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C++ AWeapon::AttachRootComponentTo方法代码示例

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


在下文中一共展示了AWeapon::AttachRootComponentTo方法的1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: EquipWeapon

void AMainCharacter::EquipWeapon(int32 NewInventorySlot)
{
	UWorld* World = GetWorld();
	World->GetTimerManager().PauseTimer(AutomaticFireTimerHandle);
	World->GetTimerManager().ClearTimer(AutomaticFireTimerHandle);
	FActorSpawnParameters SpawnParameters;
	SpawnParameters.Owner = this;
	SpawnParameters.Instigator = Instigator;
	if (CurrentWeapon != NULL)
	{
		if (Inventory[NewInventorySlot] != NULL)
		{
			if (Inventory[NewInventorySlot]->GetDefaultObject<AWeapon>()->Config.Name != CurrentWeapon->Config.Name)
			{
				WeaponAmmoStorage[CurrentInventorySlot].CurrentSpareAmmo = CurrentWeapon->Config.CurrentSpareAmmo;
				WeaponAmmoStorage[CurrentInventorySlot].CurrentMagazineAmmo = CurrentWeapon->Config.CurrentMagazineAmmo;
				CurrentWeapon->Destroy();
				AWeapon* Spawner = GetWorld()->SpawnActor<AWeapon>(Inventory[NewInventorySlot], SpawnParameters);
				if (Spawner != nullptr)
				{
					Spawner->CollisionComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
					Spawner->AttachRootComponentTo(FirstPersonMesh, "Equip", EAttachLocation::SnapToTarget);
					CurrentWeapon = Spawner;
					if (WeaponAmmoStorage[NewInventorySlot].CurrentSpareAmmo != -1 && WeaponAmmoStorage[NewInventorySlot].CurrentMagazineAmmo != -1)
					{
						CurrentWeapon->Config.CurrentSpareAmmo = WeaponAmmoStorage[NewInventorySlot].CurrentSpareAmmo;
						CurrentWeapon->Config.CurrentMagazineAmmo = WeaponAmmoStorage[NewInventorySlot].CurrentMagazineAmmo;
					}
					CurrentInventorySlot = NewInventorySlot;
				}
			}
			else
			{
				GEngine->AddOnScreenDebugMessage(0, 5.f, FColor::Yellow, "Weapon is already equiped!");
			}
		}
	}
	else
	{
		AWeapon* Spawner = GetWorld()->SpawnActor<AWeapon>(Inventory[NewInventorySlot], SpawnParameters);
		if (Spawner)
		{
			Spawner->CollisionComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
			Spawner->AttachRootComponentTo(FirstPersonMesh, "Equip", EAttachLocation::SnapToTarget);
			CurrentWeapon = Spawner;
			CurrentInventorySlot = NewInventorySlot;
		}
	}
}
开发者ID:rcktscnc,项目名称:unreal-project,代码行数:49,代码来源:MainCharacter.cpp


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