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/** * An Actor representing an instance of a Prefab in a level. * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class PrefabInstance extends Actor native(Prefab); /** The prefab that this is an instance of. */ var const Prefab TemplatePrefab; /** * The version of the Prefab that this is an instance of. * This allows us to detect if the prefab has changed, and the instance needs to be updated. */ var const int TemplateVersion; /** Mapping from archetypes in the source prefab (TemplatePrefab) to instances of those archetypes in this PrefabInstance. */ var const native Map{UObject*,UObject*} ArchetypeToInstanceMap; /** Kismet sequence that was created for this PrefabInstance. */ var const PrefabSequence SequenceInstance; /** Contains the epic+licensee version that this PrefabInstance's package was saved with. */ var const int PI_PackageVersion; var const int PI_LicenseePackageVersion; var const array<byte> PI_Bytes; var const array<object> PI_CompleteObjects; var const array<object> PI_ReferencedObjects; var const array<string> PI_SavedNames; var const native Map{UObject*,INT} PI_ObjectMap; cpptext { // UObject interface virtual void Serialize(FArchive& Ar); virtual void PreSave(); virtual void PostLoad(); #if REQUIRES_SAMECLASS_ARCHETYPE /** * Provides PrefabInstance objects with a way to override incorrect behavior in ConditionalPostLoad() * until different-class archetypes are supported. * * @fixme - temporary hack; correct fix would be to support archetypes of a different class * * @return pointer to an object instancing graph to use for logic in ConditionalPostLoad(). */ virtual struct FObjectInstancingGraph* GetCustomPostLoadInstanceGraph(); #endif /** * Callback used to allow object register its direct object references that are not already covered by * the token stream. * * @param ObjectArray array to add referenced objects to via AddReferencedObject */ void AddReferencedObjects( TArray<UObject*>& ObjectArray ); /** * Create an instance of the supplied Prefab, including creating all objects and Kismet sequence. */ void InstancePrefab(UPrefab* InPrefab); /** * Do any teardown to destroy anything instanced for this PrefabInstance. * Sets TemplatePrefab back to NULL. */ void DestroyPrefab(class USelection* Selection); /** * Update this instance of a prefab to match the template prefab. * This will destroy/create objects as necessary. * It also recreates the Kismet sequence. */ void UpdatePrefabInstance(class USelection* Selection); /** * Convert this prefab instance to look like the Prefab archetype version of it (by changing object refs to archetype refs and * converting positions to local space). Then serialise it, so we only get things that are unique to this instance. We store this * archive in the PrefabInstance. */ void SavePrefabDifferences(); /** * Iterates through the ArchetypeToInstanceMap and verifies that the archetypes for each of this PrefabInstance's actors exist. * For any actors contained by this PrefabInstance that do not have a corresponding archetype, removes the actor from the * ArchetypeToInstanceMap. This is normally caused by adding a new actor to a PrefabInstance, updating the source Prefab, then loading * a new map without first saving the package containing the updated Prefab. When the original map is reloaded, though it contains * an entry for the newly added actor, the source Prefab's linker does not contain an entry for the corresponding archetype. * * @return TRUE if each pair in the ArchetypeToInstanceMap had a valid archetype. FALSE if one or more archetypes were NULL. */ UBOOL VerifyMemberArchetypes(); /** * Utility for getting all Actors that are part of this PrefabInstance. */ void GetActorsInPrefabInstance( TArray<AActor*>& OutActors ) const; /** * Examines the selection status of each actor in this prefab instance, and * returns TRUE if the selection state of all actors matches the input state. */ UBOOL GetActorSelectionStatus(UBOOL bInSelected) const; /** Instance the Kismet sequence if we have one into the 'Prefabs' subsequence. */ void InstanceKismetSequence(USequence* SrcSequence, const FString& InSeqName); /** Destroy the Kismet sequence associated with this Prefab instance. */ void DestroyKismetSequence(); /** Copy information to a FPrefabUpdateArchive from this PrefabInstance for updating a PrefabInstance with. */ void CopyToArchive(FPrefabUpdateArc* InArc); /** Copy information from a FPrefabUpdateArchive into this PrefabInstance for saving etc. */ void CopyFromArchive(FPrefabUpdateArc* InArc); /** Applies a transform to the object if its an actor. */ static void ApplyTransformIfActor(UObject* Obj, const FMatrix& Transform); /** Utility for taking a map and inverting it. */ static void CreateInverseMap(TMap<UObject*, UObject*>& OutMap, TMap<UObject*, UObject*>& InMap); /** * Utility for copying UModel from one ABrush to another. * Sees if DestActor is an ABrush. If so, assumes SrcActor is one. Then uses StaticDuplicateObject to copy UModel from * SrcActor to DestActor. */ static void CopyModelIfBrush(UObject* DestObj, UObject* SrcObj); } defaultproperties { Begin Object Class=SpriteComponent Name=Sprite Sprite=Texture2D'EditorResources.PrefabSprite' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False bIsScreenSizeScaled=True ScreenSize=0.0025 End Object Components.Add(Sprite) // the defaults for the PrefabInstance file versions MUST be -1 (@see APrefabInstance::Copy*Archive) PI_PackageVersion=-1 PI_LicenseePackageVersion=-1 } |
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