本文整理汇总了C++中CInventoryOwner::CharacterInfo方法的典型用法代码示例。如果您正苦于以下问题:C++ CInventoryOwner::CharacterInfo方法的具体用法?C++ CInventoryOwner::CharacterInfo怎么用?C++ CInventoryOwner::CharacterInfo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CInventoryOwner
的用法示例。
在下文中一共展示了CInventoryOwner::CharacterInfo方法的3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: VERIFY
void CActor::UpdateAvailableDialogs (CPhraseDialogManager* partner)
{
m_AvailableDialogs.clear();
m_CheckedDialogs.clear();
//добавить актерский диалог собеседника
CInventoryOwner* pInvOwnerPartner = smart_cast<CInventoryOwner*>(partner);
VERIFY(pInvOwnerPartner);
for(u32 i = 0; i<pInvOwnerPartner->CharacterInfo().ActorDialogs().size(); i++)
AddAvailableDialog(pInvOwnerPartner->CharacterInfo().ActorDialogs()[i], partner);
CPhraseDialogManager::UpdateAvailableDialogs(partner);
}
示例2:
LPCSTR CScriptGameObject::CharacterCommunity ()
{
CInventoryOwner* pInventoryOwner = smart_cast<CInventoryOwner*>(&object());
if (!pInventoryOwner) {
ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"CharacterCommunity available only for InventoryOwner");
return NULL;
}
return *pInventoryOwner->CharacterInfo().Community().id();
}
示例3: SetSympathy
void CScriptGameObject::SetSympathy( float sympathy )
{
CInventoryOwner* pInventoryOwner = smart_cast<CInventoryOwner*>(&object());
if (!pInventoryOwner) {
ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"SetSympathy available only for InventoryOwner");
return ;
}
pInventoryOwner->CharacterInfo().SetSympathy( sympathy );
}