10#include "GameFramework/Actor.h"
14#include "CityMapMeshHolder.generated.h"
17class IDetailLayoutBuilder;
18class UInstancedStaticMeshComponent;
19class AStaticMeshActor;
42 virtual void OnConstruction(
const FTransform &Transform)
override;
45 virtual void PostInitializeComponents()
override;
49 virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
override;
63 FVector GetTileLocation(uint32 X, uint32 Y)
const;
91 virtual void UpdateMap();
97 void UpdateMapScale();
102 USceneComponent *SceneRootComponent;
105 UPROPERTY(Category = "
Map Generation", VisibleAnywhere)
106 float MapScale = 1.0f;
109 UPROPERTY(Category = "Meshes", EditAnywhere)
ECityMapMeshTag
用于标识ProceduralMapGenerator所使用的网格的标签
float GetMapScale() const
地图类的前向声明,用于在LaneInvasionSensor类中可能的引用。