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C++ DOREPLIFETIME函數代碼示例

本文整理匯總了C++中DOREPLIFETIME函數的典型用法代碼示例。如果您正苦於以下問題:C++ DOREPLIFETIME函數的具體用法?C++ DOREPLIFETIME怎麽用?C++ DOREPLIFETIME使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了DOREPLIFETIME函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

示例1: DOREPLIFETIME

void AOpenBarrierConsole::GetLifetimeReplicatedProps(TArray<FLifetimeProperty> & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	// Replicate to everyone
	DOREPLIFETIME(AOpenBarrierConsole, OpeningCode);
	DOREPLIFETIME(AOpenBarrierConsole, Displayer);
}
開發者ID:Onyrick,項目名稱:TGCO,代碼行數:7,代碼來源:OpenBarrierConsole.cpp

示例2: DOREPLIFETIME

void AItemPickup::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AItemPickup, Mesh);
	DOREPLIFETIME(AItemPickup, SkeletalMesh);
}
開發者ID:mrG7,項目名稱:Rade,代碼行數:7,代碼來源:ItemPickup.cpp

示例3: DOREPLIFETIME

void UARAttributeBaseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARAttributeBaseComponent, ActivePeriodicEffects);
	DOREPLIFETIME(UARAttributeBaseComponent, ModifiedAttribute);
}
開發者ID:creWn,項目名稱:ActionRPGGame,代碼行數:7,代碼來源:ARAttributeBaseComponent.cpp

示例4: DOREPLIFETIME

void UGSItemWeaponInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UGSItemWeaponInfo, CurrentHand);
	DOREPLIFETIME(UGSItemWeaponInfo, LastAttachedSocket);
}
開發者ID:Chooka,項目名稱:ActionRPGGame,代碼行數:7,代碼來源:GSItemWeaponInfo.cpp

示例5: DOREPLIFETIME

void UAbilityTask_MoveToLocation::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	DOREPLIFETIME(UAbilityTask_MoveToLocation, StartLocation);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, TargetLocation);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, DurationOfMovement);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, LerpCurve);
}
開發者ID:kidaa,項目名稱:UnrealEngineVR,代碼行數:7,代碼來源:AbilityTask_MoveToLocation.cpp

示例6: DOREPLIFETIME

void AGISPickupActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AGISPickupActor, ItemToLoot);
	DOREPLIFETIME(AGISPickupActor, bIsCurrentlyBeingLooted);
}
開發者ID:Chooka,項目名稱:ActionRPGGame,代碼行數:7,代碼來源:GISPickupActor.cpp

示例7: DOREPLIFETIME

void AProjectile::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AProjectile, homingTarget);
	DOREPLIFETIME(AProjectile, hitSound);
}
開發者ID:weelcheel,項目名稱:Mythos-Realm,代碼行數:7,代碼來源:Projectile.cpp

示例8: DOREPLIFETIME

void UInventory::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(UInventory, Items);
	DOREPLIFETIME(UInventory, TotalWeight);
	DOREPLIFETIME(UInventory, ThePlayer);
}
開發者ID:jonny2027,項目名稱:Rade,代碼行數:7,代碼來源:Inventory.cpp

示例9: DOREPLIFETIME

void ASBombActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASBombActor, bIsFuzeActive);
	DOREPLIFETIME(ASBombActor, bExploded);
}
開發者ID:57-Wolve,項目名稱:EpicSurvivalGameSeries,代碼行數:7,代碼來源:SBombActor.cpp

示例10: DOREPLIFETIME

void UGSItemWeaponRangedInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeaponClass);
	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeapon);
}
開發者ID:Chooka,項目名稱:ActionRPGGame,代碼行數:7,代碼來源:GSItemWeaponRangedInfo.cpp

示例11: DOREPLIFETIME

void AProjectileSpell::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AProjectileSpell, GeometryComponent);
	DOREPLIFETIME(AProjectileSpell, DestroyOnValidCollision);
}
開發者ID:metsfan,項目名稱:thirdpersonproject,代碼行數:7,代碼來源:ProjectileSpell.cpp

示例12: DOREPLIFETIME

void AMainGameState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AMainGameState, GameStartCountdown);
	DOREPLIFETIME(AMainGameState, ConnectedPlayersArray);
}
開發者ID:metsfan,項目名稱:thirdpersonproject,代碼行數:7,代碼來源:MainGameState.cpp

示例13: DOREPLIFETIME

void UARBeamCue::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARBeamCue, HitInfo);
	DOREPLIFETIME(UARBeamCue, IsFiring);
}
開發者ID:Aboutdept,項目名稱:ActionRPGGame,代碼行數:7,代碼來源:ARBeamCue.cpp

示例14: DOREPLIFETIME

void ASGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASGameState, ElapsedGameMinutes);
	DOREPLIFETIME(ASGameState, bIsNight);
}
開發者ID:AshDawson,項目名稱:EpicSurvivalGameSeries,代碼行數:7,代碼來源:SGameState.cpp

示例15: DOREPLIFETIME

void ASyncedMapPhysicsEntity::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredPos);
	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredRot);
}
開發者ID:shinji144,項目名稱:UMod,代碼行數:7,代碼來源:SyncedMapPhysicsEntity.cpp


注:本文中的DOREPLIFETIME函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。