本文整理汇总了C++中CGameManager::GetPlayer方法的典型用法代码示例。如果您正苦于以下问题:C++ CGameManager::GetPlayer方法的具体用法?C++ CGameManager::GetPlayer怎么用?C++ CGameManager::GetPlayer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CGameManager
的用法示例。
在下文中一共展示了CGameManager::GetPlayer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: MessageProc
// This is the MessageSystem MessageProc. Message handling is done here
void CGameManager::MessageProc(IMessage* pMsg)
{
CGameManager* pThis = CGameManager::GetInstance();
// MESSAGE HANDLING
switch (pMsg->GetMessageID())
{
case MSG_SPAWNUNIT:
{
CSpawnUnitMessage* pSMSG = dynamic_cast<CSpawnUnitMessage*>(pMsg);
CUnit* pUnit = (CUnit*)CObjectManager::GetInstance()->CreateObject(pSMSG->GetUnitType(), pSMSG->GetPlayerID() );
pUnit->SetPos(pSMSG->GetPos());
if (CTileManager::GetInstance()->GetTile(pSMSG->GetPos().nPosX, pSMSG->GetPos().nPosY)->GetIfOccupied())
{
CUnit* pOccupyingUnit = CGameManager::GetInstance()->FindUnit(pSMSG->GetPos());
if (pOccupyingUnit != pUnit)
{
Vec2D newpos = CAIManager::GetInstance()->NearestOpen(pOccupyingUnit->GetPos(), pSMSG->GetPos());
pUnit->SetPos(pSMSG->GetPos());
pUnit->AddWaypoint(CTileManager::GetInstance()->GetTile(newpos.nPosX, newpos.nPosY));
}
}
if (CTileManager::GetInstance()->GetTile(pUnit->GetPos().nPosX, pUnit->GetPos().nPosY)->GetIfResourceTile()==true)
{
if (CTileManager::GetInstance()->GetTile(pUnit->GetPos().nPosX, pUnit->GetPos().nPosY)->GetIfCaptured())
{
if (CTileManager::GetInstance()->GetTile(pUnit->GetPos().nPosX, pUnit->GetPos().nPosY)->GetPlayerID() != pUnit->GetPlayerID())
{
CTileManager::GetInstance()->GetTile(pUnit->GetPos().nPosX, pUnit->GetPos().nPosY)->SetStatus(TS_CAPTURING,true);
CTileManager::GetInstance()->GetTile(pUnit->GetPos().nPosX, pUnit->GetPos().nPosY)->SetPlayerID(pUnit->GetPlayerID());
}
}
else
{
CTileManager::GetInstance()->GetTile(pUnit->GetPos().nPosX, pUnit->GetPos().nPosY)->SetStatus(TS_CAPTURING,true);
CTileManager::GetInstance()->GetTile(pUnit->GetPos().nPosX, pUnit->GetPos().nPosY)->SetPlayerID(pUnit->GetPlayerID());
}
}
pUnit->SetFacing(pSMSG->GetFacing());
pUnit->SetPlayerID(pSMSG->GetPlayerID());
CPlayer* pPlayer = CGameManager::GetInstance()->GetPlayer(pSMSG->GetPlayerID());
switch (pSMSG->GetUnitType())
{
case UT_SWORDSMAN:
pPlayer->GetStats()->nSwordsmanCreated++;
break;
case UT_ARCHER:
pPlayer->GetStats()->nArcherCreated++;
break;
case UT_CAVALRY:
pPlayer->GetStats()->nCalvaryCreated++;
break;
}
if (pSMSG->GetLoaded())
{
pUnit->SetHP(pSMSG->GetHealth());
pUnit->SetTilesMoved(pSMSG->GetTilesMoved());
pUnit->SetHasAttacked(pSMSG->GetHasAttacked());
if (pSMSG->GetSpellSize() != 0)
{
for (int i = 0; i < pSMSG->GetSpellSize(); ++i)
{
((CHero*)pUnit)->SwapSpell(CAbilityManager::GetInstance()->GetAbility(pSMSG->GetSpells(i)), i);
((CHero*)pUnit)->SetCooldown(i, pSMSG->GetCooldown(i) );
}
for (unsigned int i = 0; i < pSMSG->GetBought().size(); ++i)
{
((CHero*)pUnit)->SpellBought(CAbilityManager::GetInstance()->GetAbility(pSMSG->GetBought()[i]));
}
}
if (pSMSG->GetEffects().size() != 0)
{
for (unsigned int i = 0; i < pSMSG->GetEffects().size(); ++i)
{
pUnit->PushEffect(CAbilityManager::GetInstance()->GetAbility(pSMSG->GetEffects()[i]),1);
}
}
}
}
break;
case MSG_DESPAWNUNIT:
{
CDespawnUnitMessage* pSMSG = dynamic_cast<CDespawnUnitMessage*>(pMsg);
if (CGameplayState::GetInstance()->GetSelectedUnit() == pSMSG->GetUnit())
{
CGameplayState::GetInstance()->ClearSelections();
}
CTile* tile = CTileManager::GetInstance()->GetTile(pSMSG->GetUnit()->GetPos().nPosX, pSMSG->GetUnit()->GetPos().nPosY);
int nUnitID = pSMSG->GetUnit()->GetUniqueID();
if (tile != nullptr)
{
tile->SetIfOccupied(false);
if (pSMSG->GetUnit()->GetType() != UT_SKELETON)
tile->SetIfDeadTile(true);
//.........这里部分代码省略.........