More actor and UObject progress
This commit is contained in:
@@ -0,0 +1,6 @@
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namespace Prospect.Unreal.Core.Math;
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public class FQuat
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{
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}
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@@ -0,0 +1,6 @@
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namespace Prospect.Unreal.Core.Math;
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public class FRotator
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{
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}
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@@ -0,0 +1,7 @@
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namespace Prospect.Unreal.Core.Math;
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public ref struct FTransform
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{
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public FVector Location { get; set; }
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public FRotator Rotation { get; set; }
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}
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@@ -0,0 +1,6 @@
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namespace Prospect.Unreal.Core.Math;
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public class FVector
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{
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}
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+1
-1
@@ -1,4 +1,4 @@
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namespace Prospect.Unreal.Core;
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namespace Prospect.Unreal.Core.Objects;
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[Flags]
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public enum EObjectFlags
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@@ -0,0 +1,18 @@
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namespace Prospect.Unreal.Core.Objects;
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/// <summary>
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/// Custom class to help with <code>T::StaticClass()</code> code.
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/// </summary>
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public class GUClassArray
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{
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public static UClass StaticClass<T>()
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{
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return StaticClass(typeof(T));
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}
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public static UClass StaticClass(Type type)
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{
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// TODO: Implement
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return new UClass();
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}
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}
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@@ -0,0 +1,6 @@
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namespace Prospect.Unreal.Core.Objects;
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public static class GUObjectArray
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{
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}
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@@ -0,0 +1,8 @@
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using Prospect.Unreal.Core.Properties;
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namespace Prospect.Unreal.Core.Objects;
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public class UClass : UStruct
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{
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}
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@@ -0,0 +1,6 @@
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namespace Prospect.Unreal.Core.Objects;
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public class UObject : UObjectBaseUtility
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{
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}
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@@ -0,0 +1,85 @@
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using System.Runtime.CompilerServices;
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using Prospect.Unreal.Core.Names;
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namespace Prospect.Unreal.Core.Objects;
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public class UObjectBase
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{
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/// <summary>
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/// Flags used to track and report various object states.
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/// </summary>
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private EObjectFlags _objectFlags;
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/// <summary>
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/// Index into GObjectArray...very private.
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/// </summary>
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private int _internalIndex;
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/// <summary>
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/// Class the object belongs to.
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/// </summary>
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private UClass _classPrivate;
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/// <summary>
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/// Name of this object.
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/// </summary>
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private FName _namePrivate;
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/// <summary>
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/// Object this object resides in.
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/// </summary>
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private UObject? _outerPrivate;
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public UObjectBase()
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{
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}
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/// <summary>
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/// Returns the unique ID of the object...these are reused so it is only unique while the object is alive.
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/// Useful as a tag.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public uint GetUniqueID()
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{
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return (uint)_internalIndex;
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}
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/// <summary>
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/// Returns the UClass that defines the fields of this object.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public UClass GetClass()
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{
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return _classPrivate;
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}
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/// <summary>
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/// Returns the UObject this object resides in.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public UObject? GetOuter()
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{
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return _outerPrivate;
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}
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/// <summary>
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/// Returns the logical name of this object.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public FName GetFName()
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{
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return _namePrivate;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected void SetFlagsTo(EObjectFlags newFlags)
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{
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_objectFlags = newFlags;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public EObjectFlags GetFlags()
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{
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return _objectFlags;
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}
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}
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@@ -0,0 +1,79 @@
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using System.Runtime.CompilerServices;
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namespace Prospect.Unreal.Core.Objects;
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public class UObjectBaseUtility : UObjectBase
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{
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/*
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* Flags
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*/
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetFlags(EObjectFlags newFlags)
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{
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SetFlagsTo(GetFlags() | newFlags);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ClearFlags(EObjectFlags newFlags)
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{
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SetFlagsTo(GetFlags() | ~newFlags);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool HasAnyFlags(EObjectFlags flagsToCheck)
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{
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return (GetFlags() & flagsToCheck) != 0;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool HasAllFlags(EObjectFlags flagsToCheck)
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{
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return (GetFlags() & flagsToCheck) == flagsToCheck;
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}
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/*
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* Marks
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*/
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public bool IsUnreachable()
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{
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// TODO: GUObjectArray
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return false;
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}
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/*
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* Outer & Package
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*/
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public UObject? GetTypedOuter(UClass target)
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{
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UObject? result = null;
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for (var nextOuter = GetOuter(); result == null && nextOuter != null; nextOuter = nextOuter.GetOuter())
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{
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if (nextOuter.IsA(target))
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{
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result = nextOuter;
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}
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}
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return result;
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}
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public T? GetTypedOuter<T>() where T : UObject
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{
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return (T?)GetTypedOuter(GUClassArray.StaticClass<T>());
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}
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/*
