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Content/Widget/EFCard/T_Text.uasset
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Content/Widget/EFCard/T_Text.uasset
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Content/Widget/EFCard/イーフカード.uasset
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@@ -73,6 +73,17 @@ AActor* UOSBlueprintFunctionLibrary::GetNearestActor(TArray<AActor*> Actors, AAc
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return NearestActor;
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return NearestActor;
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}
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}
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void UOSBlueprintFunctionLibrary::CompareMap(TMap<APlayerState*, int32> OldMap, TMap<APlayerState*, int32> NewMap,
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TMap<APlayerState*, int32>& AddMap, TMap<APlayerState*, int32>& SubMap, TEnumAsByte<AddorSub>& Result)
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{
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}
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@@ -12,11 +12,12 @@
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*
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*
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*/
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*/
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//一个数据结构,用于储存一个数组的值用来做执行引脚
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//一个数据结构,用于储存一个数组的值用来做执行引脚
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UENUM(BlueprintType)
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UENUM(BlueprintType)//这里的UENUM是ue内部用的枚举类型,就和创建成员和函数用的UPR和UFUN一样
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enum class EBlueprintExecNodePin : uint8
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enum AddorSub//正常的枚举就可以了,记住自己枚举的命名
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{
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{
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False1,
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Add,//我这里是创建了2个,可以创建多个
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True1
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Sub,
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None
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};
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};
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@@ -34,6 +35,12 @@ class TG_ARPG_API UOSBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
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static AActor* GetNearestActor(TArray<AActor*> Actors, AActor* SelfActor, AActor* LastNearestActor,bool& bIsNeedUpdate);
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static AActor* GetNearestActor(TArray<AActor*> Actors, AActor* SelfActor, AActor* LastNearestActor,bool& bIsNeedUpdate);
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//输入两个map,key为playerstate,value为任何类型,将两个map的key对比,增加的和减少的分别放入两个map,并且返回执行引脚
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UFUNCTION(BlueprintCallable, Category = "OSBlueprintFunctionLibrary", Meta = (ExpandEnumAsExecs = "Result"))
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static void CompareMap(TMap<APlayerState*, int32> OldMap, TMap<APlayerState*, int32> NewMap, TMap<APlayerState*, int32>& AddMap, TMap<APlayerState*, int32>& SubMap, TEnumAsByte<AddorSub>& Result);
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};
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};
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