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自学教程:C++ HasAnyFlags函数代码示例

51自学网 2021-06-01 21:25:26
  C++
这篇教程C++ HasAnyFlags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HasAnyFlags函数的典型用法代码示例。如果您正苦于以下问题:C++ HasAnyFlags函数的具体用法?C++ HasAnyFlags怎么用?C++ HasAnyFlags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HasAnyFlags函数的30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: finishVerify

bool VerifyServiceTask::checkFiles(){	if (HasAnyFlags(m_uiOldStatus, UserCore::Item::ItemInfoI::STATUS_DOWNLOADING))	{		gcString path;		if (checkMcfDownload(path))			finishVerify(UserCore::Misc::VerifyComplete::V_DOWNLOAD, path.c_str());		else			finishVerify(UserCore::Misc::VerifyComplete::V_DOWNLOAD);		return false;	}	else if (HasAnyFlags(m_uiOldStatus, (UserCore::Item::ItemInfoI::STATUS_INSTALLED|UserCore::Item::ItemInfoI::STATUS_INSTALLING)))	{		m_hMcf->getProgEvent() += delegate(this, &VerifyServiceTask::onProgress);		m_hMcf->getErrorEvent() += delegate(this, &VerifyServiceTask::onError);		bool completeMcf = false;		if (m_McfBuild == 0)			m_McfBuild = getItemInfo()->getInstalledBuild();		setTier(VERIFYMCF);		if (!checkMcf(completeMcf))			return false;		setTier(VERIFYINSTALL);		if (!checkInstall(completeMcf))			return false;		setTier(DOWNLOADMISSINGFILES);		if (completeMcf == false && !downloadMissingFiles())			return false;		setTier(INSTALLMISSINGFILES);		if (!installMissingFiles())			return false;	}	else	{		getItemInfo()->delSFlag(UserCore::Item::ItemInfoI::STATUS_READY);		finishVerify(UserCore::Misc::VerifyComplete::V_RESET);		return false;	}	return true;}
开发者ID:Alasaad,项目名称:Desurium,代码行数:52,


示例2: PostInitProperties

void UParticleModuleParameterDynamic::PostInitProperties(){	Super::PostInitProperties();	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))	{		// Structure to hold one-time initialization		struct FConstructorStatics		{			FName NAME_None;			FConstructorStatics()				: NAME_None(TEXT("None"))			{			}		};		static FConstructorStatics ConstructorStatics;		UDistributionFloatConstant* NewParam1 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam1")); NewParam1->Constant = 1.0f;		UDistributionFloatConstant* NewParam2 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam2")); NewParam2->Constant = 1.0f;		UDistributionFloatConstant* NewParam3 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam3")); NewParam3->Constant = 1.0f;		UDistributionFloatConstant* NewParam4 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam4")); NewParam4->Constant = 1.0f;		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam1));		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam2));		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam3));		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam4));	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:27,


示例3: Serialize

void UClassProperty::Serialize( FArchive& Ar ){	Super::Serialize( Ar );	Ar << MetaClass;#if USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING	if (Ar.IsLoading() || Ar.IsObjectReferenceCollector())	{		if (ULinkerPlaceholderClass* PlaceholderClass = Cast<ULinkerPlaceholderClass>(MetaClass))		{			PlaceholderClass->AddReferencingProperty(this);		}	}#endif // USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING	if( !(MetaClass||HasAnyFlags(RF_ClassDefaultObject)) )	{		// If we failed to load the MetaClass and we're not a CDO, that means we relied on a class that has been removed or doesn't exist.		// The most likely cause for this is either an incomplete recompile, or if content was migrated between games that had native class dependencies		// that do not exist in this game.  We allow blueprint classes to continue, because compile on load will error out, and stub the class that was using it		UClass* TestClass = dynamic_cast<UClass*>(GetOwnerStruct());		if( TestClass && TestClass->HasAllClassFlags(CLASS_Native) && !TestClass->HasAllClassFlags(CLASS_NewerVersionExists) && (TestClass->GetOutermost() != GetTransientPackage()) )		{			checkf(false, TEXT("Class property tried to serialize a missing class.  Did you remove a native class and not fully recompile?"));		}	}}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:27,


