new from upside towers
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@@ -31,15 +31,16 @@ TArray<ULevelStreaming*> UcppGI::cppLvlManage(UObject* WorldContextObject, Fcppc
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{
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TArray<ULevelStreaming*> outStruct;
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bool loadthis;
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auto is3DTour = currentState == 11;
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/*for 3Dtour only*/
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if(currentState==11) {
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if (is3DTour) {
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auto temp = Fcppcoords();
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temp.house = -2;
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temp.section = -2;
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temp.floor = 1;
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cppLoadList.AddUnique(temp);
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}
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cppLoadList.AddUnique(currentCoords);
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for (const auto& lvl : cppLevels)
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@@ -53,8 +54,16 @@ TArray<ULevelStreaming*> UcppGI::cppLvlManage(UObject* WorldContextObject, Fcppc
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for (const auto& crd : cppLoadList) // here is filter code
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{
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cppCoordsEq(crd, lvl.coords, true, false, ceq[0], ceq[1], ceq[2], ceq[3], ceq[4], ceq[5], ceq[6]);
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if (ceq[3] && ceq[4] && ceq[5] && !lvl.uniqName.ToString().EndsWith(L"refl")) loadthis = true; //reflections setup separately, load all on floor
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if (ceq[6] && lvl.uniqName.ToString().EndsWith(L"refl")) loadthis = true;
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if (
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(
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(
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(ceq[0] || !is3DTour || lvl.coords.flat == -1) && ceq[5]
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)
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|| (is3DTour ? lvl.anotherLvl >= 1 && lvl.anotherLvl == crd.flat : lvl.anotherLvl >= 1 && lvl.anotherLvl == crd.flat && lvl.coords.floor < crd.floor)
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)
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&& ceq[3] && ceq[4]
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) loadthis = true; //load all on floor and under 2-floor flat, and full 2-floor flat in 3d tour
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//if (ceq[6]) loadthis = true; //classic load with parallax
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}
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}
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@@ -75,7 +84,7 @@ TArray<ULevelStreaming*> UcppGI::cppLvlManage(UObject* WorldContextObject, Fcppc
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if (ULevelStreamingDynamic* newlvl = ULevelStreamingDynamic::LoadLevelInstance(WorldContextObject, lvl.path, FVector(0, 0, lvl.Z), FRotator(0), b, lvl.uniqName.ToString())) {
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newlvl->SetPriority(lvl.coords.flat == -1 ? 1 : 0);
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newlvl->bShouldBlockOnLoad = lvl.dontUnload;
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cppCreatedList.Add(lvl.uniqName);
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cppCreatedList.Add(lvl.uniqName);
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cpploadedList.Add(lvl.uniqName);
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outStruct.Add(newlvl);
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}
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@@ -10,7 +10,7 @@ public class blueprintLibrary : ModuleRules
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PrivateDependencyModuleNames.AddRange(new string[] {"GraffModule" });
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PrivateDependencyModuleNames.AddRange(new string[] { "GraffModule" });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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