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C++ BattleUnit::startWalking方法代码示例

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


在下文中一共展示了BattleUnit::startWalking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: think


//.........这里部分代码省略.........
						bool movementBlocked = _parent->getSave()->getPathfinding()->getTUCost(originalPosition, dir, &endPosition, *ub, 0, false) == 255;
						bool hasFloor = t && !t->hasNoFloor(bt);
						bool unitCanFly = unitBelow->getMovementType() == MT_FLY;

						bool canMoveToTile = t && !alreadyOccupied && !alreadyTaken && !aboutToBeOccupiedFromAbove && !movementBlocked && (hasFloor || unitCanFly);
						if (canMoveToTile)
						{
							// Check next section of the unit.
							++bs;
						}
						else
						{
							// Try next direction.
							break;
						}

						// If all sections of the fallen onto unit can be moved, then we move it.
						if (bs == bodySections.end())
						{
							if (_parent->getSave()->addFallingUnit(unitBelow))
							{
								escapeFound = true;
								// Now ensure no other unit escapes to here too.
								for (int x = unitBelow->getArmor()->getSize() - 1; x >= 0; --x)
								{
									for (int y = unitBelow->getArmor()->getSize() - 1; y >= 0; --y)
									{
										Tile *et = _parent->getSave()->getTile(t->getPosition() + Position(x,y,0));
										escapeTiles.push_back(et);
									}
								}

								Tile *bu = _parent->getSave()->getTile(originalPosition + Position(0,0,-1));
								unitBelow->startWalking(dir, unitBelow->getPosition() + offset, bu, onScreen);
								ub = unitsToMove.erase(ub);
							}
						}
					}
				}
				if (!escapeFound)
				{
					unitBelow->knockOut(_parent);
					ub = unitsToMove.erase(ub);
				}
			}
			_parent->checkForCasualties(0,*unit);
		}
		// we are just standing around, we are done falling.
		if ((*unit)->getStatus() == STATUS_STANDING)
		{
			if (falling)
			{
				Position destination = (*unit)->getPosition() + Position(0,0,-1);
				Tile *tileDest = _parent->getSave()->getTile(destination);
				(*unit)->startWalking(Pathfinding::DIR_DOWN, destination, tileDest, onScreen);
				(*unit)->setCache(0);
				_parent->getMap()->cacheUnit(*unit);
				++unit;
			}
			else
			{
				// if the unit burns floortiles, burn floortiles
				if ((*unit)->getSpecialAbility() == SPECAB_BURNFLOOR || (*unit)->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE)
				{
					(*unit)->getTile()->ignite(1);
					Position groundVoxel = ((*unit)->getPosition() * Position(16,16,24)) + Position(8,8,-((*unit)->getTile()->getTerrainLevel()));
开发者ID:DiceMaster,项目名称:OpenXcom,代码行数:67,代码来源:UnitFallBState.cpp


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