本文整理汇总了C++中CBankedList类的典型用法代码示例。如果您正苦于以下问题:C++ CBankedList类的具体用法?C++ CBankedList怎么用?C++ CBankedList使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CBankedList类的15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: MakeTransitionable
void GameBase::MakeTransitionable( )
{
// Only want one per object
ASSERT( m_pTransAgg == NULL );
// Create it and add it...
m_pTransAgg = s_bankCTransAggs.New();
if( !m_pTransAgg )
{
g_pLTServer->CPrint( "new TransAgg FAILED!!!" );
return;
}
AddAggregate( (LPAGGREGATE)m_pTransAgg );
}
示例2: DestroyTransitionAggregate
void GameBase::DestroyTransitionAggregate( )
{
if( !m_pTransAgg ) return;
#ifndef _FINAL
CTransitionAggregate *pIAgg = dynamic_cast<CTransitionAggregate*>(m_pTransAgg);
if( !pIAgg )
{
g_pLTServer->CPrint( "NOT a CTransitionAggregate!!!" );
return;
}
#endif
RemoveAggregate( (LPAGGREGATE)m_pTransAgg );
s_bankCTransAggs.Delete( m_pTransAgg );
m_pTransAgg = NULL;
}
示例3: fxCreatePlayRandomSound
CBaseFX* fxCreatePlayRandomSound()
{
return g_PlayRandomSoundFX_Bank.New();
}
示例4: fxCreatePolyTube
CBaseFX* fxCreatePolyTube()
{
return g_PolyTubeFX_Bank.New();
}
示例5: fxCreateNull
CBaseFX* fxCreateNull()
{
return g_NullFX_Bank.New();
}
示例6: fxCreateLTBBouncyChunk
CBaseFX* fxCreateLTBBouncyChunk()
{
return g_LTBBouncyChunkFX_Bank.New();
}
示例7: CreateAnimationContext
CAnimationContext* CAnimationMgr::CreateAnimationContext(HOBJECT hObject)
{
CAnimationContext* pAnimationContext = s_bankCAnimationContext.New();
pAnimationContext->Init(m_cAnimations, m_cTransitions);
pAnimationContext->m_pAnimationMgr = this;
pAnimationContext->m_hObject = hObject;
for ( uint32 iAnimation = 0 ; iAnimation < m_cAnimations ; iAnimation++ )
{
pAnimationContext->m_aAnimationInstances[iAnimation].m_iIndex = iAnimation;
HMODELANIM hAni = GetAnimationInstance(hObject, m_aAnimations[iAnimation].m_szName);
pAnimationContext->m_aAnimationInstances[iAnimation].m_hAni = hAni;
if ( INVALID_MODEL_ANIM == hAni )
{
//g_pLTServer->CPrint("Could not find animation: %s", m_aAnimations[iAnimation].m_szName);
}
// Check for pitched pair of ani
char szNamePitched[128];
HMODELANIM hAniPitchDown;
sprintf(szNamePitched, "%s*d", m_aAnimations[iAnimation].m_szName);
hAniPitchDown = GetAnimationInstance(hObject, szNamePitched);
pAnimationContext->m_aAnimationInstances[iAnimation].m_hAniPitchDown = hAniPitchDown;
HMODELANIM hAniPitchUp;
sprintf(szNamePitched, "%s*u", m_aAnimations[iAnimation].m_szName);
hAniPitchUp = GetAnimationInstance(hObject, szNamePitched);
pAnimationContext->m_aAnimationInstances[iAnimation].m_hAniPitchUp = hAniPitchUp;
pAnimationContext->m_aAnimationInstances[iAnimation].m_bPitched = (INVALID_MODEL_ANIM != hAniPitchDown && INVALID_MODEL_ANIM != hAniPitchUp);
if ( pAnimationContext->m_aAnimationInstances[iAnimation].m_bPitched )
{
// g_pLTServer->CPrint("animation ''%s'' is pitched", m_aAnimations[iAnimation].GetName());
}
}
for ( uint32 iTransition = 0 ; iTransition < m_cTransitions ; iTransition++ )
{
pAnimationContext->m_aTransitionInstances[iTransition].m_iIndex = iTransition;
HMODELANIM hAni = GetAnimationInstance(hObject, m_aTransitions[iTransition].m_szName);
