本文整理汇总了C++中GetController函数的典型用法代码示例。如果您正苦于以下问题:C++ GetController函数的具体用法?C++ GetController怎么用?C++ GetController使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetController函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SendMilestone
SafeTrajClient::MotionResult CommandInterface::SendMilestone(const Config& x)
{
if(sim) GetController(sim->robotControllers[0])->AddMilestone(x);
else if(val3) {
return val3->MoveTo(x);
}
return SafeTrajClient::Success;
}
示例2: GetController
void CEditWidget::GetController(QDomLiteElement* data)
{
int Controller;
int Value;
GetController(Controller,Value);
data->setAttribute("Controller",Controller);
data->setAttribute("Value",Value);
}
示例3: Turn
// @TODO: DEPRECATED, remove.
void ADefaultPawn::Turn(float Val)
{
APlayerController* PC = Cast<APlayerController>(GetController());
if (PC)
{
PC->AddYawInput(Val);
}
}
示例4: LookUp
// @TODO: DEPRECATED, remove.
void ADefaultPawn::LookUp(float Val)
{
APlayerController* PC = Cast<APlayerController>(GetController());
if (PC)
{
PC->AddPitchInput(Val);
}
}
示例5: OnTrackPointReached
void AVehiclePawn::OnTrackPointReached(class AVehicleTrackPoint* NewCheckpoint)
{
AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController());
if (MyPC)
{
MyPC->OnTrackPointReached(NewCheckpoint);
}
}
示例6: PossessedBy
void AARCharacter::PossessedBy(class AController* NewController)
{
Super::PossessedBy(NewController);
Equipment->TargetCharacter = this;
Equipment->TargetController = Cast<AARPlayerController>(GetController());
if (Equipment->TargetController)
{
Equipment->Inventory = Equipment->TargetController->Inventory;
}
Abilities->OwningCharacter = this;
Abilities->OwningController = Cast<AARPlayerController>(GetController());
Attributes->PlayerController = Cast<AARPlayerController>(GetController());
Attributes->PlayerCharacter = this;
Attributes->Initialize();
}
示例7: GetOtherCharacterInfo
void AMMO_Character::GetOtherCharacterInfo()
{
// Feed Party stuff to your UI
if (Role < ROLE_Authority)
{
if (GetController() && OtherCharacter)
{
if (Cast<AMMO_Player_Controller>(GetController()))
{
Cast<AMMO_Player_Controller>(GetController())->MainHUD->OtherCharName = OtherCharacter->CharacterName;
if (OtherCharacter->MaxHealth != 0)
Cast<AMMO_Player_Controller>(GetController())->MainHUD->OtherHPBarVal = OtherCharacter->CurrentHealth / OtherCharacter->MaxHealth;
}
}
}
}
示例8: GetController
void AHair::SetSelectedQuality(float InVal)
{
AMyPlayerController* Controller = GetController();
for (int i = 0; i < Controller->TargetSegments.Num(); i++)
{
Controller->TargetSegments[i]->NumSegments = InVal;
}
}
示例9: GetController
void GActionDie::Update(float fTime)
{
Gn2DSequence* sequence = GetController()->GetActor()->GetCurrentSequence();
//GnAssert( sequence->IsLoop() == false );
if( sequence && sequence->IsStop() )
{
mAcumTime += fTime;
gint alpha = 255 - ( (mAcumTime / mAlphaTime) * 255 );
if( alpha <= 0 )
{
GetController()->SetIsDestory( true );
return;
}
Gn2DMeshObject* mesh = GetController()->GetMesh();
mesh->SetAlpha( (guchar)alpha );
}
}
示例10: NOFF_BlastObject
global func NOFF_BlastObject(int level, int caused_by, ...)
{
var w_controller = caused_by;
var t_controller = GetController();
if (w_controller >= 0) // NO_OWNER is probably lost controller management (e.g. chain reactions). Always hit.
if ((t_controller == ENEMY) == (w_controller == ENEMY)) // ENEMY can't hit ENEMY and others can't hit others.
return true; // reject
return this->NOFF_backup_bo(level, caused_by, ...);
}
示例11: GetOwnerPawn
APlayerController* UBerserkCameraComponent::GetPlayerController()
{
APlayerController* playerController = nullptr;
auto ownerPawn = GetOwnerPawn();
if (ownerPawn != nullptr)
playerController = Cast<APlayerController>(ownerPawn->GetController());
return playerController;
}
示例12: FString
void AProtherer::MoveOrc()
{
this->sayDialog(&((new FString("Responding to transportation type: "))->Append(*(TransportUsed.Last(0)))));
this->CurrentLocation = GetNextWaypoint();
UNavigationSystem::SimpleMoveToLocation(GetController(), this->CurrentLocation->GetActorLocation());
this->IsMoving = true;
}
示例13: ShowMouse
void AOverseer::ShowMouse()
{
APlayerController* PlayerController = Cast<APlayerController>(GetController());
if (PlayerController){
PlayerController->bEnableClickEvents = true;
PlayerController->bShowMouseCursor = true;
PlayerController->bEnableMouseOverEvents = true;
}
}
示例14: NOFF_DoShockwaveCheck
global func NOFF_DoShockwaveCheck(int x, int y, int caused_by, ...)
{
var w_controller = caused_by;
var t_controller = GetController();
if (w_controller >= 0) // NO_OWNER is probably lost controller management (e.g. chain reactions). Always hit.
if ((t_controller == ENEMY) == (w_controller == ENEMY)) // ENEMY can't hit ENEMY and others can't hit others.
return false; // reject
return this->NOFF_backup_sw(x, y, caused_by, ...);
}
示例15: ControlThrow
func ControlThrow(object caller)
{
if(DenyContainedDirectCom())
{
return false;
}
SendObjectThroughTube();
return ClearLastPlrCom(GetController(caller)) || true;
}