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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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class PLUGIN_NAME : ModuleRules
{
public PLUGIN_NAME(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "PLUGIN_NAME.h"
#define LOCTEXT_NAMESPACE "FPLUGIN_NAMEModule"
void FPLUGIN_NAMEModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FPLUGIN_NAMEModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FPLUGIN_NAMEModule, PLUGIN_NAME)

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
class FPLUGIN_NAMEModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};

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using UnrealSharp.Engine.Core.Modules;
namespace %MODULENAME%;
public class F%MODULENAME% : IModuleInterface
{
public void StartupModule()
{
}
public void ShutdownModule()
{
}
}