本文整理汇总了C++中APlayerController::GetPawnOrSpectator方法的典型用法代码示例。如果您正苦于以下问题:C++ APlayerController::GetPawnOrSpectator方法的具体用法?C++ APlayerController::GetPawnOrSpectator怎么用?C++ APlayerController::GetPawnOrSpectator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::GetPawnOrSpectator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: FindLockedDebugActor
void FBehaviorTreeDebugger::FindLockedDebugActor(UWorld* World)
{
APlayerController* LocalPC = GEngine->GetFirstLocalPlayerController(World);
if (LocalPC && LocalPC->GetHUD() && LocalPC->GetPawnOrSpectator())
{
AGameplayDebuggingReplicator* DebuggingReplicator = NULL;
for (TActorIterator<AGameplayDebuggingReplicator> It(World); It; ++It)
{
AGameplayDebuggingReplicator* A = *It;
if (!A->IsPendingKill())
{
DebuggingReplicator = A;
break;
}
}
const APawn* LockedPawn = DebuggingReplicator != NULL ? Cast<APawn>(DebuggingReplicator->GetSelectedActorToDebug()) : NULL;
UBehaviorTreeComponent* TestInstance = FindInstanceInActor((APawn*)LockedPawn);
if (TestInstance)
{
TreeInstance = TestInstance;
#if USE_BEHAVIORTREE_DEBUGGER
ActiveStepIndex = TestInstance->DebuggerSteps.Num() - 1;
#endif
}
}
}
示例2: OnSelectPlayer
void AGameplayDebuggerReplicator::OnSelectPlayer()
{
#if ENABLED_GAMEPLAY_DEBUGGER
APlayerController* MyPC = DebugCameraController.IsValid() ? DebugCameraController.Get() : GetLocalPlayerOwner();
APawn* MyPawn = MyPC ? MyPC->GetPawnOrSpectator() : nullptr;
if (MyPawn)
{
ServerSetActorToDebug(MyPawn);
}
#endif
}