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2025-05-18 13:04:45 +08:00

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854 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "WaterZoneActorDesc.h"
#if WITH_EDITOR
#include "WaterZoneActor.h"
FWaterZoneActorDesc::FWaterZoneActorDesc()
: OverlapPriority(0)
{
}
void FWaterZoneActorDesc::Init(const AActor* InActor)
{
FWorldPartitionActorDesc::Init(InActor);
if (const AWaterZone* WaterZone = CastChecked<AWaterZone>(InActor))
{
OverlapPriority = WaterZone->GetOverlapPriority();
}
}
void FWaterZoneActorDesc::Serialize(FArchive& Ar)
{
FWorldPartitionActorDesc::Serialize(Ar);
Ar << OverlapPriority;
}
bool FWaterZoneActorDesc::Equals(const FWorldPartitionActorDesc* Other) const
{
if (FWorldPartitionActorDesc::Equals(Other))
{
const FWaterZoneActorDesc* WaterZoneActorDesc = (FWaterZoneActorDesc*)Other;
return OverlapPriority == WaterZoneActorDesc->OverlapPriority;
}
return false;
}
#endif