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/*
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By Rama
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*/
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#pragma once
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#include "VictoryTMapComp.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(VictoryTMapLog, Log, All);
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UCLASS(ClassGroup=VictoryBPLibrary, meta=(BlueprintSpawnableComponent))
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class UVictoryTMapComp : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UVictoryTMapComp(const FObjectInitializer& ObjectInitializer);
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//Add
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public:
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/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
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void String_Actor__AddPair(FString Key, AActor* Value);
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/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
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void String_String__AddPair(FString Key, FString Value);
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/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
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void String_Int__AddPair(FString Key, int32 Value);
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/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
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void String_Vector__AddPair(FString Key, FVector Value);
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/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
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void String_Rotator__AddPair(FString Key, FRotator Value);
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/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
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void Int_Vector__AddPair(int32 Key, FVector Value);
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/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
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void Int_Float__AddPair(int32 Key, float Value);
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//Get
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public:
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/** Get the value associated with they key at fastest possible speed! <3 Rama */
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UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
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AActor* String_Actor__Get(FString Key, bool& IsValid);
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/** Get the value associated with they key at fastest possible speed! <3 Rama */
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UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
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FString String_String__Get(FString Key, bool& IsValid);
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/** Get the value associated with they key at fastest possible speed! <3 Rama */
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UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
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int32 String_Int__Get(FString Key, bool& IsValid);
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/** Get the value associated with they key at fastest possible speed! <3 Rama */
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UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
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FVector String_Vector__Get(FString Key, bool& IsValid);
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/** Get the value associated with they key at fastest possible speed! <3 Rama */
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UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
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FRotator String_Rotator__Get(FString Key, bool& IsValid);
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/** Get the value associated with they key at fastest possible speed! <3 Rama */
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UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
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FVector Int_Vector__Get(int32 Key, bool& IsValid);
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/** Get the value associated with they key at fastest possible speed! <3 Rama */
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UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
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float Int_Float__Get(int32 Key, bool& IsValid);
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//Remove
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public:
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/** Removes the key and any associated value from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
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void String_Actor__Remove(FString Key);
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/** Removes the key and any associated value from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
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void String_String__Remove(FString Key);
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/** Removes the key and any associated value from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
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void String_Int__Remove(FString Key);
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/** Removes the key and any associated value from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
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void String_Vector__Remove(FString Key);
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/** Removes the key and any associated value from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
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void String_Rotator__Remove(FString Key);
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/** Removes the key and any associated value from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
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void Int_Vector__Remove(int32 Key);
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/** Removes the key and any associated value from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
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void Int_Float__Remove(int32 Key, float Value);
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//Clear
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public:
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/** Removes every entry from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
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void String_Actor__Clear();
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/** Removes every entry from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
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void String_String__Clear();
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/** Removes every entry from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
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void String_Int__Clear();
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/** Removes every entry from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
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void String_Vector__Clear();
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/** Removes every entry from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
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void String_Rotator__Clear();
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/** Removes every entry from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
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void Int_Vector__Clear();
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/** Removes every entry from the TMap! <3 Rama */
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UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
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void Int_Float__Clear();
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public:
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TMap<FString,AActor*> StringActor;
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TMap<FString,FString> StringString;
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TMap<FString,int32> StringInt;
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TMap<FString,FVector> StringVector;
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TMap<FString,FRotator> StringRotator;
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TMap<int32,FVector> IntVector;
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TMap<int32,float> IntFloat;
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};
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