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C++ ACharacter::StopJumping方法代码示例

本文整理汇总了C++中ACharacter::StopJumping方法的典型用法代码示例。如果您正苦于以下问题:C++ ACharacter::StopJumping方法的具体用法?C++ ACharacter::StopJumping怎么用?C++ ACharacter::StopJumping使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ACharacter的用法示例。


在下文中一共展示了ACharacter::StopJumping方法的2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: CancelAbility

/**
 *	Canceling an non instanced ability is tricky. Right now this works for Jump since there is nothing that can go wrong by calling
 *	StopJumping() if you aren't already jumping. If we had a montage playing non instanced ability, it would need to make sure the
 *	Montage that *it* played was still playing, and if so, to cancel it. If this is something we need to support, we may need some
 *	light weight data structure to represent 'non intanced abilities in action' with a way to cancel/end them.
 */
void UGameplayAbility_CharacterJump::CancelAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateCancelAbility)
{
	Super::CancelAbility(Handle, ActorInfo, ActivationInfo, bReplicateCancelAbility);
	
	ACharacter * Character = CastChecked<ACharacter>(ActorInfo->AvatarActor.Get());
	Character->StopJumping();
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:13,代码来源:GameplayAbility_CharacterJump.cpp

示例2: CancelAbility

/**
 *	Canceling an non instanced ability is tricky. Right now this works for Jump since there is nothing that can go wrong by calling
 *	StopJumping() if you aren't already jumping. If we had a montage playing non instanced ability, it would need to make sure the
 *	Montage that *it* played was still playing, and if so, to cancel it. If this is something we need to support, we may need some
 *	light weight data structure to represent 'non intanced abilities in action' with a way to cancel/end them.
 */
void UGameplayAbility_CharacterJump::CancelAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateCancelAbility)
{
	if (ScopeLockCount > 0)
	{
		WaitingToExecute.Add(FPostLockDelegate::CreateUObject(this, &UGameplayAbility_CharacterJump::CancelAbility, Handle, ActorInfo, ActivationInfo, bReplicateCancelAbility));
		return;
	}

	Super::CancelAbility(Handle, ActorInfo, ActivationInfo, bReplicateCancelAbility);
	
	ACharacter * Character = CastChecked<ACharacter>(ActorInfo->AvatarActor.Get());
	Character->StopJumping();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:19,代码来源:GameplayAbility_CharacterJump.cpp


注:本文中的ACharacter::StopJumping方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。