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C++ ULocalPlayer::SpawnPlayActor方法代码示例

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


在下文中一共展示了ULocalPlayer::SpawnPlayActor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: CreateLocalPlayer

ULocalPlayer* UGameInstance::CreateLocalPlayer(int32 ControllerId, FString& OutError, bool bSpawnActor)
{
	checkf(GetEngine()->LocalPlayerClass != NULL);

	ULocalPlayer* NewPlayer = NULL;
	int32 InsertIndex = INDEX_NONE;

	const int32 MaxSplitscreenPlayers = (GetGameViewportClient() != NULL) ? GetGameViewportClient()->MaxSplitscreenPlayers : 1;

	if (FindLocalPlayerFromControllerId( ControllerId ) != NULL)
	{
		OutError = FString::Printf(TEXT("A local player already exists for controller ID %d,"), ControllerId);
	}
	else if (LocalPlayers.Num() < MaxSplitscreenPlayers)
	{
		// If the controller ID is not specified then find the first available
		if (ControllerId < 0)
		{
			for (ControllerId = 0; ControllerId < MaxSplitscreenPlayers; ++ControllerId)
			{
				if (FindLocalPlayerFromControllerId( ControllerId ) == NULL)
				{
					break;
				}
			}
			check(ControllerId < MaxSplitscreenPlayers);
		}
		else if (ControllerId >= MaxSplitscreenPlayers)
		{
			UE_LOG(LogPlayerManagement, Warning, TEXT("Controller ID (%d) is unlikely to map to any physical device, so this player will not receive input"), ControllerId);
		}

		NewPlayer = NewObject<ULocalPlayer>(GetEngine(), GetEngine()->LocalPlayerClass);
		InsertIndex = AddLocalPlayer(NewPlayer, ControllerId);
		if (bSpawnActor && InsertIndex != INDEX_NONE && GetWorld() != NULL)
		{
			if (GetWorld()->GetNetMode() != NM_Client)
			{
				// server; spawn a new PlayerController immediately
				if (!NewPlayer->SpawnPlayActor("", OutError, GetWorld()))
				{
					RemoveLocalPlayer(NewPlayer);
					NewPlayer = NULL;
				}
			}
			else
			{
				// client; ask the server to let the new player join
				NewPlayer->SendSplitJoin();
			}
		}
	}
	else
	{
		OutError = FString::Printf(TEXT( "Maximum number of players (%d) already created.  Unable to create more."), MaxSplitscreenPlayers);
	}

	if (OutError != TEXT(""))
	{
		UE_LOG(LogPlayerManagement, Log, TEXT("UPlayer* creation failed with error: %s"), *OutError);
	}

	return NewPlayer;
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:64,代码来源:GameInstance.cpp


注:本文中的ULocalPlayer::SpawnPlayActor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。