示例#1
0
PMLibraryHandle::PMResult PMLibraryHandle::changeParentLibrary( const QString& parentPath )
{
   if( m_readOnly )
      return PMLibraryHandle::ReadOnlyLib;

   QString newPath = parentPath + "/" + m_path.section( '/', -1 );
   PMLibraryHandle::EntryIterator itr( m_libraries );
   for( ; itr.current( ); ++itr )
   {
      PMLibraryHandle lib = PMLibraryHandle( *itr.current( ) );
      lib.changeParentLibrary( newPath );
      m_libraries.replace( itr.currentKey( ), new QString( newPath + "/" + lib.path( ) ) );
   }

   PMLibraryHandle::EntryIterator objItr( m_objects );
   for( ; objItr.current( ); ++objItr )
   {
      QString test = newPath + "/" + objItr.current( )->section( '/', -1 );
      m_objects.replace( objItr.currentKey( ), new QString( newPath + "/" + objItr.current( )->section( '/', -1 ) ) );
   }

   saveLibraryInfo( );
   m_path = newPath;
   return PMLibraryHandle::Ok;
}
示例#2
0
void APlayerHUD::BeginPlay()
{
	Super::BeginPlay();

	for (TActorIterator<AGameCharacter> objItr(GetWorld()); objItr; ++objItr)
	{
		AddPostRenderedActor((*objItr));
	}
}
示例#3
0
void APlayerHUD::BeginPlay()
{
	Super::BeginPlay();

	//get overlay actors
	for (TActorIterator<AGameCharacter> objItr(GetWorld()); objItr; ++objItr)
	{
		AddPostRenderedActor((*objItr));
	}

	//then get minimap actors
	for (TActorIterator<AMinimapActor> mapItr(GetWorld()); mapItr; ++mapItr)
		gameMinimap = (*mapItr);
}