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C++ CNewParticleEffect::Restart方法代码示例

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();
}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:35,代码来源:particle_property.cpp

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;

}
开发者ID:AeroHand,项目名称:dota2-lua-engine,代码行数:52,代码来源:particles_new.cpp

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();
}
开发者ID:AnnoyedTree,项目名称:source-sdk-2013,代码行数:48,代码来源:particle_property.cpp


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