示例4: Super

APawn::APawn(const FObjectInitializer& ObjectInitializer)	: Super(ObjectInitializer){	PrimaryActorTick.bCanEverTick = true;	PrimaryActorTick.TickGroup = TG_PrePhysics;	AutoPossessAI = EAutoPossessAI::PlacedInWorld;	if (HasAnyFlags(RF_ClassDefaultObject) && GetClass() == APawn::StaticClass())	{		AIControllerClass = LoadClass<AController>(NULL, *((UEngine*)(UEngine::StaticClass()->GetDefaultObject()))->AIControllerClassName.ToString(), NULL, LOAD_None, NULL);	}	else	{		AIControllerClass = ((APawn*)APawn::StaticClass()->GetDefaultObject())->AIControllerClass;	}	bCanBeDamaged = true;		SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);	bReplicates = true;	NetPriority = 3.0f;	NetUpdateFrequency = 100.f;	bReplicateMovement = true;	BaseEyeHeight = 64.0f;	AllowedYawError = 10.99f;	bCollideWhenPlacing = true;	SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;	bProcessingOutsideWorldBounds = false;	bUseControllerRotationPitch = false;	bUseControllerRotationYaw = false;	bUseControllerRotationRoll = false;	bInputEnabled = true;}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:35,


示例5: Super

UGUIWidget::UGUIWidget(const FObjectInitializer& ObjectInitializer)	: Super(ObjectInitializer){	OpenCloseTween = ObjectInitializer.CreateDefaultSubobject<UTweeningBoolean>(this, "OpenCloseTweenDefault");	if ( OpenCloseTween )	{		if ( HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject) )		{			FTweeningBooleanParameters Params;			Params.TweenParamsIn = FTweenParameters(EEaseType::Linear, 0.f);			Params.TweenParamsOut = FTweenParameters(EEaseType::Linear, 0.f);			Params.bInitialValue = true;			OpenCloseTween->SetParams( Params );		}		else		{			//OpenCloseTween->OnValueChanged.AddUObject( this, &UGUIWidget::OnOpenClose );			OpenCloseTween->OnTweening.AddUObject( this, &UGUIWidget::OnOpenCloseTweening );			OpenCloseTween->OnFinished.AddUObject( this, &UGUIWidget::OnOpenCloseFinished );		}	}	Tweener = ObjectInitializer.CreateDefaultSubobject<UTweener>(this, "TweenerDefault");	BooleanTweener = ObjectInitializer.CreateDefaultSubobject<UBooleanTweener>(this, "BooleanTweenerDefault");	StateMachine = ObjectInitializer.CreateDefaultSubobject<UTweeningStateMachine>(this, "StateMachineDefault");}
开发者ID:Helical-Games,项目名称:game-modules,代码行数:26,


示例6: checkf

void UActorComponent::DoDeferredRenderUpdates_Concurrent(){	checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());	checkf(!IsTemplate(), TEXT("%s"), *GetFullName());	checkf(!IsPendingKill(), TEXT("%s"), *GetFullName());	if(!IsRegistered())	{		UE_LOG(LogActorComponent, Log, TEXT("UpdateComponent: (%s) Not registered, Aborting."), *GetPathName());		return;	}	if(bRenderStateDirty)	{		SCOPE_CYCLE_COUNTER(STAT_PostTickComponentRecreate);		RecreateRenderState_Concurrent();		checkf(!bRenderStateDirty, TEXT("Failed to route CreateRenderState_Concurrent (%s)"), *GetFullName());	}	else	{		SCOPE_CYCLE_COUNTER(STAT_PostTickComponentLW);		if(bRenderTransformDirty)		{			// Update the component's transform if the actor has been moved since it was last updated.			SendRenderTransform_Concurrent();		}		if(bRenderDynamicDataDirty)		{			SendRenderDynamicData_Concurrent();		}	}}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:33,


