本文整理汇总了C++中CNewParticleEffect::Restart方法的典型用法代码示例。如果您正苦于以下问题:C++ CNewParticleEffect::Restart方法的具体用法?C++ CNewParticleEffect::Restart怎么用?C++ CNewParticleEffect::Restart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CNewParticleEffect
的用法示例。
在下文中一共展示了CNewParticleEffect::Restart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: FindEffect
CNewParticleEffect *CParticleProperty::Create( CParticleSystemDefinition *pDef, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset, matrix3x4_t *matOffset )
{
int nBatchMode = cl_particle_batch_mode.GetInt();
bool bRequestedBatch = ( nBatchMode == 2 ) || ( ( nBatchMode == 1 ) && pDef && pDef->ShouldBatch() );
if ( ( iAttachType == PATTACH_CUSTOMORIGIN ) && bRequestedBatch )
{
int iIndex = FindEffect( pDef->GetName() );
if ( iIndex >= 0 )
{
CNewParticleEffect *pEffect = m_ParticleEffects[iIndex].pParticleEffect.GetObject();
pEffect->Restart();
return pEffect;
}
}
int iIndex = m_ParticleEffects.AddToTail();
ParticleEffectList_t *newEffect = &m_ParticleEffects[iIndex];
newEffect->pParticleEffect = CNewParticleEffect::Create( m_pOuter, pDef, pDef->GetName() );
if ( !newEffect->pParticleEffect->IsValid() )
{
// Caused by trying to spawn an unregistered particle effect. Remove it.
ParticleMgr()->RemoveEffect( newEffect->pParticleEffect.GetObject() );
return NULL;
}
AddControlPoint( iIndex, 0, GetOuter(), iAttachType, iAttachmentPoint, vecOriginOffset, matOffset );
if ( m_pOuter )
{
m_pOuter->OnNewParticleEffect( pDef->GetName(), newEffect->pParticleEffect.GetObject() );
}
return newEffect->pParticleEffect.GetObject();
}
示例2: while
CNewParticleEffect *CNewParticleEffect::CreateOrAggregate( CBaseEntity *pOwner, CParticleSystemDefinition *pDef,
Vector const &vecAggregatePosition, const char *pDebugName,
int nSplitScreenSlot )
{
CNewParticleEffect *pAggregateTarget = NULL;
// see if we should aggregate
bool bCanAggregate = ( pOwner == NULL ) && ( pDef->m_flAggregateRadius > 0.0 ) && ( cl_aggregate_particles.GetInt() != 0 );
if ( bCanAggregate )
{
CParticleSystemDefinition *pDefFallback = pDef;
do
{
float flAggregateDistSqr = ( pDefFallback->m_flAggregateRadius * pDefFallback->m_flAggregateRadius ) + 0.1;
for( CParticleCollection *pSystem = pDefFallback->FirstCollection(); pSystem; pSystem = pSystem->GetNextCollectionUsingSameDef() )
{
CNewParticleEffect *pEffectCheck = static_cast<CNewParticleEffect *>( pSystem );
if ( ! pEffectCheck->m_bDisableAggregation )
{
float flDistSQ = vecAggregatePosition.DistToSqr( pEffectCheck->m_vecAggregationCenter );
if ( ( flDistSQ < flAggregateDistSqr ) &&
( pSystem->m_nMaxAllowedParticles - pSystem->m_nActiveParticles > pDefFallback->m_nAggregationMinAvailableParticles ) &&
( pEffectCheck->m_nSplitScreenUser == nSplitScreenSlot ) )
{
flAggregateDistSqr = flDistSQ;
pAggregateTarget = pEffectCheck;
}
}
}
pDefFallback = pDefFallback->GetFallbackReplacementDefinition();
} while ( pDefFallback );
}
if ( ! pAggregateTarget )
{
// we need a new one
pAggregateTarget = new CNewParticleEffect( pOwner, pDef );
pAggregateTarget->SetDrawOnlyForSplitScreenUser( nSplitScreenSlot );
pAggregateTarget->SetDynamicallyAllocated( true );
}
else
{
// just reset the old one
pAggregateTarget->Restart( RESTART_RESET_AND_MAKE_SURE_EMITS_HAPPEN );
}
if ( bCanAggregate )
{
pAggregateTarget->m_vecAggregationCenter = vecAggregatePosition;
}
pAggregateTarget->m_pDebugName = pDebugName;
pAggregateTarget->m_bDisableAggregation = false;
return pAggregateTarget;
}
示例3: GameRules
CNewParticleEffect *CParticleProperty::Create( const char *pszParticleName, ParticleAttachment_t iAttachType, int iAttachmentPoint, Vector vecOriginOffset )
{
if ( GameRules() )
{
pszParticleName = GameRules()->TranslateEffectForVisionFilter( "particles", pszParticleName );
}
int nBatchMode = cl_particle_batch_mode.GetInt();
CParticleSystemDefinition *pDef = g_pParticleSystemMgr->FindParticleSystem( pszParticleName );
bool bRequestedBatch = ( nBatchMode == 2 ) || ( ( nBatchMode == 1 ) && pDef && pDef->ShouldBatch() );
if ( ( iAttachType == PATTACH_CUSTOMORIGIN ) && bRequestedBatch )
{
int iIndex = FindEffect( pszParticleName );
if ( iIndex >= 0 )
{
CNewParticleEffect *pEffect = m_ParticleEffects[iIndex].pParticleEffect.GetObject();
pEffect->Restart();
return pEffect;
}
}
if ( !pDef )
{
AssertMsg( 0, "Attempting to create unknown particle system" );
Warning( "Attempting to create unknown particle system '%s' \n", pszParticleName );
return NULL;
}
int iIndex = m_ParticleEffects.AddToTail();
ParticleEffectList_t *newEffect = &m_ParticleEffects[iIndex];
newEffect->pParticleEffect = CNewParticleEffect::Create( m_pOuter, pDef );
if ( !newEffect->pParticleEffect->IsValid() )
{
// Caused by trying to spawn an unregistered particle effect. Remove it.
ParticleMgr()->RemoveEffect( newEffect->pParticleEffect.GetObject() );
return NULL;
}
AddControlPoint( iIndex, 0, GetOuter(), iAttachType, iAttachmentPoint, vecOriginOffset );
if ( m_pOuter )
{
m_pOuter->OnNewParticleEffect( pszParticleName, newEffect->pParticleEffect.GetObject() );
}
return newEffect->pParticleEffect.GetObject();
}