zoukankan      html  css  js  c++  java
  • 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:
    Apache Hadoop 3.0.0 Release Notes
    控制你的数据,你才能得到有效且高效的数据结果
    读写分离与主从同步数据一致性
    代理ip proxy
    maximize_window fullscreen_window minimize_window
    HTTP 代理原理及实现
    browser user agent
    res_d_l =[{'contents':d.contents,'href':d.attrs['href']} for d in rd] 泛型
    tmp
    Connection reset by peer
  • 原文地址:https://www.cnblogs.com/sevenyuan/p/8134511.html
Copyright © 2011-2022 走看看