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