A modded EditSaber for making beat saber maps.
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/*
By Rama
*/
#include "VictoryBPLibraryPrivatePCH.h"
#include "VictoryTMapComp.h"
DEFINE_LOG_CATEGORY(VictoryTMapLog)
//////////////////////////////////////////////////////////////////////////
// UVictoryTMapComp
UVictoryTMapComp::UVictoryTMapComp(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
//~~~ Add ~~~
void UVictoryTMapComp::String_Actor__AddPair(FString Key, AActor* Value)
{
StringActor.Add(Key,Value);
}
void UVictoryTMapComp::String_String__AddPair(FString Key, FString Value)
{
StringString.Add(Key,Value);
}
void UVictoryTMapComp::String_Int__AddPair(FString Key, int32 Value)
{
StringInt.Add(Key,Value);
}
void UVictoryTMapComp::String_Vector__AddPair(FString Key, FVector Value)
{
StringVector.Add(Key,Value);
}
void UVictoryTMapComp::String_Rotator__AddPair(FString Key, FRotator Value)
{
StringRotator.Add(Key,Value);
}
void UVictoryTMapComp::Int_Vector__AddPair(int32 Key, FVector Value)
{
IntVector.Add(Key,Value);
}
void UVictoryTMapComp::Int_Float__AddPair(int32 Key, float Value)
{
IntFloat.Add(Key,Value);
}
//~~~ Get ~~~
AActor* UVictoryTMapComp::String_Actor__Get(FString Key, bool& IsValid)
{
IsValid = false;
if(!StringActor.Contains(Key))
{
return nullptr;
}
IsValid = true;
return StringActor[Key];
}
FString UVictoryTMapComp::String_String__Get(FString Key, bool& IsValid)
{
IsValid = false;
if(!StringString.Contains(Key))
{
return "";
}
IsValid = true;
return StringString[Key];
}
int32 UVictoryTMapComp::String_Int__Get(FString Key, bool& IsValid)
{
IsValid = false;
if(!StringInt.Contains(Key))
{
return 0;
}
IsValid = true;
return StringInt[Key];
}
FVector UVictoryTMapComp::String_Vector__Get(FString Key, bool& IsValid)
{
IsValid = false;
if(!StringVector.Contains(Key))
{
return FVector::ZeroVector;
}
IsValid = true;
return StringVector[Key];
}
FRotator UVictoryTMapComp::String_Rotator__Get(FString Key, bool& IsValid)
{
IsValid = false;
if(!StringRotator.Contains(Key))
{
return FRotator::ZeroRotator;
}
IsValid = true;
return StringRotator[Key];
}
FVector UVictoryTMapComp::Int_Vector__Get(int32 Key, bool& IsValid)
{
IsValid = false;
if(!IntVector.Contains(Key))
{
return FVector::ZeroVector;
}
IsValid = true;
return IntVector[Key];
}
float UVictoryTMapComp::Int_Float__Get(int32 Key, bool& IsValid)
{
IsValid = false;
if(!IntFloat.Contains(Key))
{
return -1;
}
IsValid = true;
return IntFloat[Key];
}
//~~~ Remove ~~~
void UVictoryTMapComp::String_Actor__Remove(FString Key)
{
StringActor.Remove(Key);
}
void UVictoryTMapComp::String_String__Remove(FString Key)
{
StringString.Remove(Key);
}
void UVictoryTMapComp::String_Int__Remove(FString Key)
{
StringInt.Remove(Key);
}
void UVictoryTMapComp::String_Vector__Remove(FString Key)
{
StringVector.Remove(Key);
}
void UVictoryTMapComp::String_Rotator__Remove(FString Key)
{
StringRotator.Remove(Key);
}
void UVictoryTMapComp::Int_Vector__Remove(int32 Key)
{
IntVector.Remove(Key);
}
void UVictoryTMapComp::Int_Float__Remove(int32 Key, float Value)
{
IntFloat.Remove(Key);
}
//~~~ Clear ~~~
void UVictoryTMapComp::String_Actor__Clear()
{
StringActor.Empty();
}
void UVictoryTMapComp::String_String__Clear()
{
StringString.Empty();
}
void UVictoryTMapComp::String_Int__Clear()
{
StringInt.Empty();
}
void UVictoryTMapComp::String_Vector__Clear()
{
StringVector.Empty();
}
void UVictoryTMapComp::String_Rotator__Clear()
{
StringRotator.Empty();
}
void UVictoryTMapComp::Int_Vector__Clear()
{
IntVector.Empty();
}
void UVictoryTMapComp::Int_Float__Clear()
{
IntFloat.Empty();
}