pAnimationContext->m_aTransitionInstances[iTransition].m_hAni = hAni;
if ( INVALID_MODEL_ANIM == hAni )
{
//g_pLTServer->CPrint("Could not find transition: %s", m_aTransitions[iTransition].m_szName);
}
}
pAnimationContext->m_fPitchTarget = 0.5f;
pAnimationContext->m_fPitch = 0.5f;
if ( LT_OK != g_pModelLT->AddTracker(hObject, &pAnimationContext->m_trkPitchDown) )
_ASSERT(LTFALSE);
if ( LT_OK != g_pModelLT->AddTracker(hObject, &pAnimationContext->m_trkPitchUp) )
_ASSERT(LTFALSE);
for ( uint32 iPitchWeightset = 0 ; iPitchWeightset < CAnimationContext::kNumPitchWeightsets ; iPitchWeightset++ )
{
char szPitchWeightset[512];
LTFLOAT fWeightsetAmount = 100.0f/(LTFLOAT)(CAnimationContext::kNumPitchWeightsets-1);
sprintf(szPitchWeightset, "Morph%d", (int32)(iPitchWeightset*fWeightsetAmount));
if ( LT_OK != g_pModelLT->FindWeightSet(hObject, szPitchWeightset, pAnimationContext->m_ahPitchWeightsets[iPitchWeightset]) )
{
// g_pLTServer->CPrint("could not find pitch weightset %s", szPitchWeightset);
}
}
pAnimationContext->DisablePitch();
return pAnimationContext;
}
示例8: fxCreateFlareSpriteFX
CBaseFX* fxCreateFlareSpriteFX()
{
return g_FlareSpriteFX_Bank.New();
}
示例9: fxCreateLTBModel
CBaseFX* fxCreateLTBModel()
{
return g_LTBModelFX_Bank.New();
}
示例10: fxCreateSprite
CBaseFX* fxCreateSprite()
{
return g_SpriteFX_Bank.New();
}
示例11: fxCreateParticleSystem
CBaseFX* fxCreateParticleSystem()
{
return g_ParticleSystemFX_Bank.New();
}
示例12: fxDelete
__declspec(dllexport) void fxDelete(CBaseFX *pDeleteFX)
{
// Figure out what kind of FX we are deleting and make sure the propper bank handles it...
switch( pDeleteFX->GetFXType() )
{
case CBaseFX::eParticleSystemFX :
{
g_ParticleSystemFX_Bank.Delete( (CParticleSystemFX*)pDeleteFX );
}
break;
case CBaseFX::eSpriteFX :
{
g_SpriteFX_Bank.Delete( (CSpriteFX*)pDeleteFX );
}
break;
case CBaseFX::eLTBModelFX :
{
g_LTBModelFX_Bank.Delete( (CLTBModelFX*)pDeleteFX );
}
break;
case CBaseFX::eDynaLightFX :
{
g_DynaLightFX_Bank.Delete( (CDynaLightFX*)pDeleteFX );
}
break;
case CBaseFX::ePlaySoundFX :
{
g_PlaySoundFX_Bank.Delete( (CPlaySoundFX*)pDeleteFX );
}
break;
case CBaseFX::eCamJitterFX :
{
g_CamJitterFX_Bank.Delete( (CCamJitterFX*)pDeleteFX );
}
break;
case CBaseFX::eCamWobbleFX :
{
g_CamWobbleFX_Bank.Delete( (CCamWobbleFX*)pDeleteFX );
}
break;
case CBaseFX::eLTBBouncyChunkFX :
{
g_LTBBouncyChunkFX_Bank.Delete( (CLTBBouncyChunkFX*)pDeleteFX );
}
break;
case CBaseFX::eNullFX :
{
g_NullFX_Bank.Delete( (CNullFX*)pDeleteFX );
}
break;
case CBaseFX::ePolyTubeFX :
{
g_PolyTubeFX_Bank.Delete( (CPolyTubeFX*)pDeleteFX );
}
break;
case CBaseFX::ePlayRandomSoundFX :
{
g_PlayRandomSoundFX_Bank.Delete( (CPlayRandomSoundFX*)pDeleteFX );
}
break;
case CBaseFX::eSpriteSystem :
{
g_SpriteSystem_Bank.Delete( (CSpriteSystem*)pDeleteFX );
}
break;
case CBaseFX::eCreateFX :
{
g_CreateFX_Bank.Delete( (CCreateFX*)pDeleteFX );
}
break;
case CBaseFX::eFlareSpriteFX :
{
g_FlareSpriteFX_Bank.Delete( (CFlareSpriteFX*)pDeleteFX );
}
break;
case CBaseFX::eLightningFX :
{
g_LightningFX_Bank.Delete( (CLightningFX*)pDeleteFX );
}
break;
default:
{
// We should never be getting here!
ASSERT( LTFALSE );
//.........这里部分代码省略.........
