本文整理汇总了C++中_HELP函数的典型用法代码示例。如果您正苦于以下问题:C++ _HELP函数的具体用法?C++ _HELP怎么用?C++ _HELP使用的例子?那么恭喜您, 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_HELP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: GetConfiguration
static void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] = {
InputPortConfig<bool>("Glow_Active", false),
InputPortConfig<float>("Glow_Scale", 0.5f),
{0}
};
static const SOutputPortConfig outputs[] = {
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Glow");
}
示例2: GetConfiguration
void GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig inputs[] =
{
InputPortConfig_Void( "Enable", _HELP("Enable Listener")),
InputPortConfig_Void( "Disable", _HELP("Disable Listener")),
InputPortConfig<EntityId>( "WeaponId", _HELP("Listener will be set on this weapon if active")),
InputPortConfig<string>( "WeaponClass", _HELP("Use this if you want to specify the players weapon by name"), 0, _UICONFIG("enum_global:weapon")),
InputPortConfig<int> ( "Ammo", _HELP("Number of times the listener can be triggered. 0 means infinite"), _HELP("ShootCount") ),
{0}
};
static const SOutputPortConfig outputs[] =
{
OutputPortConfig_Void("OnShoot", _HELP("OnShoot")),
OutputPortConfig<int>("AmmoLeft", _HELP("Shoots left"), _HELP("ShootsLeft")),
OutputPortConfig_Void("OnMelee", _HELP("Triggered on melee attack")),
OutputPortConfig<string>("OnDropped", _HELP("Triggered when weapon was dropped.")),
{0}
};
config.sDescription = "Listens on [WeaponId] (or players [WeaponClass], or as fallback current players weapon) and triggers OnShoot when shot.";
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.SetCategory(EFLN_APPROVED);
}
示例3: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] = {
InputPortConfig_Void ("Enable" , _HELP("")),
InputPortConfig_Void ("Disable" , _HELP("")),
InputPortConfig<float>("MinDamping" , 50.f, _HELP("Minimum Damping of walk speed")),
InputPortConfig<float>("MaxDamping" , 75.f, _HELP("Maximum Damping of walk speed")),
InputPortConfig<float>("PeriodicTime" , 4.f, _HELP("Time in seconds for one stumble")),
InputPortConfig<float>("StrengthX" , 100.f, _HELP("Stumble strength in X direction")),
InputPortConfig<float>("StrengthY" , 100.f, _HELP("Stumble strength in Y direction") ),
InputPortConfig<float>("Randomness" , 0.f, _HELP("Value in [0,2]. Higher value means more variation.") ),
{0}
};
static const SOutputPortConfig outputs[] = {
{0}
};
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Activates the player beeing like drunken.");
config.SetCategory(EFLN_APPROVED);
}
示例4: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] = {
InputPortConfig_Void ("Trigger", _HELP("Trigger")),
InputPortConfig<Vec3> ("ViewLimitDir", _HELP("ViewLimitDir")),
InputPortConfig<bool> ("InLocalSpace", true, _HELP("ViewLimit Vector is in Local Space or World Space")),
InputPortConfig<float>("ViewLimitYaw", _HELP("ViewLimitYaw (0.0=FreeLook, 0.001=Lock)")),
InputPortConfig<float>("ViewLimitPitch", _HELP("ViewLimitPitch (0.0=Freelook, 0.001=Lock)")),
InputPortConfig<bool> ("LockPlayer", false, _HELP("Lock the player's position")),
InputPortConfig<int>( "TryStance", -1, _HELP("Try to set Stance on Locking [works only if Player was linked beforehand]"), 0, _UICONFIG("enum_int:<ignore>=-1,Stand=0,Crouch=1,Prone=2,Relaxed=3,Stealth=4,Swim=5,ZeroG=6")),
{0}
};
static const SOutputPortConfig outputs[] = {
OutputPortConfig_Void ("Done", _HELP("Trigger for Chaining")),
{0}
};
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Staging of the Player - ViewLimits and Position Lock");
config.SetCategory(EFLN_APPROVED);
}
示例5: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig<bool>("in"),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig<bool>("out"),
{0}
};
config.sDescription = _HELP( "Only send [in] value into the [out] when it is different from the previous value" );
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.nFlags |= EFLN_AISEQUENCE_SUPPORTED;
config.SetCategory(EFLN_APPROVED);
