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C++ APlayerController::GetCharacter方法代码示例

本文整理汇总了C++中APlayerController::GetCharacter方法的典型用法代码示例。如果您正苦于以下问题:C++ APlayerController::GetCharacter方法的具体用法?C++ APlayerController::GetCharacter怎么用?C++ APlayerController::GetCharacter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APlayerController的用法示例。


在下文中一共展示了APlayerController::GetCharacter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: OnInteract

bool AOpenBarrierConsole::OnInteract()
{
    /*When the player interact with the console it activates the camera to enter in puzzle mode*/
    UWorld* World = GetWorld();
    if (World)
    {
        APlayerController* PlayerController = World->GetFirstPlayerController();
        if (PlayerController)
        {
            ATGCOPlayerState* PlayerState = Cast<ATGCOPlayerState>(PlayerController->PlayerState);
            if (PlayerState)
            {
                if (PlayerState->eCurrentState == EPlayerStatus::IN_GAME)
                {
                    PlayerState->SwitchGamePuzzle(CameraPuzzle);
                }
                else
                {
                    if (PlayerState->eCurrentState == EPlayerStatus::IN_PUZZLE_GAME)
                    {
                        PlayerState->SwitchGamePuzzle(PlayerController->GetCharacter());
                    }
                }
            }
        }
    }
    return true;
}
开发者ID:Onyrick,项目名称:TGCO,代码行数:28,代码来源:OpenBarrierConsole.cpp

示例2: BeginRound

void ANinjaGameModeBase::BeginRound()
{
    UWorld* World = GetWorld();
    if (World) {
        ClearPlayerStartTags();
        for (APlayerState* CurrState : GameState->PlayerArray) {
            ANinjaPlayerState* State = (ANinjaPlayerState*)CurrState;
            if (State) {
                APlayerController* Cont = (APlayerController*) State->GetOwner();
                GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Blue, FString::Printf(TEXT("%s"), *Cont->GetName()));
                if (State->GetChosenCharacter()) {
                    GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Red, FString::Printf(TEXT("%s - %s"), *Cont->GetName(), *State->GetChosenCharacter()->GetName()));
                }
                
                if (Cont) {
                    ACharacter* Character = Cont->GetCharacter();
                    APlayerStart* PS = (APlayerStart*)ChoosePlayerStart(Cont);
                    if (PS) {
                        PS->PlayerStartTag = FName(TEXT("Taken"));
                        if (Character) {
                            Character->Destroy();
                        }

                        FActorSpawnParameters Params;
                        Params.Owner = Cont;
                        ANinjaCharacter* SpawnedChar = World->SpawnActor<ANinjaCharacter>(State->GetChosenCharacter(), PS->GetActorLocation(), PS->GetActorRotation(), Params);
                        if (SpawnedChar) {
                            Cont->Possess(SpawnedChar);
                        }
                    }

                }
                
            }
        }
    }
}
开发者ID:David47295,项目名称:ue4ninja,代码行数:37,代码来源:NinjaGameModeBase.cpp


注:本文中的APlayerController::GetCharacter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。