(MyNode->NodeInstance);
			if (MyNodeInstance)
			{
				AllNodes.Add(MyNodeInstance);
			}

			for (int32 iDecorator = 0; iDecorator < MyNode->Decorators.Num(); iDecorator++)
			{
				UBehaviorTreeGraphNode_CompositeDecorator* SubgraphNode = Cast<UBehaviorTreeGraphNode_CompositeDecorator>(MyNode->Decorators[iDecorator]);
				if (SubgraphNode)
				{
					TArray<UBTDecorator*> NodeInstances;
					TArray<FBTDecoratorLogic> DummyOps;
					SubgraphNode->CollectDecoratorData(NodeInstances, DummyOps);

					for (int32 SubIdx = 0; SubIdx < NodeInstances.Num(); SubIdx++)
					{
						AllNodes.Add(NodeInstances[SubIdx]);
					}
				}
				else
				{
					UBTNode* MyDecoratorNodeInstance = MyNode->Decorators[iDecorator] ? Cast<UBTNode>(MyNode->Decorators[iDecorator]->NodeInstance) : NULL;
					if (MyDecoratorNodeInstance)
					{
						AllNodes.Add(MyDecoratorNodeInstance);
					}
				}
			}

			for (int32 iService = 0; iService < MyNode->Services.Num(); iService++)
			{
				UBTNode* MyServiceNodeInstance = MyNode->Services[iService] ? Cast<UBTNode>(MyNode->Services[iService]->NodeInstance) : NULL;
				if (MyServiceNodeInstance)
				{
					AllNodes.Add(MyServiceNodeInstance);
				}
			}
		}
	}

	// Obtain a list of all nodes actually in the asset and discard unused nodes
	TArray<UObject*> AllInners;
	const bool bIncludeNestedObjects = false;
	GetObjectsWithOuter(BTAsset, AllInners, bIncludeNestedObjects);
	for (auto InnerIt = AllInners.CreateConstIterator(); InnerIt; ++InnerIt)
	{
		UBTNode* Node = Cast<UBTNode>(*InnerIt);
		if (Node && !AllNodes.Contains(Node))
		{
			Node->SetFlags(RF_Transient);
			Node->Rename(NULL, GetTransientPackage(), REN_DontCreateRedirectors | REN_NonTransactional | REN_ForceNoResetLoaders);
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:66,代码来源:BehaviorTreeGraph.cpp

示例2: CreateChildren

	void CreateChildren(UBehaviorTree* BTAsset, UBTCompositeNode* RootNode, const UBehaviorTreeGraphNode* RootEdNode, uint16* ExecutionIndex, uint8 TreeDepth)
	{
		if (RootEdNode == NULL)
		{
			return;
		}

		RootNode->Children.Reset();
		RootNode->Services.Reset();

		// collect services
		if (RootEdNode->Services.Num())
		{
			for (int32 i = 0; i < RootEdNode->Services.Num(); i++)
			{
				UBTService* ServiceInstance = RootEdNode->Services[i] ? Cast<UBTService>(RootEdNode->Services[i]->NodeInstance) : NULL;
				if (ServiceInstance)
				{
					if (Cast<UBehaviorTree>(ServiceInstance->GetOuter()) == NULL)
					{
						ServiceInstance->Rename(NULL, BTAsset);
					}
					ServiceInstance->InitializeNode(RootNode, *ExecutionIndex, 0, TreeDepth);
					*ExecutionIndex += 1;

					RootNode->Services.Add(ServiceInstance);
				}
			}
		}

		// gather all nodes
		int32 ChildIdx = 0;
		for (int32 PinIdx = 0; PinIdx < RootEdNode->Pins.Num(); PinIdx++)
		{
			UEdGraphPin* Pin = RootEdNode->Pins[PinIdx];
			if (Pin->Direction != EGPD_Output)
			{
				continue;
			}

			// sort connections so that they're organized the same as user can see in the editor
			Pin->LinkedTo.Sort(FCompareNodeXLocation());

			for (int32 Index = 0; Index < Pin->LinkedTo.Num(); ++Index)
			{
				UBehaviorTreeGraphNode* GraphNode = Cast<UBehaviorTreeGraphNode>(Pin->LinkedTo[Index]->GetOwningNode());
				if (GraphNode == NULL)
				{
					continue;
				}

				UBTTaskNode* TaskInstance = Cast<UBTTaskNode>(GraphNode->NodeInstance);
				if (TaskInstance && Cast<UBehaviorTree>(TaskInstance->GetOuter()) == NULL)
				{
					TaskInstance->Rename(NULL, BTAsset);
				}

				UBTCompositeNode* CompositeInstance = Cast<UBTCompositeNode>(GraphNode->NodeInstance);
				if (CompositeInstance && Cast<UBehaviorTree>(CompositeInstance->GetOuter()) == NULL)
				{
					CompositeInstance->Rename(NULL, BTAsset);
				}

				if (TaskInstance == NULL && CompositeInstance == NULL)
				{
					continue;
				}

				// collect decorators
				TArray<UBTDecorator*> DecoratorInstances;
				TArray<FBTDecoratorLogic> DecoratorOperations;
				CollectDecorators(BTAsset, GraphNode, DecoratorInstances, DecoratorOperations, true, RootNode, ExecutionIndex, TreeDepth, ChildIdx);

				// store child data
				RootNode->Children.AddZeroed();
				FBTCompositeChild& ChildInfo = RootNode->Children[ChildIdx];
				ChildInfo.ChildComposite = CompositeInstance;
				ChildInfo.ChildTask = TaskInstance;
				ChildInfo.Decorators = DecoratorInstances;
				ChildInfo.DecoratorOps = DecoratorOperations;
				ChildIdx++;

				UBTNode* ChildNode = CompositeInstance ? (UBTNode*)CompositeInstance : (UBTNode*)TaskInstance;
				if (ChildNode && Cast<UBehaviorTree>(ChildNode->GetOuter()) == NULL)
				{
					ChildNode->Rename(NULL, BTAsset);
				}

				InitializeInjectedNodes(GraphNode, RootNode, *ExecutionIndex, TreeDepth, ChildIdx);
				
				// special case: subtrees
				UBTTask_RunBehavior* SubtreeTask = Cast<UBTTask_RunBehavior>(TaskInstance);
				if (SubtreeTask)
				{
					*ExecutionIndex += SubtreeTask->GetInjectedNodesCount();
				}

				ChildNode->InitializeNode(RootNode, *ExecutionIndex, 0, TreeDepth);
				*ExecutionIndex += 1;

//.........这里部分代码省略.........
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:101,代码来源:BehaviorTreeGraph.cpp


注:本文中的UBTNode::Rename方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。