示例7: Super

UGameplayAbility::UGameplayAbility(const class FPostConstructInitializeProperties& PCIP)	: Super(PCIP){	CostGameplayEffect = NULL;	CooldownGameplayEffect = NULL;	{		static FName FuncName = FName(TEXT("K2_ShouldAbilityRespondToEvent"));		UFunction* ShouldRespondFunction = GetClass()->FindFunctionByName(FuncName);		HasBlueprintShouldAbilityRespondToEvent = ShouldRespondFunction && ShouldRespondFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());	}	{		static FName FuncName = FName(TEXT("K2_CanActivateAbility"));		UFunction* CanActivateFunction = GetClass()->FindFunctionByName(FuncName);		HasBlueprintCanUse = CanActivateFunction && CanActivateFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());	}	{		static FName FuncName = FName(TEXT("K2_ActivateAbility"));		UFunction* ActivateFunction = GetClass()->FindFunctionByName(FuncName);		HasBlueprintActivate = ActivateFunction && ActivateFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());	}	#if WITH_EDITOR	/** Autoregister abilities with the blueprint debugger in the editor.*/	if (!HasAnyFlags(RF_ClassDefaultObject))	{		UBlueprint* BP = Cast<UBlueprint>(GetClass()->ClassGeneratedBy);		if (BP && (BP->GetWorldBeingDebugged() == nullptr || BP->GetWorldBeingDebugged() == GetWorld()))		{			BP->SetObjectBeingDebugged(this);		}	}#endif}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:34,


示例8: PostInitProperties

void ANavigationData::PostInitProperties(){	Super::PostInitProperties();	if (IsPendingKill() == true)	{		return;	}	if (HasAnyFlags(RF_ClassDefaultObject))	{		if (RuntimeGeneration == ERuntimeGenerationType::LegacyGeneration)		{			RuntimeGeneration = bRebuildAtRuntime_DEPRECATED ? ERuntimeGenerationType::Dynamic : ERuntimeGenerationType::Static;		}	}	else	{		bNetLoadOnClient = (*GEngine->NavigationSystemClass != nullptr) && (GEngine->NavigationSystemClass->GetDefaultObject<UNavigationSystem>()->ShouldLoadNavigationOnClient(this));		UWorld* WorldOuter = GetWorld();				if (WorldOuter != NULL && WorldOuter->GetNavigationSystem() != NULL)		{			WorldOuter->GetNavigationSystem()->RequestRegistration(this);		}		RenderingComp = ConstructRenderingComponent();	}}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:30,


示例9: checkf

void UObject::SetLinker( FLinkerLoad* LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting ){	FLinkerIndexPair Existing = LinkerAnnotation.GetAnnotation(this);	Existing.CheckInvariants();	// Detach from existing linker.	if( Existing.Linker && bShouldDetachExisting )	{		checkf(!HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad), TEXT("Detaching from existing linker for %s while object %s needs loaded"), *Existing.Linker->GetArchiveName(), *GetFullName());		check(Existing.Linker->ExportMap[Existing.LinkerIndex].Object!=NULL);		check(Existing.Linker->ExportMap[Existing.LinkerIndex].Object==this);		Existing.Linker->ExportMap[Existing.LinkerIndex].Object = NULL;	}	if (Existing.Linker == LinkerLoad)	{		bShouldDetachExisting = false; // no change so don't call notify	}	LinkerAnnotation.AddAnnotation(this,FLinkerIndexPair(LinkerLoad,LinkerIndex));	if (bShouldDetachExisting)	{#if WITH_EDITOR		PostLinkerChange();#else		UE_CLOG(Existing.Linker && LinkerLoad, LogUObjectLinker, Fatal,			TEXT("It is only legal to change linkers in the editor. Trying to change linker on %s from %s (Existing->LinkerRoot=%s) to %s (LinkerLoad->LinkerRoot=%s)"),			*GetFullName(),			*Existing.Linker->Filename,			*GetNameSafe(Existing.Linker->LinkerRoot),			*LinkerLoad->Filename,			*GetNameSafe(LinkerLoad->LinkerRoot));#endif	}}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:33,