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* Class
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*/
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public bool IsChildOfWorkaround(UClass objClass, UClass testClass)
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{
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return objClass.IsChildOf(testClass);
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}
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public bool IsA(UClass someBase)
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{
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var someBaseClass = someBase;
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var thisClass = GetClass();
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return IsChildOfWorkaround(thisClass, someBaseClass);
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}
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}
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@@ -0,0 +1,8 @@
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using Prospect.Unreal.Core.Objects;
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namespace Prospect.Unreal.Core.Properties;
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public class UField : UObject
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{
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}
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@@ -0,0 +1,37 @@
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namespace Prospect.Unreal.Core.Properties;
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public class UStruct : UField
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{
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private UStruct? _superStruct;
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public bool IsChildOf(UStruct? someBase)
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{
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if (someBase == null)
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{
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return false;
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}
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var bOldResult = false;
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for (var tempStruct = this; tempStruct != null; tempStruct = tempStruct.GetSuperStruct())
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{
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if (tempStruct == someBase)
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{
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bOldResult = true;
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break;
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}
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}
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return bOldResult;
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}
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public UStruct? GetSuperStruct()
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{
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return _superStruct;
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}
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public virtual void SetSuperStruct(UStruct newSuperStruct)
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{
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_superStruct = newSuperStruct;
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}
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}
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@@ -1,8 +1,10 @@
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using Prospect.Unreal.Net.Actors;
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using Prospect.Unreal.Core.Objects;
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using Prospect.Unreal.Net.Actors;
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using Prospect.Unreal.Runtime;
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namespace Prospect.Unreal.Core;
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public class ULevel
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public class ULevel : UObject
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{
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public ULevel()
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{
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@@ -19,6 +21,13 @@ public class ULevel
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/// </summary>
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public List<AActor> Actors { get; private set; }
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/// <summary>
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/// The World that has this level in its Levels array.
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/// This is not the same as GetOuter(), because GetOuter() for a streaming level is a vestigial world that is not used.
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/// It should not be accessed during BeginDestroy(), just like any other UObject references, since GC may occur in any order.
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/// </summary>
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public UWorld OwningWorld { get; private set; }
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public void InitializeNetworkActors()
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{
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throw new NotImplementedException();
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@@ -1,6 +0,0 @@
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namespace Prospect.Unreal.Core;
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public class UObject
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{
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}
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@@ -1,11 +1,18 @@
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core.Objects;
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using Prospect.Unreal.Runtime;
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namespace Prospect.Unreal.Net.Actors;
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public class AActor
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public class AActor : UObject
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{
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private bool bActorInitialized;
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// TODO: UPROPERTY(BlueprintReadWrite, ReplicatedUsing=OnRep_Instigator, meta=(ExposeOnSpawn=true, AllowPrivateAccess=true), Category=Actor)
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/// <summary>
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/// Pawn responsible for damage and other gameplay events caused by this actor.
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/// </summary>
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private APawn? _instigator;
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/// <summary>
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/// Sets the value of Role without causing other side effects to this instance.
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@@ -36,9 +43,38 @@ public class AActor
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throw new NotImplementedException();
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}
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public UWorld GetWorld()
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public UWorld? GetWorld()
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{
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// if ()
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if (!HasAnyFlags(EObjectFlags.RF_ClassDefaultObject))
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{
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var outer = GetOuter();
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if (outer == null)
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{
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return null;
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}
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if (!outer.HasAnyFlags(EObjectFlags.RF_BeginDestroyed) &&
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!outer.IsUnreachable())
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{
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var level = GetLevel();
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if (level != null)
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{
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return level.OwningWorld;
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}
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}
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}
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return null;
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}
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public ULevel? GetLevel()
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{
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return GetTypedOuter<ULevel>();
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}
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public APawn? GetInstigator()
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{
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return _instigator;
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}
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public bool IsActorInitialized()
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@@ -1,4 +1,5 @@
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core.Objects;
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using Prospect.Unreal.Runtime;
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namespace Prospect.Unreal.Net.Actors;
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@@ -19,6 +20,12 @@ public class AGameModeBase : AInfo
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public virtual void InitGame(string mapName, string options, out string errorMessage)
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{
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// Default error.
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errorMessage = string.Empty;
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// Find world.
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var world = GetWorld();
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// Save Options for future use
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OptionsString = options;
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@@ -28,7 +35,7 @@ public class AGameModeBase : AInfo
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ObjectFlags = EObjectFlags.RF_Transient
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};
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GameSession = World.SpawnActor();
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// GameSession = world.SpawnActor();
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}
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public virtual void InitGameState()
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@@ -0,0 +1,6 @@
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namespace Prospect.Unreal.Net.Actors;
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public class APawn : AActor
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{
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}
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@@ -1,5 +1,6 @@
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core.Names;
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using Prospect.Unreal.Core.Objects;
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using Prospect.Unreal.Net.Actors;
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namespace Prospect.Unreal.Net;
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@@ -10,7 +11,7 @@ public ref struct FActorSpawnParameters
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/// A name to assign as the Name of the Actor being spawned.
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/// If no value is specified, the name of the spawned Actor will be automatically generated using the form [Class]_[Number].
