Refactor
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@@ -5,5 +5,5 @@
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void TestActor::BeginPlay()
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{
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Actor::BeginPlay();
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Log("TestActor::BeginPlay");
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Loging::Log("TestActor::BeginPlay");
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}
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@@ -10,7 +10,9 @@ TestWorld::TestWorld(GameInstance& game_instance) : World(game_instance)
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void TestWorld::BeginPlay()
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{
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World::BeginPlay();
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Log("TestWorld::BeginPlay");
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std::vector<UType::object_ptr<Actor>> meshes = GetActorsByClass<Actor>();
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for (const auto& i : meshes)
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Loging::Log("Load actor: " + i->GetName());
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}
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void TestWorld::Tick(double delta_time)
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@@ -20,14 +22,15 @@ void TestWorld::Tick(double delta_time)
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time += delta_time;
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if (time >= 10.0)
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{
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Message("TestWorld: Time out");
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std::vector<UType::object_ptr<Mesh>> meshes = GetActorsByClass<Mesh>();
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if (!meshes.empty())
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{
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Loging::Message("TestWorld destroy: " + meshes[0]->GetName());
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DestroyActor(static_cast<UType::object_ptr<Actor>>(meshes[0]));
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time = 7.0;
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return;
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}
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Loging::Message("TestWorld: Time out");
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GetGameInstance().quit();
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}
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}
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