示例10: Initialize

void UUserWidget::Initialize(){	// If it's not initialized initialize it, as long as it's not the CDO, we never initialize the CDO.	if ( !bInitialized && !HasAnyFlags(RF_ClassDefaultObject) )	{		bInitialized = true;		// Only do this if this widget is of a blueprint class		UWidgetBlueprintGeneratedClass* BGClass = Cast<UWidgetBlueprintGeneratedClass>(GetClass());		if ( BGClass != nullptr )		{			BGClass->InitializeWidget(this);		}		// Map the named slot bindings to the available slots.		WidgetTree->ForEachWidget([&] (UWidget* Widget) {			if ( UNamedSlot* NamedWidet = Cast<UNamedSlot>(Widget) )			{				for ( FNamedSlotBinding& Binding : NamedSlotBindings )				{					if ( Binding.Content && Binding.Name == NamedWidet->GetFName() )					{						NamedWidet->ClearChildren();						NamedWidet->AddChild(Binding.Content);						return;					}				}			}		});		// TODO Find a way to remove the bindings from the table.  Currently they're still needed.		// Clear the named slot bindings table.		//NamedSlotBindings.Reset();	}}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:35,


示例11: Super

UGameplayDebuggerSettings::UGameplayDebuggerSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer){	if (HasAnyFlags(RF_ClassDefaultObject))	{		/*read base default values from Engine config file. It can be overridden (locally) by Editor settings*/		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView1"), CustomViewNames.GameView1, GEngineIni);		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView2"), CustomViewNames.GameView2, GEngineIni);		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView3"), CustomViewNames.GameView3, GEngineIni);		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView4"), CustomViewNames.GameView4, GEngineIni);		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);				GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("OverHead"), OverHead, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Basic"), Basic, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("BehaviorTree"), BehaviorTree, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EQS"), EQS, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EnableEQSOnHUD"), EnableEQSOnHUD, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Perception"), Perception, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView1"), GameView1, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView2"), GameView2, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView3"), GameView3, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView4"), GameView4, GEngineIni);		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView5"), GameView5, GEngineIni);#if ADD_LEVEL_EDITOR_EXTENSIONS		bExtendViewportMenu = false;		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("bExtendViewportMenu"), bExtendViewportMenu, GEngineIni);#endif	}}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:30,


示例12: checkInstallComplex

bool VSCheckInstall::checkInstallComplex(bool completeMcf){	if (HasAnyFlags(getItemInfo()->getStatus(), UserCore::Item::ItemInfoI::STATUS_INSTALLCOMPLEX) == false)		return false;	auto pItem = getItemInfo();	auto pParent = getParentItemInfo();	if (pParent)	{		if (!pParent->getInstalledModId().isOk() || pParent->getInstalledModId() != pItem->getId())		{			if (completeMcf)				setResult(RES_COMPLETE);			else				setResult(RES_DOWNLOADMISSING);			return true;		}	}	else if (pItem->getInstalledModId().isOk())	{		setResult(RES_COMPLETE);		return true;	}	return false;}
开发者ID:EasyCoding,项目名称:desura-app,代码行数:28,


示例13: GetMutableBodyActor

void UAIPerceptionComponent::CleanUp(){	if (bCleanedUp == false)	{		UAIPerceptionSystem* AIPerceptionSys = UAIPerceptionSystem::GetCurrent(GetWorld());		if (AIPerceptionSys != nullptr)		{			AIPerceptionSys->UnregisterListener(*this);			AActor* MutableBodyActor = GetMutableBodyActor();			if (MutableBodyActor)			{				AIPerceptionSys->UnregisterSource(*MutableBodyActor);			}		}		if (HasAnyFlags(RF_BeginDestroyed) == false)		{			AActor* Owner = GetOwner();			if (Owner != nullptr)			{				Owner->OnEndPlay.RemoveDynamic(this, &UAIPerceptionComponent::OnOwnerEndPlay);			}		}		bCleanedUp = true;	}}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:27,


示例14: UpdateDrawing

void AEQSTestingPawn::UpdateDrawing(){#if WITH_EDITORONLY_DATA	if (HasAnyFlags(RF_ClassDefaultObject) == true)	{		return;	}	UBillboardComponent* SpriteComponent = FindComponentByClass<UBillboardComponent>();	if (SpriteComponent != NULL)	{		SpriteComponent->MarkRenderStateDirty();	}		if (EdRenderComp != NULL && EdRenderComp->bVisible)	{		EdRenderComp->MarkRenderStateDirty();#if WITH_EDITOR		if (GEditor != NULL)		{			GEditor->RedrawLevelEditingViewports();		}#endif // WITH_EDITOR	}#endif // WITH_EDITORONLY_DATA}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:27,