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/// </summary>
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public FName? Name { get; set; }
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public FName Name { get; set; } = EName.None;
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/// <summary>
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/// An Actor to use as a template when spawning the new Actor.
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@@ -1,4 +1,6 @@
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core.Objects;
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using Prospect.Unreal.Net;
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using Prospect.Unreal.Net.Actors;
|
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namespace Prospect.Unreal.Runtime;
|
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@@ -8,6 +10,13 @@ public class UGameInstance
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public AGameModeBase? CreateGameModeForURL(FUrl inUrl, UWorld inWorld)
|
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{
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// TODO: World.SpawnActor
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return new AGameModeBase();
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var spawnInfo = new FActorSpawnParameters
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{
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SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod.AlwaysSpawn,
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ObjectFlags = EObjectFlags.RF_Transient
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};
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return inWorld.SpawnActor<AGameModeBase>(GUClassArray.StaticClass<AGameModeBase>(), spawnInfo);
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}
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}
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@@ -1,5 +1,7 @@
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using System.Text;
|
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using Prospect.Unreal.Core;
|
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using Prospect.Unreal.Core.Math;
|
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using Prospect.Unreal.Core.Objects;
|
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using Prospect.Unreal.Net;
|
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using Prospect.Unreal.Net.Actors;
|
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|
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@@ -42,4 +44,54 @@ public partial class UWorld
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Logger.Warning("Login failed: No game mode set");
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return null;
|
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}
|
||||
|
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public AActor SpawnActor(UClass? clazz, FVector? location, FRotator? rotation, FActorSpawnParameters spawnParameters)
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{
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var transform = new FTransform();
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|
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if (location != null)
|
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{
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transform.Location = location;
|
||||
}
|
||||
|
||||
if (rotation != null)
|
||||
{
|
||||
// TODO: FQuat
|
||||
// transform.Rotation =
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||||
}
|
||||
|
||||
return SpawnActor(clazz, transform, spawnParameters);
|
||||
}
|
||||
|
||||
public AActor SpawnActor(UClass? clazz, FTransform userTransform, FActorSpawnParameters spawnParameters)
|
||||
{
|
||||
if (clazz == null)
|
||||
{
|
||||
Logger.Warning("SpawnActor failed because no class was specified");
|
||||
return null;
|
||||
}
|
||||
|
||||
// TODO: Bunch of if checks
|
||||
var levelToSpawnIn = spawnParameters.OverrideLevel;
|
||||
if (levelToSpawnIn == null)
|
||||
{
|
||||
// Spawn in the same level as the owner if we have one.
|
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levelToSpawnIn = (spawnParameters.Owner != null) ? spawnParameters.Owner.GetLevel() : _currentLevel;
|
||||
}
|
||||
|
||||
var newActorName = spawnParameters.Name;
|
||||
var template = spawnParameters.Template;
|
||||
|
||||
if (template == null)
|
||||
{
|
||||
// template = clazz.GetDefaultObject();
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public T SpawnActor<T>(UClass? clazz, FActorSpawnParameters spawnParameters) where T : AActor
|
||||
{
|
||||
return (T)SpawnActor(clazz, null, null, spawnParameters);
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Core.Names;
|
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using Prospect.Unreal.Core.Objects;
|
||||
using Prospect.Unreal.Exceptions;
|
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using Prospect.Unreal.Net;
|
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using Prospect.Unreal.Net.Actors;
|
||||
@@ -16,7 +17,17 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
|
||||
private UGameInstance? _owningGameInstance;
|
||||
private AGameModeBase? _authorityGameMode;
|
||||
|
||||
/// <summary>
|
||||
/// Array of levels currently in this world. Not serialized to disk to avoid hard references.
|
||||
/// </summary>
|
||||
private List<ULevel> _levels;
|
||||
|
||||
/// <summary>
|
||||
/// Pointer to the current level being edited.
|
||||
/// Level has to be in the Levels array and == PersistentLevel in the game.
|
||||
/// </summary>
|
||||
private ULevel? _currentLevel;
|
||||
|
||||
public UWorld()
|
||||
{
|
||||
@@ -40,6 +51,11 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
/// </summary>
|
||||
public bool bActorsInitialized { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is the world in its actor initialization phase.
|
||||
/// </summary>
|
||||
public bool bStartup { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether BeginPlay has been called on actors
|
||||
/// </summary>
|
||||
@@ -149,9 +165,9 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
if (!AreActorsInitialized())
|
||||
{
|
||||
// Initialize network actors and start execution.
|
||||
for (int i = 0; i < _levels.Count; i++)
|
||||
foreach (var level in _levels)
|
||||
{
|
||||
_levels[i].InitializeNetworkActors();
|
||||
level.InitializeNetworkActors();
|
||||
}
|
||||
|
||||
// Enable actor script calls.
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Core.Names;
|
||||
using Prospect.Unreal.Core.Objects;
|
||||
using Prospect.Unreal.Net;
|
||||
|
||||
namespace Prospect.Unreal.Serialization;
|
||||
|
||||
Reference in New Issue
Block a user