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自学教程:C++ ue_py_check函数代码示例

51自学网 2021-06-03 09:06:30
  C++
这篇教程C++ ue_py_check函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中ue_py_check函数的典型用法代码示例。如果您正苦于以下问题:C++ ue_py_check函数的具体用法?C++ ue_py_check怎么用?C++ ue_py_check使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了ue_py_check函数的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: ue_py_check

PyObject *py_ue_get_player_pawn(ue_PyUObject *self, PyObject * args){	ue_py_check(self);	int controller_id = 0;	if (!PyArg_ParseTuple(args, "|i:get_player_pawn", &controller_id))	{		return NULL;	}	UWorld *world = ue_get_uworld(self);	if (!world)		return PyErr_Format(PyExc_Exception, "unable to retrieve UWorld from uobject");	APlayerController *controller = UGameplayStatics::GetPlayerController(world, controller_id);	if (!controller)		return PyErr_Format(PyExc_Exception, "unable to retrieve controller %d", controller_id);	// the controller could not have a pawn	if (!controller->GetPawn())		Py_RETURN_NONE;	Py_RETURN_UOBJECT(controller->GetPawn());}
开发者ID:20tab,项目名称:UnrealEnginePython,代码行数:25,


示例2: ue_py_check

PyObject *py_ue_actor_has_tag(ue_PyUObject * self, PyObject * args) {	ue_py_check(self);	char *tag;	if (!PyArg_ParseTuple(args, "s:actor_has_tag", &tag)) {		return NULL;	}	if (!self->ue_object->IsA<AActor>()) {		return PyErr_Format(PyExc_Exception, "uobject is not an AActor");	}	AActor *actor = (AActor *)self->ue_object;	if (actor->ActorHasTag(FName(UTF8_TO_TCHAR(tag)))) {		Py_INCREF(Py_True);		return Py_True;	}	Py_INCREF(Py_False);	return Py_False;}
开发者ID:ckyun777,项目名称:UnrealEnginePython,代码行数:25,


示例3: ue_py_check

PyObject *py_ue_actor_set_level_sequence(ue_PyUObject * self, PyObject * args){	ue_py_check(self);	PyObject *py_sequence;	if (!PyArg_ParseTuple(args, "O:actor_set_level_sequence", &py_sequence))	{		return NULL;	}	ALevelSequenceActor *actor = ue_py_check_type<ALevelSequenceActor>(self);	if (!actor)	{		return PyErr_Format(PyExc_Exception, "uobject is not a LevelSequenceActor");	}	ULevelSequence *sequence = ue_py_check_type<ULevelSequence>(py_sequence);	if (!sequence)	{		return PyErr_Format(PyExc_Exception, "argument is not a LevelSequence");	}	actor->SetSequence(sequence);	Py_RETURN_NONE;}
开发者ID:rdsgautier,项目名称:UnrealEnginePython,代码行数:27,


示例4: ue_py_check

PyObject *py_ue_controller_posses(ue_PyUObject * self, PyObject * args) {	ue_py_check(self);	PyObject *obj;	if (!PyArg_ParseTuple(args, "O:posses", &obj)) {		return NULL;	}	if (!self->ue_object->IsA<AController>()) {		return PyErr_Format(PyExc_Exception, "uobject is not an APawn");	}	if (!ue_is_pyuobject(obj)) {		return PyErr_Format(PyExc_Exception, "argument is not a UObject");	}	ue_PyUObject *py_obj = (ue_PyUObject *)obj;	if (!py_obj->ue_object->IsA<APawn>()) {		return PyErr_Format(PyExc_Exception, "argument is not a APAwn");	}	APawn *pawn = (APawn *)py_obj->ue_object;	AController *controller = (AController *)self->ue_object;	controller->Possess(pawn);	Py_INCREF(Py_None);	return Py_None;}
开发者ID:ckyun777,项目名称:UnrealEnginePython,代码行数:31,


示例5: ue_py_check

PyObject *py_ue_skeletal_mesh_register_morph_target(ue_PyUObject *self, PyObject * args){	ue_py_check(self);	PyObject *py_morph;	if (!PyArg_ParseTuple(args, "O:skeletal_mesh_register_morph_target", &py_morph))	{		return nullptr;	}	USkeletalMesh *mesh = ue_py_check_type<USkeletalMesh>(self);	if (!mesh)		return PyErr_Format(PyExc_Exception, "uobject is not a SkeletalMesh");	UMorphTarget *morph = ue_py_check_type<UMorphTarget>(py_morph);	if (!morph)		return PyErr_Format(PyExc_Exception, "argument is not a MorphTarget");#if ENGINE_MINOR_VERSION > 16	if (!morph->HasValidData())		return PyErr_Format(PyExc_Exception, "the MorphTarget has no valid data");#endif	mesh->PreEditChange(nullptr);	mesh->RegisterMorphTarget(morph);	mesh->PostEditChange();	mesh->MarkPackageDirty();	Py_RETURN_NONE;}
开发者ID:rdsgautier,项目名称:UnrealEnginePython,代码行数:34,


