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类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();
}
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();
}