Esempio n. 1
0
        protected void InsertInternal(int index)
        {
            // insert a single value, not initialized, at index
            // caller should have checked if we're destroyed
            CheckOwner("Trying to Insert into an array on a destroyed Unreal Object");

            UnrealArrayBaseNativeMethods.InsertInArray(NativeUnrealProperty, NativeBuffer, index);
        }
Esempio n. 2
0
 protected void AddInternal()
 {
     // adds a single value, not initialized
     // caller should have checked if we're destroyed
     CheckOwner("Trying to Add on an array on a destroyed Unreal Object");
     unsafe
     {
         ScriptArray *sa = (ScriptArray *)NativeBuffer;
     }
     UnrealArrayBaseNativeMethods.AddToArray(NativeUnrealProperty, NativeBuffer);
 }
Esempio n. 3
0
        protected void RemoveAtInternal(int index)
        {
            CheckOwner("Trying to RemoveAt on an array on a destroyed Unreal Object");

            UnrealArrayBaseNativeMethods.RemoveFromArray(NativeUnrealProperty, NativeBuffer, index);
        }
Esempio n. 4
0
        protected void ClearInternal()
        {
            CheckOwner("Trying to Clear on an array on a destroyed Unreal Object");

            UnrealArrayBaseNativeMethods.EmptyArray(NativeUnrealProperty, NativeBuffer);
        }