• Replicating a 2D dynamic array


    转自:https://forums.unrealengine.com/community/community-content-tools-and-tutorials/105-saxonrahs-tutorial-thread-random-maze-generation-solving/page2?47-SaxonRahs-Tutorial-Thread-Random-Maze-Generation-amp-Solving=&viewfull=1

    I made my own USTRUCT system for having a multi-dimensional UPROPERTY() friendly dynamic array version of your maze data structure.

    Here's that code for you and others to enjoy!

    USTRUCT()
    struct FMazeGridRow
    {
        GENERATED_USTRUCT_BODY()
    
        UPROPERTY()
        TArray<AStaticMeshActor*> Columns;
        
        void AddNewColumn()
        {
            Columns.Add(NULL);
        }
        //default properties
        FMazeGridRow()
        {
            
        }
    };
    USTRUCT()
    struct FMazeGrid
    {
        GENERATED_USTRUCT_BODY()
    
        UPROPERTY()
        TArray<FMazeGridRow> Rows;
        
        void AddNewRow()
        {
            Rows.Add(FMazeGridRow());
        }
        
        void AddUninitialized(const int32 RowCount, const int32 ColCount)
        {
            //Add Rows
            for(int32 v = 0; v < RowCount; v++)
            {
                AddNewRow();
            }
            
            //Add Columns
            for(int32 v = 0; v < RowCount; v++)
            {
                for(int32 b = 0; b < ColCount; b++)
                {
                    Rows[v].AddNewColumn();
                }
            }
        }
        
        void Clear()
        {
            if(Rows.Num() <= 0) return;
            //~~~~~~~~~~~~~~~
            
            //Destroy any walls
            const int32 RowTotal = Rows.Num();
            const int32 ColTotal = Rows[0].Columns.Num();
            
            for(int32 v = 0; v < RowTotal; v++)
            {
                for(int32 b = 0; b < ColTotal; b++)
                {
                    if(Rows[v].Columns[b] && Rows[v].Columns[b]->IsValidLowLevel() )
                    {
                        Rows[v].Columns[b]->Destroy();
                    }
                }
            }
            
            //Empty
            for(int32 v = 0; v < Rows.Num(); v++)
            {
                Rows[v].Columns.Empty();
            }
            Rows.Empty();
        }
        //default properties
        FMazeGrid()
        {
            
        }
    };
    //Now you have dynamic array benefits and also UPROPERTY()!
    UPROPERTY()
    FMazeGrid JoyMazeGrid;
    //Init Maze
    JoyMazeGrid.Clear();
    JoyMazeGrid.AddUninitialized(tileX, tileY);
        
    //Sample usage
    //JoyMazeGrid.Rows[x].Columns[y] = SpawnBP<AStaticMeshActor>(GetWorld(), ...

    Summary

    The final result of all of this is that you have

    1. dynamic array benefits (easily change the maze size and regenerate during runtime)

    2. global access to the MazeGrid Actors, even from other classes

    3. GC protection from the UPROPERTY() (if not using actors/objects for some reason)

    4. And yet the syntax for 2D array using UPROPERTY() and TArray is still clean and clear and precise

    JoyMazeGrid.Rows[x].Columns[y]

    Enjoy!

    Rama

  • 相关阅读:
    echarts设置y轴线的样式
    echarts基础配置信息?
    提高网站用户体验使网站更好发展的五大要点
    没有或很少有出站链接的网站存在致命的缺陷
    网络推广之百度知道推广技巧
    如何让百度3分钟内收录你的文章
    CSS强制换行
    如何提高网站在搜索引擎中的权重
    js闭包深入详解
    深入浅出之正则表达式
  • 原文地址:https://www.cnblogs.com/sevenyuan/p/8134511.html
Copyright © 2020-2023  润新知