本文整理汇总了C++中CUnit::Move方法的典型用法代码示例。如果您正苦于以下问题:C++ CUnit::Move方法的具体用法?C++ CUnit::Move怎么用?C++ CUnit::Move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CUnit
的用法示例。
在下文中一共展示了CUnit::Move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: Update
void CBasicMapDamage::Update()
{
SCOPED_TIMER("BasicMapDamage::Update");
std::deque<Explo*>::iterator ei;
for (ei = explosions.begin(); ei != explosions.end(); ++ei) {
Explo* e = *ei;
if (e->ttl <= 0) {
continue;
}
--e->ttl;
const int x1 = e->x1;
const int x2 = e->x2;
const int y1 = e->y1;
const int y2 = e->y2;
std::vector<float>::const_iterator si = e->squares.begin();
for (int y = y1; y <= y2; ++y) {
for (int x = x1; x<= x2; ++x) {
const float dif = *(si++);
readMap->AddHeight(y * gs->mapxp1 + x, dif);
}
}
std::vector<ExploBuilding>::const_iterator bi;
for (bi = e->buildings.begin(); bi != e->buildings.end(); ++bi) {
const float dif = bi->dif;
const int tx1 = bi->tx1;
const int tx2 = bi->tx2;
const int tz1 = bi->tz1;
const int tz2 = bi->tz2;
for (int z = tz1; z < tz2; z++) {
for (int x = tx1; x < tx2; x++) {
readMap->AddHeight(z * gs->mapxp1 + x, dif);
}
}
CUnit* unit = unitHandler->GetUnit(bi->id);
if (unit != NULL) {
unit->Move(UpVector * dif, true);
}
}
if (e->ttl == 0) {
RecalcArea(x1 - 2, x2 + 2, y1 - 2, y2 + 2);
}
}
while (!explosions.empty() && explosions.front()->ttl == 0) {
delete explosions.front();
explosions.pop_front();
}
UpdateLos();
}
示例2: MouseEvent
//------------------------------------------------------------------------
//
// [2011/1/14 jjuiddong]
//------------------------------------------------------------------------
void CEvosGame::MouseEvent( int windowEvent, POINT pos)
{
switch (windowEvent)
{
case WM_RBUTTONDOWN:
{
CUnit *punit = m_pUnitControl->GetUnit(0);
if (punit)
{
punit->Move(Vector2D(pos.x, pos.y));
}
}
break;
}
}
示例3: Update
void CBasicMapDamage::Update()
{
SCOPED_TIMER("BasicMapDamage::Update");
for (Explo* e: explosions) {
if (e->ttl <= 0) {
continue;
}
--e->ttl;
std::vector<float>::const_iterator si = e->squares.begin();
for (int y = e->y1; y <= e->y2; ++y) {
for (int x = e->x1; x <= e->x2; ++x) {
const float dif = *(si++);
readMap->AddHeight(y * mapDims.mapxp1 + x, dif);
}
}
for (ExploBuilding& b: e->buildings) {
for (int z = b.tz1; z < b.tz2; z++) {
for (int x = b.tx1; x < b.tx2; x++) {
readMap->AddHeight(z * mapDims.mapxp1 + x, b.dif);
}
}
CUnit* unit = unitHandler->GetUnit(b.id);
if (unit != NULL) {
unit->Move(UpVector * b.dif, true);
}
}
if (e->ttl == 0) {
RecalcArea(e->x1 - 1, e->x2 + 1, e->y1 - 1, e->y2 + 1);
}
}
while (!explosions.empty() && explosions.front()->ttl == 0) {
delete explosions.front();
explosions.pop_front();
}
UpdateLos();
}
示例4: HandleCollisions
bool CHoverAirMoveType::HandleCollisions(bool checkCollisions)
{
const float3& pos = owner->pos;
if (pos != oldPos) {
oldPos = pos;
bool hitBuilding = false;
// check for collisions if not on a pad, not being built, or not taking off
// includes an extra condition for transports, which are exempt while loading
if (!forceHeading && checkCollisions) {
const vector<CUnit*>& nearUnits = quadField->GetUnitsExact(pos, owner->radius + 6);
for (vector<CUnit*>::const_iterator ui = nearUnits.begin(); ui != nearUnits.end(); ++ui) {
CUnit* unit = *ui;
if (unit->transporter != NULL)
continue;
const float sqDist = (pos - unit->pos).SqLength();
const float totRad = owner->radius + unit->radius;
if (sqDist <= 0.1f || sqDist >= (totRad * totRad))
continue;
const float dist = math::sqrt(sqDist);
const float3 dif = (pos - unit->pos).Normalize();
if (unit->mass >= CSolidObject::DEFAULT_MASS || unit->immobile) {
owner->Move(-dif * (dist - totRad), true);
owner->SetVelocity(owner->speed * 0.99f);
hitBuilding = true;
} else {
const float part = owner->mass / (owner->mass + unit->mass);
const float colSpeed = -owner->speed.dot(dif) + unit->speed.dot(dif);
owner->Move(-dif * (dist - totRad) * (1.0f - part), true);
owner->SetVelocity(owner->speed + (dif * colSpeed * (1.0f - part)));
if (!unit->UsingScriptMoveType()) {
unit->SetVelocityAndSpeed(unit->speed - (dif * colSpeed * (part)));
unit->Move(dif * (dist - totRad) * (part), true);
}
}
}
// update speed.w
owner->SetSpeed(owner->speed);
}
if (hitBuilding && owner->IsCrashing()) {
owner->KillUnit(NULL, true, false);
return true;
}
if (pos.x < 0.0f) {
owner->Move( RgtVector * 0.6f, true);
} else if (pos.x > float3::maxxpos) {
owner->Move(-RgtVector * 0.6f, true);
}
if (pos.z < 0.0f) {
owner->Move( FwdVector * 0.6f, true);
} else if (pos.z > float3::maxzpos) {
owner->Move(-FwdVector * 0.6f, true);
}
return true;
}
return false;
}