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C++ UPackage::Rename方法代码示例

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


在下文中一共展示了UPackage::Rename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: FactoryCreateBinary

UObject* USspjFactory::FactoryCreateBinary(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const uint8*& Buffer, const uint8* InBufferEnd, FFeedbackContext* Warn)
{
	bool bReimport = this->IsA(UReimportSspjFactory::StaticClass());
	TMap<FString, UTexture*>* ExistImages = NULL;
	if(bReimport)
	{
		ExistImages = &(Cast<UReimportSspjFactory>(this)->ExistImages);
	}

	FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");

	FString ProjectNameStr = InName.ToString();
	FName ProjectName = InName;

	UPackage* InParentPackage = Cast<UPackage>(InParent);
	if(InParentPackage && !bReimport)
	{
		FString ProjectPackageName;
		FString BasePackageName = FPackageName::GetLongPackagePath(InParent->GetOutermost()->GetName()) / ProjectNameStr;
		AssetToolsModule.Get().CreateUniqueAssetName(BasePackageName, TEXT(""), ProjectPackageName, ProjectNameStr);
		InParentPackage->Rename(*ProjectPackageName);
	}

	// インポート設定の取得 
	const USsImportSettings* ImportSettings = GetDefault<USsImportSettings>();

	// インポート開始 
	FEditorDelegates::OnAssetPreImport.Broadcast(this, InClass, InParent, ProjectName, Type);

	// sspj
	USsProject* NewProject = FSsLoader::LoadSsProject(InParent, ProjectName, Flags, Buffer, (InBufferEnd - Buffer) + 1);
	NewProject->SetFilepath( GetCurrentFilename() );
	if(NewProject)
	{
		if(NewProject->AssetImportData == nullptr)
		{
			NewProject->AssetImportData = NewObject<UAssetImportData>(NewProject);
		}
		NewProject->AssetImportData->Update(CurrentFilename);

		FString CurPath = FPaths::GetPath(GetCurrentFilename());

		TArray<FString> ImagePaths;
		TArray<SsTexWrapMode::Type> ImageWrapModes;
		TArray<SsTexFilterMode::Type> ImageFilterModes;

		// ssce
		NewProject->CellmapList.Empty();
		NewProject->CellmapList.AddZeroed(NewProject->CellmapNames.Num());
		for(int i = 0; i < NewProject->CellmapNames.Num(); ++i)
		{
			FString FileName = GetFilePath(CurPath, NewProject->Settings.CellMapBaseDirectory, NewProject->CellmapNames[i].ToString());

			TArray<uint8> Data;
			if(FFileHelper::LoadFileToArray(Data, *FileName))
			{
				const uint8* BufferBegin = Data.GetData();
				const uint8* BufferEnd = BufferBegin + Data.Num() - 1;
				if(FSsLoader::LoadSsCellMap(&(NewProject->CellmapList[i]), BufferBegin, (BufferEnd - BufferBegin) + 1))
				{
					NewProject->CellmapList[i].FileName = NewProject->CellmapNames[i];
					if(0 < NewProject->CellmapList[i].ImagePath.Len())
					{
						if(INDEX_NONE == ImagePaths.Find(NewProject->CellmapList[i].ImagePath))
						{
							ImagePaths.Add(NewProject->CellmapList[i].ImagePath);
							if(NewProject->CellmapList[i].OverrideTexSettings)
							{
								ImageWrapModes.Add(NewProject->CellmapList[i].WrapMode);
								ImageFilterModes.Add(NewProject->CellmapList[i].FilterMode);
							}
							else
							{
								ImageWrapModes.Add(NewProject->Settings.WrapMode);
								ImageFilterModes.Add(NewProject->Settings.FilterMode);
							}
						}
					}
				}
			}
		}

		// ssae
		NewProject->AnimeList.Empty();
		NewProject->AnimeList.AddZeroed(NewProject->AnimepackNames.Num());
		for(int i = 0; i < NewProject->AnimepackNames.Num(); ++i)
		{
			FString FileName = GetFilePath(CurPath, NewProject->Settings.AnimeBaseDirectory, NewProject->AnimepackNames[i].ToString());

			TArray<uint8> Data;
			if(FFileHelper::LoadFileToArray(Data, *FileName))
			{
				const uint8* BufferBegin = Data.GetData();
				const uint8* BufferEnd = BufferBegin + Data.Num() - 1;
				FSsLoader::LoadSsAnimePack(&(NewProject->AnimeList[i]), BufferBegin, (BufferEnd - BufferBegin) + 1);
			}
		}

		// texture
		for(int i = 0; i < ImagePaths.Num(); ++i)
//.........这里部分代码省略.........
开发者ID:KoujiMatsumori,项目名称:SS5PlayerForUnrealEngine4,代码行数:101,代码来源:SspjFactory.cpp


注:本文中的UPackage::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。