}
示例6: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] =
{
{0}
};
static const SOutputPortConfig out_config[] =
{
OutputPortConfig< EntityId >( "ObjectId", "Entity ID of the object on which the action is executing" ),
{0}
};
config.pInputPorts = 0; // in_config;
config.pOutputPorts = out_config;
config.sDescription = _HELP( "This node is the succeed path of the Custom Action" );
config.SetCategory(EFLN_APPROVED);
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:16,代码来源:FlowCustomActionNodes.cpp
示例7: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig in_config[] =
{
InputPortConfig<SFlowSystemVoid>("Draw", _HELP("Trigger to draw the Line")),
InputPortConfig<Vec3>("Pos1", _HELP("Start position of Line")),
InputPortConfig<Vec3>("Pos2", _HELP("End position of Line")),
InputPortConfig<Vec3>("Dir", _HELP("Direction of Line")),
InputPortConfig<float>("Length", _HELP("Length of Line")),
InputPortConfig<Vec3>("Color", _HELP("Color of the Line")),
InputPortConfig<float>("Time", _HELP("Time Line should be drawn for")),
{0}
};
config.sDescription = _HELP("Draws a line for debugging purposes. Use either Pos1, Dir and Length or Pos1 and Pos2");
config.pInputPorts = in_config;
config.SetCategory(EFLN_DEBUG);
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:18,代码来源:FlowDebugNodes.cpp
示例8: GetConfiguration
void GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] =
{
InputPortConfig_Void("LoadLastCheckpoint", _HELP("Load the last checkpoint which was saved during the current session.")),
InputPortConfig<EntityId>("SaveLoadEntity1", _HELP("Save and load this entity when a checkpoint is triggered.")),
InputPortConfig<EntityId>("SaveLoadEntity2", _HELP("Save and load this entity when a checkpoint is triggered.")),
InputPortConfig<EntityId>("SaveLoadEntity3", _HELP("Save and load this entity when a checkpoint is triggered.")),
InputPortConfig<EntityId>("SaveLoadEntity4", _HELP("Save and load this entity when a checkpoint is triggered.")),
InputPortConfig<EntityId>("SaveLoadEntity5", _HELP("Save and load this entity when a checkpoint is triggered.")),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig<int> ("SaveDone", _HELP("Triggered when saved")),
OutputPortConfig<int> ("LoadDone", _HELP("Triggered when loaded")),
{0}
};
config.sDescription = _HELP("Checkpoint System Output");
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.SetCategory(EFLN_APPROVED);
}
示例9: InputPortConfig_Void
void HoldPositionAssignmentFlowNode::GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig inputPortConfig[] =
{
InputPortConfig_Void("Set"),
InputPortConfig<Vec3>("Position"),
InputPortConfig<int>("Radius", 3),
InputPortConfig<Vec3>("Direction"),
InputPortConfig<bool>("UseCover", true),
{0}
};
config.pInputPorts = inputPortConfig;
config.sDescription = _HELP("Assigns the entity/wave to stay in a specific position. Usable by: Human, Grunt, Heavy");
config.nFlags |= EFLN_TARGET_ENTITY;
config.SetCategory(EFLN_APPROVED);
}
示例10: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig_Void( "Get", "Returns the Pos/Dir of the camera" ),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig<Vec3>( "Pos", "Position of the camera" ),
OutputPortConfig<Vec3>( "Dir", "ViewDir of the camera" ),
{0}
};
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.sDescription = _HELP( "Returns the transform for the playercamera" );
config.SetCategory(EFLN_APPROVED);
}
示例11: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] = {
InputPortConfig_AnyType("Capture", _HELP("Begins Capturing a Clip")),
InputPortConfig<float> ("DurationBefore", 20.0f, _HELP("Record that many seconds before the Capture input is triggered")),
InputPortConfig<float> ("DurationAftere", 10.0f, _HELP("Record that many seconds after the Capture input is triggered")),
InputPortConfig<string>("ClipName", _HELP("In XboxOne: MagicMoment ID used to look up the description string entered throuhg the Xbox Developr Portal")),
