More actor and UObject progress

This commit is contained in:
AeonLucid
2022-01-17 23:02:10 +01:00
parent fe97b7a145
commit 458bae0523
24 changed files with 421 additions and 18 deletions
+6
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@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Core.Math;
public class FQuat
{
}
@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Core.Math;
public class FRotator
{
}
@@ -0,0 +1,7 @@
namespace Prospect.Unreal.Core.Math;
public ref struct FTransform
{
public FVector Location { get; set; }
public FRotator Rotation { get; set; }
}
+6
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@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Core.Math;
public class FVector
{
}
@@ -1,4 +1,4 @@
namespace Prospect.Unreal.Core;
namespace Prospect.Unreal.Core.Objects;
[Flags]
public enum EObjectFlags
@@ -0,0 +1,18 @@
namespace Prospect.Unreal.Core.Objects;
/// <summary>
/// Custom class to help with <code>T::StaticClass()</code> code.
/// </summary>
public class GUClassArray
{
public static UClass StaticClass<T>()
{
return StaticClass(typeof(T));
}
public static UClass StaticClass(Type type)
{
// TODO: Implement
return new UClass();
}
}
@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Core.Objects;
public static class GUObjectArray
{
}
@@ -0,0 +1,8 @@
using Prospect.Unreal.Core.Properties;
namespace Prospect.Unreal.Core.Objects;
public class UClass : UStruct
{
}
@@ -0,0 +1,6 @@
namespace Prospect.Unreal.Core.Objects;
public class UObject : UObjectBaseUtility
{
}
@@ -0,0 +1,85 @@
using System.Runtime.CompilerServices;
using Prospect.Unreal.Core.Names;
namespace Prospect.Unreal.Core.Objects;
public class UObjectBase
{
/// <summary>
/// Flags used to track and report various object states.
/// </summary>
private EObjectFlags _objectFlags;
/// <summary>
/// Index into GObjectArray...very private.
/// </summary>
private int _internalIndex;
/// <summary>
/// Class the object belongs to.
/// </summary>
private UClass _classPrivate;
/// <summary>
/// Name of this object.
/// </summary>
private FName _namePrivate;
/// <summary>
/// Object this object resides in.
/// </summary>
private UObject? _outerPrivate;
public UObjectBase()
{
}
/// <summary>
/// Returns the unique ID of the object...these are reused so it is only unique while the object is alive.
/// Useful as a tag.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public uint GetUniqueID()
{
return (uint)_internalIndex;
}
/// <summary>
/// Returns the UClass that defines the fields of this object.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public UClass GetClass()
{
return _classPrivate;
}
/// <summary>
/// Returns the UObject this object resides in.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public UObject? GetOuter()
{
return _outerPrivate;
}
/// <summary>
/// Returns the logical name of this object.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public FName GetFName()
{
return _namePrivate;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected void SetFlagsTo(EObjectFlags newFlags)
{
_objectFlags = newFlags;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public EObjectFlags GetFlags()
{
return _objectFlags;
}
}
@@ -0,0 +1,79 @@
using System.Runtime.CompilerServices;
namespace Prospect.Unreal.Core.Objects;
public class UObjectBaseUtility : UObjectBase
{
/*
* Flags
*/
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetFlags(EObjectFlags newFlags)
{
SetFlagsTo(GetFlags() | newFlags);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ClearFlags(EObjectFlags newFlags)
{
SetFlagsTo(GetFlags() | ~newFlags);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool HasAnyFlags(EObjectFlags flagsToCheck)
{
return (GetFlags() & flagsToCheck) != 0;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool HasAllFlags(EObjectFlags flagsToCheck)
{
return (GetFlags() & flagsToCheck) == flagsToCheck;
}
/*
* Marks
*/
public bool IsUnreachable()
{
// TODO: GUObjectArray
return false;
}
/*
* Outer & Package
*/
public UObject? GetTypedOuter(UClass target)
{
UObject? result = null;
for (var nextOuter = GetOuter(); result == null && nextOuter != null; nextOuter = nextOuter.GetOuter())
{
if (nextOuter.IsA(target))
{
result = nextOuter;
}
}
return result;
}
public T? GetTypedOuter<T>() where T : UObject
{
return (T?)GetTypedOuter(GUClassArray.StaticClass<T>());
}
/*
* Class
*/
public bool IsChildOfWorkaround(UClass objClass, UClass testClass)
{
return objClass.IsChildOf(testClass);
}
public bool IsA(UClass someBase)
{
var someBaseClass = someBase;
var thisClass = GetClass();
return IsChildOfWorkaround(thisClass, someBaseClass);
}
}
@@ -0,0 +1,8 @@
using Prospect.Unreal.Core.Objects;
namespace Prospect.Unreal.Core.Properties;
public class UField : UObject
{
}
@@ -0,0 +1,37 @@
namespace Prospect.Unreal.Core.Properties;
public class UStruct : UField
{
private UStruct? _superStruct;
public bool IsChildOf(UStruct? someBase)
{
if (someBase == null)
{
return false;
}
var bOldResult = false;
for (var tempStruct = this; tempStruct != null; tempStruct = tempStruct.GetSuperStruct())
{
if (tempStruct == someBase)
{
bOldResult = true;
break;
}
}
return bOldResult;
}
public UStruct? GetSuperStruct()
{
return _superStruct;
}
public virtual void SetSuperStruct(UStruct newSuperStruct)
{
_superStruct = newSuperStruct;
}
}
+11 -2
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@@ -1,8 +1,10 @@
using Prospect.Unreal.Net.Actors;
using Prospect.Unreal.Core.Objects;
using Prospect.Unreal.Net.Actors;
using Prospect.Unreal.Runtime;
namespace Prospect.Unreal.Core;
public class ULevel
public class ULevel : UObject
{
public ULevel()
{
@@ -19,6 +21,13 @@ public class ULevel
/// </summary>
public List<AActor> Actors { get; private set; }
/// <summary>
/// The World that has this level in its Levels array.
/// This is not the same as GetOuter(), because GetOuter() for a streaming level is a vestigial world that is not used.
/// It should not be accessed during BeginDestroy(), just like any other UObject references, since GC may occur in any order.
/// </summary>
public UWorld OwningWorld { get; private set; }
public void InitializeNetworkActors()
{
throw new NotImplementedException();
-6
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@@ -1,6 +0,0 @@
namespace Prospect.Unreal.Core;
public class UObject
{
}