Lua向C#逻辑迁移 一期 #13

将整个插件代码上传
This commit is contained in:
2025-10-26 21:48:39 +08:00
parent 56994b3927
commit 648386cd73
785 changed files with 53683 additions and 2 deletions

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#include "CSAsyncActionBase.h"
#include "UnrealSharpAsync.h"
void UCSAsyncActionBase::Destroy()
{
if (UGameInstance* GameInstance = GetWorld()->GetGameInstance())
{
GameInstance->UnregisterReferencedObject(this);
}
ManagedCallback.Dispose();
MarkAsGarbage();
}
void UCSAsyncActionBase::InvokeManagedCallback(bool bDispose)
{
InvokeManagedCallback(this, bDispose);
}
void UCSAsyncActionBase::InvokeManagedCallback(UObject* WorldContextObject, bool bDispose)
{
ManagedCallback.Invoke(WorldContextObject, bDispose);
if (bDispose)
{
Destroy();
}
}
void UCSAsyncActionBase::InitializeManagedCallback(FGCHandleIntPtr Callback)
{
ManagedCallback = FGCHandle(Callback, GCHandleType::WeakHandle);
if (UGameInstance* GameInstance = GetWorld()->GetGameInstance())
{
GameInstance->RegisterReferencedObject(this);
}
}
void UUCSAsyncBaseExporter::InitializeAsyncObject(UCSAsyncActionBase* AsyncAction, FGCHandleIntPtr Callback)
{
if (!IsValid(AsyncAction))
{
UE_LOG(LogUnrealSharpAsync, Warning, TEXT("UUCSAsyncBaseExporter::InitializeAsyncObject: AsyncAction is null"));
return;
}
AsyncAction->InitializeManagedCallback(Callback);
}

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#include "CSAsyncLoadPrimaryDataAssets.h"
#include "Engine/AssetManager.h"
void UCSAsyncLoadPrimaryDataAssets::LoadPrimaryDataAssets(const TArray<FPrimaryAssetId>& AssetIds, const TArray<FName>& AssetBundles)
{
UAssetManager& AssetManager = UAssetManager::Get();
AssetManager.LoadPrimaryAssets(AssetIds, AssetBundles, FStreamableDelegate::CreateUObject(this, &UCSAsyncLoadPrimaryDataAssets::OnPrimaryDataAssetsLoaded));
}
void UCSAsyncLoadPrimaryDataAssets::OnPrimaryDataAssetsLoaded()
{
InvokeManagedCallback();
}

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#include "CSAsyncLoadSoftObjectPtr.h"
#include "Engine/AssetManager.h"
#include "Engine/StreamableManager.h"
void UCSAsyncLoadSoftPtr::LoadSoftObjectPaths(const TArray<FSoftObjectPath>& SoftObjectPtr)
{
UAssetManager::Get().GetStreamableManager().RequestAsyncLoad(SoftObjectPtr,
FStreamableDelegate::CreateUObject(this, &UCSAsyncLoadSoftPtr::OnAsyncLoadComplete));
}
void UCSAsyncLoadSoftPtr::OnAsyncLoadComplete()
{
InvokeManagedCallback();
}

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#include "UnrealSharpAsync.h"
#define LOCTEXT_NAMESPACE "FUnrealSharpAsyncModule"
DEFINE_LOG_CATEGORY(LogUnrealSharpAsync);
void FUnrealSharpAsyncModule::StartupModule()
{
}
void FUnrealSharpAsyncModule::ShutdownModule()
{
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FUnrealSharpAsyncModule, UnrealSharpAsync)