Files
BusyRabbit/Plugins/UnrealSharp/Source/UnrealSharpAsync/Private/CSAsyncActionBase.cpp
wyatt 648386cd73 Lua向C#逻辑迁移 一期 #13
将整个插件代码上传
2025-10-26 21:48:39 +08:00

50 lines
1.2 KiB
C++

#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);
}