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类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;
}
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);
}
}
}
}
}
}
}