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C++ USceneComponent::HasAnySockets方法代码示例

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


在下文中一共展示了USceneComponent::HasAnySockets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: OnDrop

void FActorDropTarget::OnDrop(FDragDropPayload& DraggedObjects, UWorld& World, const FDragValidationInfo& ValidationInfo, TSharedRef<SWidget> DroppedOnWidget)
{
	AActor* DropActor = Actor.Get();
	if (!DropActor)
	{
		return;
	}

	FActorArray DraggedActors = DraggedObjects.Actors.GetValue();

	FMessageLog EditorErrors("EditorErrors");
	EditorErrors.NewPage(LOCTEXT("ActorAttachmentsPageLabel", "Actor attachment"));

	if (ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleMultipleDetach || ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleDetach)
	{
		const FScopedTransaction Transaction( LOCTEXT("UndoAction_DetachActors", "Detach actors") );

		for (const auto& WeakActor : DraggedActors)
		{
			if (auto* DragActor = WeakActor.Get())
			{
				DetachActorFromParent(DragActor);
			}
		}
	}
	else if (ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleMultipleAttach || ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleAttach)
	{
		// Show socket chooser if we have sockets to select

		//@TODO: Should create a menu for each component that contains sockets, or have some form of disambiguation within the menu (like a fully qualified path)
		// Instead, we currently only display the sockets on the root component
		USceneComponent* Component = DropActor->GetRootComponent();
		if ((Component != NULL) && (Component->HasAnySockets()))
		{
			// Create the popup
			FSlateApplication::Get().PushMenu(
				DroppedOnWidget,
				SNew(SSocketChooserPopup)
				.SceneComponent( Component )
				.OnSocketChosen_Static(&FActorDropTarget::PerformAttachment, Actor, MoveTemp(DraggedActors) ),
				FSlateApplication::Get().GetCursorPos(),
				FPopupTransitionEffect( FPopupTransitionEffect::TypeInPopup )
				);
		}
		else
		{
			PerformAttachment(NAME_None, Actor, MoveTemp(DraggedActors));
		}
	}

	// Report errors
	EditorErrors.Notify(NSLOCTEXT("ActorAttachmentError", "AttachmentsFailed", "Attachments Failed!"));
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:53,代码来源:ActorTreeItem.cpp


注:本文中的USceneComponent::HasAnySockets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。