本文整理汇总了C++中CKanturuUtil::NotifyKanturuChangeState方法的典型用法代码示例。如果您正苦于以下问题:C++ CKanturuUtil::NotifyKanturuChangeState方法的具体用法?C++ CKanturuUtil::NotifyKanturuChangeState怎么用?C++ CKanturuUtil::NotifyKanturuChangeState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CKanturuUtil
的用法示例。
在下文中一共展示了CKanturuUtil::NotifyKanturuChangeState方法的4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: SetState
void CKanturuBattleStanby::SetState(int iBattleStanbyState)
{
if ( this->m_StateInfo[iBattleStanbyState].GetCondition() > 0 )
{
this->m_StateInfo[iBattleStanbyState].SetAppliedTime();
}
g_KanturuMonsterMng.ResetRegenMonsterObjData();
for ( int iCount=OBJ_STARTUSERINDEX;iCount<OBJMAX;iCount++)
{
gObj[iCount].m_bKanturuEntranceByNPC = FALSE;
}
g_KanturuBattleUserMng.ResetAllData();
switch ( iBattleStanbyState )
{
case KANTURU_STANBY_NONE:
this->SetState_NONE();
break;
case KANTURU_STANBY_START:
this->SetState_START();
break;
case KANTURU_STANBY_NOTIFY:
this->SetState_NOTIFY();
break;
case KANTURU_STANBY_END:
this->SetState_END();
break;
}
KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_BATTLE_STANTBY, this->m_iBattleStanbyState);
g_KanturuBattleUserMng.ResetAllData();
}
示例2: SetState
void CKanturuTowerOfRefinement::SetState(int iTowerOfRefinement)
{
if ( this->m_StateInfo[iTowerOfRefinement].GetCondition() > 0 )
{
this->m_StateInfo[iTowerOfRefinement].SetAppliedTime();
}
switch ( iTowerOfRefinement )
{
case KANTURU_TOWER_OF_REFINEMENT_NONE:
this->SetState_NONE();
break;
case KANTURU_TOWER_OF_REFINEMENT_REVITALIZATION:
this->SetState_REVITALIZATION();
break;
case KANTURU_TOWER_OF_REFINEMENT_NOTIFY1:
this->SetState_NOTIFY1();
break;
case KANTURU_TOWER_OF_REFINEMENT_CLOSE:
this->SetState_CLOSE();
break;
case KANTURU_TOWER_OF_REFINEMENT_NOTIFY2:
this->SetState_NOTIFY2();
break;
case KANTURU_TOWER_OF_REFINEMENT_END:
this->SetState_END();
break;
}
KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_TOWER_OF_REFINEMENT, this->m_iTowerOfRefinementState);
g_KanturuBattleUserMng.ResetAllData();
}
示例3: SetState
void CKanturuBattleOfNightmare::SetState(int iBattleOfNightmareState)
{
if ( this->m_StateInfo[iBattleOfNightmareState].GetCondition() > 0 )
{
this->m_StateInfo[iBattleOfNightmareState].SetAppliedTime();
}
g_KanturuMonsterMng.ResetRegenMonsterObjData();
this->m_iNightmareObjIndex = -1;
CLog.LogAdd("[ KANTURU ][ BattleOfNightmare ] CKanturuBattleOfNightmare::SetState(...) m_iNightmareObjIndex %d",
this->m_iNightmareObjIndex);
switch ( iBattleOfNightmareState )
{
case KANTURU_NIGHTMARE_NONE:
this->SetState_NONE();
break;
case KANTURU_NIGHTMARE_IDLE:
this->SetState_IDLE();
break;
case KANTURU_NIGHTMARE_NOTIFY:
this->SetState_NOTIFY();
break;
case KANTURU_NIGHTMARE_START:
this->SetState_START();
break;
case KANTURU_NIGHTMARE_END:
this->SetState_END();
break;
case KANTURU_NIGHTMARE_ENDCYCLE:
this->SetState_ENDCYCLE();
break;
}
KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_BATTLE_OF_NIGHTMARE, this->m_iBattleOfNightmareState);
}
示例4: SetState
void CKanturuBattleOfMaya::SetState(int iBattleOfMayaState)
{
if ( this->m_StateInfo[iBattleOfMayaState].GetCondition() > 0 )
{
this->m_StateInfo[iBattleOfMayaState].SetAppliedTime();
}
g_KanturuMonsterMng.ResetRegenMonsterObjData();
this->m_KanturuMaya.Init();
this->ResetAIMonster();
switch ( iBattleOfMayaState )
{
case KANTURU_MAYA_NONE:
this->SetState_NONE();
break;
case KANTURU_MAYA_STANBY1:
this->SetState_STANBY1();
break;
case KANTURU_MAYA_NOTIFY1:
this->SetState_NOTIFY1();
break;
case KANTURU_MAYA_START1:
this->SetState_START1();
break;
case KANTURU_MAYA1:
this->SetState_MAYA1();
break;
case KANTURU_MAYA_END1:
this->SetState_END_MAYA1();
break;
case KANTURU_MAYA_ENDCYCLE1:
this->SetState_ENDCYCLE_MAYA1();
break;
case KANTURU_MAYA_STANBY2:
this->SetState_STANBY2();
break;
case KANTURU_MAYA_START2:
this->SetState_START2();
break;
case KANTURU_MAYA2:
this->SetState_MAYA2();
break;
case KANTURU_MAYA_END2:
this->SetState_END_MAYA2();
break;
case KANTURU_MAYA_ENDCYCLE2:
this->SetState_ENDCYCLE_MAYA2();
break;
case KANTURU_MAYA_STANBY3:
this->SetState_STANBY3();
break;
case KANTURU_MAYA_START3:
this->SetState_START3();
break;
case KANTURU_MAYA3:
this->SetState_MAYA3();
break;
case KANTURU_MAYA_END3:
this->SetState_END_MAYA3();
break;
case KANTURU_MAYA_ENDCYCLE3:
this->SetState_ENDCYCLE_MAYA3();
break;
case KANTURU_MAYA_END:
this->SetState_END();
break;
case KANTURU_MAYA_ENDCYCLE:
this->SetState_ENDCYCLE();
break;
}
KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_BATTLE_OF_MAYA, this->m_iBattleOfMayaState);
}