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integration/Source/Integration/TangibleManager.cpp

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2023-09-02 01:33:11 -04:00
// Fill out your copyright notice in the Description page of Project Settings.
#include "TangibleManager.h"
//using AActorPtr = AActor*;
void FTangibleManager::Init(UWorld *world, UClass* tanact) {
World = world;
ClassTangibleActor = tanact;
}
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//AActorPtr FTangibleManager::GetTangible(int64 id) {
// AActorPtr *p = IdToActor.Find(id);
// if (p == nullptr) {
// return nullptr;
// } else {
// return *p;
// }
//}
//
//// Get the tangible if it exists, otherwise create it.
//AActorPtr FTangibleManager::MakeTangible(int64 id) {
// AActorPtr& p = IdToActor.FindOrAdd(id);
// if (p == nullptr) {
// FVector location;
// FRotator rotation;
// FActorSpawnParameters params;
// p = w->SpawnActor(ClassTangibleActor, &location, &rotation, params);
// assert(p != nullptr);
// }
// return p;
//}
//
//// Delete the tangible.
//void FTangibleManager::DeleteTangible(int64 id) {
// // IMPLEMENT ME
//}