示例15: SaveProfiles

void UDeviceProfileManager::SaveProfiles(bool bSaveToDefaults){	if( !HasAnyFlags( RF_ClassDefaultObject ) )	{		if(bSaveToDefaults)		{			for (int32 DeviceProfileIndex = 0; DeviceProfileIndex < Profiles.Num(); ++DeviceProfileIndex)			{				UDeviceProfile* CurrentProfile = CastChecked<UDeviceProfile>(Profiles[DeviceProfileIndex]);				CurrentProfile->UpdateDefaultConfigFile();			}		}		else		{			TArray< FString > DeviceProfileMapArray;			for (int32 DeviceProfileIndex = 0; DeviceProfileIndex < Profiles.Num(); ++DeviceProfileIndex)			{				UDeviceProfile* CurrentProfile = CastChecked<UDeviceProfile>(Profiles[DeviceProfileIndex]);				FString DeviceProfileTypeNameCombo = FString::Printf(TEXT("%s,%s"), *CurrentProfile->GetName(), *CurrentProfile->DeviceType);				DeviceProfileMapArray.Add(DeviceProfileTypeNameCombo);				CurrentProfile->SaveConfig(CPF_Config, *DeviceProfileFileName);			}			GConfig->SetArray(TEXT("DeviceProfiles"), TEXT("DeviceProfileNameAndTypes"), DeviceProfileMapArray, DeviceProfileFileName);			GConfig->Flush(false, DeviceProfileFileName);		}		ManagerUpdatedDelegate.Broadcast();	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:32,


示例16: CreatePin

UEdGraphPin* UEdGraphNode::CreatePin(EEdGraphPinDirection Dir, const FEdGraphPinType& InPinType, const FString& PinName, int32 Index /*= INDEX_NONE*/){	UEdGraphPin* NewPin = NewObject<UEdGraphPin>(this);	NewPin->PinName = PinName;	NewPin->Direction = Dir;	NewPin->PinType = InPinType;	NewPin->SetFlags(RF_Transactional);	if (HasAnyFlags(RF_Transient))	{		NewPin->SetFlags(RF_Transient);	}	Modify(false);	if (Pins.IsValidIndex(Index))	{		Pins.Insert(NewPin, Index);	}	else	{		Pins.Add(NewPin);	}	return NewPin;}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:26,


示例17: PostLoad

void UModel::PostLoad(){	Super::PostLoad();		if( FApp::CanEverRender() && !HasAnyFlags(RF_ClassDefaultObject) )	{		UpdateVertices();	}	// If in the editor, initialize each surface to hidden or not depending upon	// whether the poly flag dictates being hidden at editor startup or not	if ( GIsEditor )	{		for ( TArray<FBspSurf>::TIterator SurfIter( Surfs ); SurfIter; ++SurfIter )		{			FBspSurf& CurSurf = *SurfIter;			CurSurf.bHiddenEdTemporary = ( ( CurSurf.PolyFlags & PF_HiddenEd ) != 0 );			CurSurf.bHiddenEdLevel = 0;		}#if WITH_EDITOR		if (ABrush* Owner = Cast<ABrush>(GetOuter()))		{			OwnerLocationWhenLastBuilt = Owner->GetActorLocation();			OwnerPrepivotWhenLastBuilt = Owner->GetPrePivot();			OwnerScaleWhenLastBuilt = Owner->GetActorScale();			OwnerRotationWhenLastBuilt = -Owner->GetActorRotation();			bCachedOwnerTransformValid = true;		}#endif	}}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:32,


示例18: eBadItem

bool VerifyServiceTask::checkItem(){	gcException eBadItem(ERR_BADITEM);	gcException eBrchNull(ERR_BADITEM, "Item branch is null");		UserCore::Item::ItemInfo* pItem = getItemInfo();	if (!pItem)	{		onError(eBadItem);		return true;	}	if (!pItem->isDownloadable())	{		finishVerify(UserCore::Misc::VerifyComplete::V_COMPLETE);		return true;	}	if (!pItem->getCurrentBranch())	{		if (HasAnyFlags(pItem->getStatus(), UserCore::Item::ItemInfoI::STATUS_INSTALLED|UserCore::Item::ItemInfoI::STATUS_DOWNLOADING|UserCore::Item::ItemInfoI::STATUS_INSTALLING))			onError(eBrchNull);		else			finishVerify(UserCore::Misc::VerifyComplete::V_RESET);		return true;	}	return false;}
开发者ID:Alasaad,项目名称:Desurium,代码行数:31,