InputPortConfig<string>("LocalizedClipName", _HELP("In XboxOne: Clip's Name shown during the Toast pop up")),
InputPortConfig<string>("Metadata", _HELP("Optional. Use it for instance to tag clips")),
{0}
};
static const SOutputPortConfig outputs[] = {
OutputPortConfig_Void("BeganCapture", _HELP("The clip's capture has begun")),
OutputPortConfig_Void("Error", _HELP("An error happened during the capturing process")),
{0}
};
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Allows capturing clips while the game is running and (in XboxOne) save them locally or in the cloud");
config.SetCategory(EFLN_APPROVED);
}
示例12: GetConfiguration
void GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig_Void("Get", _HELP("Get the current Latitude/Longitude")),
InputPortConfig_Void("Set", _HELP("Set the Latitude/Longitude")),
InputPortConfig<float>("Latitude", 0.0f, _HELP("Latitude to be set")),
InputPortConfig<float>("Longitude", 35.0f, _HELP("Longitude to be set")),
InputPortConfig<bool>("ForceUpdate", false, _HELP("Force Immediate Update of Sky if true. USE ONLY IN SPECIAL CASES, is heavy on performance!") ),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig<float>("Latitude", _HELP("Current Latitude")),
OutputPortConfig<float>("Longitude", _HELP("Current Longitude")),
{0}
};
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.sDescription = _HELP("Set the 3DEngine's Moon Direction");
config.SetCategory(EFLN_APPROVED);
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:20,代码来源:FlowEnvironmentNodes.cpp
示例13: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig_Void( "activate", _HELP("Trigger the impulse") ),
InputPortConfig<Vec3>( "impulse", Vec3(0,0,0), _HELP("Impulse vector") ),
InputPortConfig<Vec3>( "angImpulse", Vec3(0,0,0), _HELP("The angular impulse") ),
InputPortConfig<Vec3>( "Point", Vec3(0,0,0), _HELP("Point of application (optional)") ),
InputPortConfig<int>( "partIndex", 0, _HELP("Index of the part that will receive the impulse (optional, 1-based, 0=unspecified)") ),
InputPortConfig<int> ( "CoordSys", 1, _HELP("Defines which coordinate system is used for the inputs values"), _HELP("CoordSys"), _UICONFIG("enum_int:Parent=0,World=1,Local=2") ),
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY|EFLN_AISEQUENCE_SUPPORTED;
config.pInputPorts = in_config;
config.pOutputPorts = 0;
config.sDescription = _HELP("Applies an impulse on an entity");
config.SetCategory(EFLN_APPROVED);
}
示例14: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] = {
InputPortConfig_Void ("Trigger", _HELP("Trigger to get current NanoSuit values")),
{0}
};
static const SOutputPortConfig outputs[] = {
OutputPortConfig_Void ("Cloak", _HELP("Triggered on Cloak Mode")),
OutputPortConfig_Void ("Strength", _HELP("Triggered on Strength Mode")),
OutputPortConfig_Void ("Defense", _HELP("Triggered on Defense Mode")),
OutputPortConfig_Void ("Speed", _HELP("Triggered on Speed Mode")),
OutputPortConfig<float>("Energy", _HELP("Current Energy")),
OutputPortConfig<int> ("CloakLevel", _HELP("Current cloak level [1-3]")),
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("NanoSuitGet Node");
config.SetCategory(EFLN_WIP);
}
示例15: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig& config )
{
// declare input ports
static const SOutputPortConfig out_ports[] =
{
OutputPortConfig_Void("StateChanged", "Fires when a mission's state is changed"),
OutputPortConfig<string>("Name", "Mission name specified in Objectives.xml"),
OutputPortConfig<string>("Description", "Mission description specified in Objectives.xml"),
OutputPortConfig<int>("Status", "0=deactivated, 1=completed, 2=failed, 3=activated"),
OutputPortConfig<bool>("IsSecondary", "0=primary, 1=secondary"),
{0}
};
// we set pointers in "config" here to specify which input and output ports the node contains
config.sDescription = _HELP("Fires whenever a mission's state has been changed");
config.pInputPorts = 0;
config.pOutputPorts = out_ports;
config.SetCategory(EFLN_APPROVED);
}