示例6: ue_py_check

PyObject *py_ue_is_input_key_down(ue_PyUObject *self, PyObject * args){	ue_py_check(self);	char *key;	int controller_id = 0;	if (!PyArg_ParseTuple(args, "s|i:is_input_key_down", &key, &controller_id))	{		return NULL;	}	UWorld *world = ue_get_uworld(self);	if (!world)		return PyErr_Format(PyExc_Exception, "unable to retrieve UWorld from uobject");	APlayerController *controller = UGameplayStatics::GetPlayerController(world, controller_id);	if (!controller)		return PyErr_Format(PyExc_Exception, "unable to retrieve controller %d", controller_id);	if (controller->IsInputKeyDown(key))	{		Py_INCREF(Py_True);		return Py_True;	}	Py_INCREF(Py_False);	return Py_False;}
开发者ID:20tab,项目名称:UnrealEnginePython,代码行数:29,


示例7: ue_py_check

PyObject *py_ue_draw_debug_line(ue_PyUObject * self, PyObject * args){	ue_py_check(self);	PyObject *py_obj_start;	PyObject *py_obj_end;	PyObject *py_color;	float duration = 0;	float thickness = 0;	UWorld *world = ue_get_uworld(self);	if (!world)		return PyErr_Format(PyExc_Exception, "unable to retrieve UWorld from uobject");	if (!PyArg_ParseTuple(args, "OOO|ff:draw_debug_line", &py_obj_start, &py_obj_end, &py_color, &duration, &thickness))	{		return NULL;	}	ue_PyFVector *start = py_ue_is_fvector(py_obj_start);	ue_PyFVector *end = py_ue_is_fvector(py_obj_end);	if (!start || !end)		return PyErr_Format(PyExc_Exception, "start and end location must be vectors");	ue_PyFLinearColor *py_linear_color = py_ue_is_flinearcolor(py_color);	if (!py_linear_color)		return PyErr_Format(PyExc_Exception, "argument is not a FLinearColor");	UKismetSystemLibrary::DrawDebugLine(world, start->vec, end->vec, py_linear_color->color, duration, thickness);	Py_RETURN_NONE;}
开发者ID:20tab,项目名称:UnrealEnginePython,代码行数:35,


示例8: ue_py_check

PyObject *py_ue_set_blend_parameter(ue_PyUObject * self, PyObject * args){	ue_py_check(self);	int index;	PyObject *py_blend;	if (!PyArg_ParseTuple(args, "iO:get_blend_parameter", &index, &py_blend))		return nullptr;	UBlendSpaceBase *blend = ue_py_check_type<UBlendSpaceBase>(self);	if (!blend)		return PyErr_Format(PyExc_Exception, "UObject is not a UBlendSpaceBase.");	if (index < 0 || index > 2)		return PyErr_Format(PyExc_Exception, "invalid Blend Parameter index");	FBlendParameter *parameter = ue_py_check_struct<FBlendParameter>(py_blend);	if (!parameter)		return PyErr_Format(PyExc_Exception, "argument is not a FBlendParameter");	const FBlendParameter & orig_parameter = blend->GetBlendParameter(index);	FMemory::Memcpy((uint8 *)&orig_parameter, parameter, FBlendParameter::StaticStruct()->GetStructureSize());	Py_RETURN_NONE;}
开发者ID:rdsgautier,项目名称:UnrealEnginePython,代码行数:26,


示例9: ue_py_check

PyObject *py_ue_get_world_location_at_distance_along_spline(ue_PyUObject * self, PyObject * args){	ue_py_check(self);	float distance = 0;	if (!PyArg_ParseTuple(args, "f:get_world_location_at_distance_along_spline", &distance))	{		return NULL;	}	USplineComponent *spline = nullptr;	if (self->ue_object->IsA<USplineComponent>())	{		spline = (USplineComponent *)self->ue_object;	}	else	{		return PyErr_Format(PyExc_Exception, "uobject is not a USplineComponent");	}	if (!spline)	{		return PyErr_Format(PyExc_Exception, "unable to get spline object");	}	FVector location = spline->GetWorldLocationAtDistanceAlongSpline(distance);	return py_ue_new_fvector(location);}
开发者ID:20tab,项目名称:UnrealEnginePython,代码行数:31,



注:本文中的ue_py_check函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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