本文整理汇总了C++中CEntity::SetRObjectType方法的典型用法代码示例。如果您正苦于以下问题:C++ CEntity::SetRObjectType方法的具体用法?C++ CEntity::SetRObjectType怎么用?C++ CEntity::SetRObjectType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CEntity
的用法示例。
在下文中一共展示了CEntity::SetRObjectType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: Load
//.........这里部分代码省略.........
m_pBackPlate = new CUIElement();
m_pBackPlate->SetWidth(300);
m_pBackPlate->SetHeight(300);
m_pBackPlate->SetColor({ 1, 1, 1, 0.25f });
m_pBackPlate->SetPosition(vec3f(300, 375, 1));
m_pBackPlate->SetVisible(false);
m_pBackPlate->LoadTexture(L"Assets/Images/Menus/Main_Menu_Border_v4.png");
m_pGUI->AddElement(m_pBackPlate);
//Load whole menu
m_pBack = new CUIButton(std::wstring(L"Assets//Images//Menus//Back.png"), 300, 460, 150, 60, std::string("Void"));
m_pBack->SetRenderText(false);
m_pBack->SetVisible(false);
m_pGUI->AddElement(m_pBack);
m_pCampaign = new CUIButton(std::wstring(L"Assets//Images//Menus//Campaign.png"), 300, 300, 150, 60, std::string("Void"));
m_pCampaign->SetRenderText(false);
m_pCampaign->SetVisible(false);
m_pGUI->AddElement(m_pCampaign);
m_pEndless = new CUIButton(std::wstring(L"Assets//Images//Menus//Endless.png"), 300, 380, 150, 60, std::string("Void"));
m_pEndless->SetRenderText(false);
m_pEndless->SetVisible(false);
m_pGUI->AddElement(m_pEndless);
m_pScreen = new CUIElement();
m_pScreen->SetWidth(10000);
m_pScreen->SetHeight(8000);
m_pScreen->SetPosition(vec3f(500, 400, 1));
m_pScreen->SetVisible(true);
m_pScreen->LoadTexture(L"Assets/Images/Black.png");
//m_pGUI->AddElement(m_pScreen);
#ifdef SPINNING_SEXY
//test object for Deferred
{
pAssets->LoadFBX("Assets//Models//Deferred.fbx", "Spinning Sexy");
CRObject* bob = new CRObject();
bob->SetTag("Spinning Sexy");
m_pScene->AddObject(bob);
}
//set some light stuff
{
using namespace MathHelper;
auto Lerp = [&](const DirectX::XMFLOAT3& x, const DirectX::XMFLOAT3& y, const DirectX::XMFLOAT3& s) -> DirectX::XMFLOAT3
{
return x + s * (y - x);
};
float amb = .45f;
LightParams ambient({ amb, amb, amb }, { 0, -1, 0 });
m_pScene->AddLight(ambient);
LightParams light;
light.Type = Point;
light.Range = 2.0f;
const int cubeSize = 3 + 0 * 2;
const int cubeMin = -(cubeSize / 2);
const int cubeMax = cubeSize / 2;
const DirectX::XMFLOAT3 minExtents(-4.0f, 1.0f, -4.0f);
const DirectX::XMFLOAT3 maxExtents(4.0f, 11.0f, 4.0f);
const DirectX::XMFLOAT3 minColor(1.0f, 0.0f, 0.0f);
const DirectX::XMFLOAT3 maxColor(0.0f, 1.0f, 1.0f);
for (int x = cubeMin; x <= cubeMax; x++)
{
for (int y = cubeMin; y <= cubeMax; y++)
{
for (int z = cubeMin; z <= cubeMax; z++)
{
DirectX::XMFLOAT3 lerp;
lerp.x = static_cast<float>(x - cubeMin) / (cubeSize - 1);
lerp.y = static_cast<float>(y - cubeMin) / (cubeSize - 1);
lerp.z = static_cast<float>(z - cubeMin) / (cubeSize - 1);
light.Position = Lerp(minExtents, maxExtents, lerp);
light.Color = Lerp(minColor, maxColor, lerp) * 1.5f * 1.5f;
m_pScene->AddLight(light);
}
}
}
}
#endif
static CEntity e;
//Since this thing's only use us as a listener, I think I'll commandeer the render type and use it as a bool
if (e.GetRObjectType() == CRObject::ROBJECT_STATIC)
{
AudioSystemWwise::Get()->RegisterListener(&e, NULL);
e.SetRObjectType(CRObject::ROBJECT_TRANSPARENT);
}
return true;
}