示例19: gcException

bool GatherInfoTask::checkNullBranch(UserCore::Item::BranchInfoI* branchInfo){	if (branchInfo)		return true;	if (!getUserCore()->getItemManager()->isKnownBranch(getMcfBranch(), getItemId()))		throw gcException(ERR_BADITEM, "Branch is invalid or user doesnt have permissions to install branch.");	if (!m_bFirstTime || HasAnyFlags(m_uiFlags, GI_FLAG_TEST))		throw gcException(ERR_UNSUPPORTEDPLATFORM, 1, "This branch is not supported on this platform");	m_bFirstTime = false;	bool res = false;	if (!m_bCanceled && m_pGIHH)		res = m_pGIHH->showPlatformError();	if (!res)	{		completeStage();	}	else	{		m_uiMcfBranch = MCFBranch::BranchFromInt(0);		checkRequirements();	}	return false;}
开发者ID:lodle,项目名称:desura-app,代码行数:29,


示例20: GetWorld

bool UAmethystGameInstance::LoadFrontEndMap(const FString& MapName){	bool bSuccess = true;	// if already loaded, do nothing	UWorld* const World = GetWorld();	if (World)	{		FString const CurrentMapName = *World->PersistentLevel->GetOutermost()->GetName();		//if (MapName.Find(TEXT("Highrise")) != -1)		if (CurrentMapName == MapName)		{			return bSuccess;		}	}	FString Error;	EBrowseReturnVal::Type BrowseRet = EBrowseReturnVal::Failure;	FURL URL(		*FString::Printf(TEXT("%s"), *MapName)		);	if (URL.Valid && !HasAnyFlags(RF_ClassDefaultObject)) //CastChecked<UEngine>() will fail if using Default__AmethystGameInstance, so make sure that we're not default	{		BrowseRet = GetEngine()->Browse(*WorldContext, URL, Error);		// Handle failure.		if (BrowseRet != EBrowseReturnVal::Success)		{			UE_LOG(LogLoad, Fatal, TEXT("%s"), *FString::Printf(TEXT("Failed to enter %s: %s. Please check the log for errors."), *MapName, *Error));			bSuccess = false;		}	}	return bSuccess;}
开发者ID:1337programming,项目名称:amethystforest,代码行数:35,


示例21: PostLoad

void UNavArea::PostLoad(){	Super::PostLoad();	if (HasAnyFlags(RF_ClassDefaultObject)#if WITH_HOT_RELOAD		&& !GIsHotReload#endif // WITH_HOT_RELOAD		)	{		UNavigationSystem::RequestAreaRegistering(GetClass());	}	if (!SupportedAgents.IsInitialized())	{		SupportedAgents.bSupportsAgent0 = bSupportsAgent0;		SupportedAgents.bSupportsAgent1 = bSupportsAgent1;		SupportedAgents.bSupportsAgent2 = bSupportsAgent2;		SupportedAgents.bSupportsAgent3 = bSupportsAgent3;		SupportedAgents.bSupportsAgent4 = bSupportsAgent4;		SupportedAgents.bSupportsAgent5 = bSupportsAgent5;		SupportedAgents.bSupportsAgent6 = bSupportsAgent6;		SupportedAgents.bSupportsAgent7 = bSupportsAgent7;		SupportedAgents.bSupportsAgent8 = bSupportsAgent8;		SupportedAgents.bSupportsAgent9 = bSupportsAgent9;		SupportedAgents.bSupportsAgent10 = bSupportsAgent10;		SupportedAgents.bSupportsAgent11 = bSupportsAgent11;		SupportedAgents.bSupportsAgent12 = bSupportsAgent12;		SupportedAgents.bSupportsAgent13 = bSupportsAgent13;		SupportedAgents.bSupportsAgent14 = bSupportsAgent14;		SupportedAgents.bSupportsAgent15 = bSupportsAgent15;		SupportedAgents.MarkInitialized();	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:34,