示例13: CreateSFX
CSpecialFX* CSFXMgr::CreateSFX(uint8 nId, SFXCREATESTRUCT *psfxCreateStruct,
ILTMessage_Read *pMsg, HOBJECT hServerObj)
{
CSpecialFX* pSFX = NULL;
switch (nId)
{
case SFX_WEAPON_ID :
{
pSFX = &s_WeaponFX;
}
break;
case SFX_PLAYERLURE_ID :
{
pSFX = debug_new( PlayerLureFX );
}
break;
case SFX_PLAYERSOUND_ID :
{
pSFX = g_SFXBank_PlayerSound.New();
}
break;
case SFX_PROJECTILE_ID :
{
pSFX = g_SFXBank_Projectile.New();
}
break;
case SFX_SEARCHLIGHT_ID :
{
pSFX = g_SFXBank_SearchLight.New();
}
break;
case SFX_MARK_ID :
{
pSFX = g_SFXBank_Mark.New();
}
break;
case SFX_SHELLCASING_ID :
{
pSFX = g_SFXBank_ShellCasing.New();
}
break;
case SFX_CAMERA_ID :
{
pSFX = g_SFXBank_Camera.New();
if (pSFX)
{
if (pSFX->Init(psfxCreateStruct))
{
if (g_pLTClient->IsConnected())
{
if (pSFX->CreateObject(g_pLTClient))
{
m_cameraSFXList.Add(pSFX);
}
else
{
DeleteSFX(pSFX);
pSFX = NULL;
}
}
else
{
DeleteSFX(pSFX);
pSFX = NULL;
}
}
}
return pSFX;
}
break;
case SFX_POLYGRID_ID :
{
pSFX = g_SFXBank_PolyGrid.New();
}
break;
case SFX_RENDERTARGET_ID :
{
pSFX = g_SFXBank_RenderTarget.New();
}
break;
case SFX_RENDERTARGETGROUP_ID :
{
pSFX = g_SFXBank_RenderTargetGroup.New();
}
break;
case SFX_EXPLOSION_ID :
{
//.........这里部分代码省略.........
示例14: DeleteSFX
void CSFXMgr::DeleteSFX(CSpecialFX* pFX)
{
// Make sure we've got a valid pointer
if (!pFX)
return;
// Make sure we don't try to delete the static fx(s)...
if (pFX == &s_WeaponFX)
return;
// Alrighty, get the ID from the effect...
switch(pFX->GetSFXID())
{
// Delete it from the right place...
case SFX_PLAYERSOUND_ID :
{
g_SFXBank_PlayerSound.Delete((CPlayerSoundFX*)pFX);
}
break;
case SFX_MARK_ID :
{
g_SFXBank_Mark.Delete((CMarkSFX*)pFX);
}
break;
case SFX_SHELLCASING_ID :
{
g_SFXBank_ShellCasing.Delete((CShellCasingFX*)pFX);
}
break;
case SFX_PROJECTILE_ID :
{
g_SFXBank_Projectile.Delete((CProjectileFX*)pFX);
}
break;
case SFX_CAMERA_ID :
{
g_SFXBank_Camera.Delete((CCameraFX*)pFX);
}
break;
case SFX_POLYGRID_ID :
{
g_SFXBank_PolyGrid.Delete((CPolyGridFX*)pFX);
}
break;
case SFX_RENDERTARGET_ID :
{
g_SFXBank_RenderTarget.Delete((CRenderTargetFX*)pFX);
}
break;
case SFX_RENDERTARGETGROUP_ID :
{
g_SFXBank_RenderTargetGroup.Delete((CRenderTargetGroupFX*)pFX);
}
break;
case SFX_EXPLOSION_ID :
{
g_SFXBank_Explosion.Delete((CExplosionFX*)pFX);
}
break;
case SFX_VOLUMEBRUSH_ID :
{
g_SFXBank_VolumeBrush.Delete((CVolumeBrushFX*)pFX);
}
break;
case SFX_CHARACTER_ID :
{
g_SFXBank_Character.Delete((CCharacterFX*)pFX);
}
break;
case SFX_SEARCHLIGHT_ID :
{
g_SFXBank_SearchLight.Delete((CSearchLightFX*)pFX);
}
break;
case SFX_PICKUPITEM_ID :
{
g_SFXBank_PickupItem.Delete((CPickupItemFX*)pFX);
}
break;
case SFX_AIMMAGNET_ID :
{
g_SFXBank_AimMagnet.Delete((CAimMagnetFX*)pFX);
}
break;
case SFX_NAVMARKER_ID :
//.........这里部分代码省略.........
示例15: fxCreateSpriteSystem
CBaseFX* fxCreateSpriteSystem()
{
return g_SpriteSystem_Bank.New();
}