startAgain. c++ functions, search

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2023-11-15 19:27:20 +05:00
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "cppGI.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct Fcppcoords
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, category = "default")
int32 flat = -1;
UPROPERTY(BlueprintReadWrite, category = "default")
int32 type = 0;
UPROPERTY(BlueprintReadWrite, category = "default")
int32 zone = 1;
UPROPERTY(BlueprintReadWrite, category = "default")
int32 house = -1;
UPROPERTY(BlueprintReadWrite, category = "default")
int32 section = -1;
UPROPERTY(BlueprintReadWrite, category = "default")
int32 floor = -1;
};
USTRUCT(BlueprintType)
struct FcppLevelStruct
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite)
Fcppcoords coords;
UPROPERTY(BlueprintReadWrite)
bool dontUnload = false;
UPROPERTY(BlueprintReadWrite)
FString path;
UPROPERTY(BlueprintReadWrite)
float Z = 0;
UPROPERTY(BlueprintReadWrite)
int32 anotherLvl = -1;
UPROPERTY(BlueprintReadWrite)
FName uniqName;
};
UCLASS()
class GRAFFMODULE_API UcppGI : public UGameInstance
{
GENERATED_BODY()
public:
UFUNCTION(blueprintcallable, category = "cppFuncLib")
static void cppCoordsEq(Fcppcoords coords, Fcppcoords coords1, bool relevantMinus2, bool fastEq, bool& flat_, bool& type_, bool& zone_, bool& house_, bool& section_, bool& floor_, bool& fullEq);
/*returns array of levels for binding*/
UFUNCTION(blueprintcallable, Category = "LevelLoading", meta = (WorldContext = "WorldContextObject"))
TArray<ULevelStreaming*> cppLvlManage(UObject* WorldContextObject, Fcppcoords currentCoords, uint8 currentState);
/*list of lvls for anyway loading*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading")
TArray<FcppLevelStruct> cppWhiteList;
/*list of lvls for anyway not loading*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading")
TArray<FcppLevelStruct> cppBlackList;
/*list of coords for regular loading*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading")
TArray<Fcppcoords> cppLoadList;
/*list of created level names*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading")
TArray<FName> cppCreatedList;
/*list of loaded/loading right now level names*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading")
TArray<FName> cpploadedList;
/*list of lvls struct created by levelloader*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading")
TArray<FcppLevelStruct> cppLevels;
};