- Unreal Engine Game Development Cookbook
- John P. Doran
- 233字
- 2021-07-09 21:18:48
Conventions
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "In this recipe we will extend and customize the built in GameMode
class to do just that!"
A block of code is set as follows:
void ACookbook_Chapter9GameMode::StartMatch() { Super::StartMatch(); if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::Yellow, "Hello World!"); } }
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) float BaseLookUpRate; // Saves the game void SaveMyGameFile(); // Loads the game void LoadMyGameFile(); // Called every frame void Tick(float DeltaTime); protected: /** Called for forwards/backward input */ void MoveForward(float Value);
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Switch to the New Project tab and you'll be given a selection of various templates to use for projects."
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