示例22: SaveProfiles

void UDeviceProfileManager::SaveProfiles(){	if( !HasAnyFlags( RF_ClassDefaultObject ) )	{		InternalSaveProfiles();	}}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,


示例23: GetUserCore

void TBIUpdateMenu::calcUpdates(){	UserCore::UserI* user = GetUserCore();	if (!user)	{		messageCount = 0;		updateCount = 0;		cartCount = 0;	}	else	{		messageCount = user->getPmCount();		updateCount = user->getUpCount();		cartCount = user->getCartCount();	}	gameUpdateCount = 0;	modUpdateCount = 0;	if (!m_pItemManager && GetUserCore())		m_pItemManager = GetUserCore()->getItemManager();	if (!m_pItemManager)		return;	std::vector<UserCore::Item::ItemInfoI*> gList;	m_pItemManager->getGameList(gList);	for (size_t x=0; x<gList.size(); x++)	{		if (HasAnyFlags(gList[x]->getStatus(), UserCore::Item::ItemInfoI::STATUS_UPDATEAVAL))			gameUpdateCount++;		std::vector<UserCore::Item::ItemInfoI*> mList;		m_pItemManager->getModList(gList[x]->getId(), mList);		for (size_t y=0; y<mList.size(); y++)		{			if (HasAnyFlags(mList[y]->getStatus(), UserCore::Item::ItemInfoI::STATUS_UPDATEAVAL))				gameUpdateCount++;		}	}	uint32 numUpdates = messageCount + updateCount + gameUpdateCount + modUpdateCount;	m_szMenuName = gcWString(L"{0} ({1})", Managers::GetString(L"#TB_STATUS"), numUpdates);}
开发者ID:CSRedRat,项目名称:desura-app,代码行数:47,


示例24: PostInitProperties

void USpriterProject::PostInitProperties(){	if (!HasAnyFlags(RF_ClassDefaultObject))	{		AssetImportData = NewObject<UAssetImportData>(this, TEXT("AssetImportData"));	}	Super::PostInitProperties();}
开发者ID:lalalaring,项目名称:UE4Spriter,代码行数:8,


示例25: PostInitProperties

void UParticleModuleVelocity::PostInitProperties(){	Super::PostInitProperties();	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))	{		InitializeDefaults();	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:8,


示例26: Super

UBPDownloader::UBPDownloader(const FObjectInitializer& ObjectInitializer)	: Super(ObjectInitializer){	if (HasAnyFlags(RF_ClassDefaultObject) == false)	{		AddToRoot();	}}
开发者ID:MatrIsCool,项目名称:UE4Downloader,代码行数:8,


示例27: Super

UJavascriptOutputDevice::UJavascriptOutputDevice(const FObjectInitializer& ObjectInitializer)	: Super(ObjectInitializer){	if (!HasAnyFlags(RF_ClassDefaultObject))	{		OutputDevice = MakeShareable(new FJavascriptOutputDevice(this));	}	}
开发者ID:Galvarezss,项目名称:Unreal.js,代码行数:8,


示例28: PostInitProperties

void UUnrealEdOptions::PostInitProperties(){	Super::PostInitProperties();	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))	{		EditorKeyBindings = NewObject<UUnrealEdKeyBindings>(this, FName("EditorKeyBindingsInst"));	}}
开发者ID:johndpope,项目名称:UE4,代码行数:8,


示例29: PostInitProperties

void USoundCue::PostInitProperties(){	Super::PostInitProperties();	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))	{		CreateGraph();	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:8,


示例30: GetOuter

void UScriptContext::PostInitProperties(){	Super::PostInitProperties();	if (!HasAnyFlags(RF_ClassDefaultObject))	{		auto ContextOwner = GetOuter();		if (ContextOwner && !ContextOwner->HasAnyFlags(RF_ClassDefaultObject))		{			auto ScriptClass = UScriptBlueprintGeneratedClass::GetScriptGeneratedClass(ContextOwner->GetClass());			if (ScriptClass)			{				Context = FScriptContextBase::CreateContext(ScriptClass->SourceCode, ScriptClass, ContextOwner);			}		}	}}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:17,



注:本文中的HasAnyFlags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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