本文整理汇总了C++中CGameRules::GetEntityName方法的典型用法代码示例。如果您正苦于以下问题:C++ CGameRules::GetEntityName方法的具体用法?C++ CGameRules::GetEntityName怎么用?C++ CGameRules::GetEntityName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CGameRules
的用法示例。
在下文中一共展示了CGameRules::GetEntityName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: Update
//---------------------------------------
void CMiscAnnouncer::Update(const float dt)
{
if(!ma_enabled || !AnnouncerRequired())
return;
#if !defined(_RELEASE)
switch(ma_debug)
{
case 2: // debug OnWeaponFiredMap
for (TWeaponFiredMap::iterator it=m_weaponFiredMap.begin(); it != m_weaponFiredMap.end(); ++it)
{
SOnWeaponFired &onWeaponFired = it->second;
CryWatch("weaponFired: weapon=%s; announce=%s; played: friend=%s; enemy=%s", onWeaponFired.m_weaponEntityClass->GetName(), onWeaponFired.m_announcementName.c_str(), onWeaponFired.m_havePlayedFriendly ? "true" : "false", onWeaponFired.m_havePlayedEnemy ? "true" : "false");
}
break;
case 3: // debug listeners
{
CGameRules *pGameRules = g_pGame->GetGameRules();
for (ActorWeaponListenerMap::iterator it=m_actorWeaponListener.begin(); it != m_actorWeaponListener.end(); ++it)
{
CryWatch("ActorWeaponListener: Actor=%s; Weapon=%s", pGameRules->GetEntityName(it->first), pGameRules->GetEntityName(it->second));
}
}
}
#endif
}