本文整理汇总了C++中DataLibrary::getData方法的典型用法代码示例。如果您正苦于以下问题:C++ DataLibrary::getData方法的具体用法?C++ DataLibrary::getData怎么用?C++ DataLibrary::getData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DataLibrary
的用法示例。
在下文中一共展示了DataLibrary::getData方法的14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: Trigger
void MapDataManager::Trigger(std::string triggertype, LuaTempContext * tempcontext)
{
if(tempcontext == NULL)
return;
DataLibrary* datalib = DataLibrary::getSingletonPtr();
std::vector<std::string> triggerlist;
triggerlist = datalib->getChildList("GameData/BattleData/Trigger");
std::vector<std::string>::iterator ite;
for(ite = triggerlist.begin(); ite != triggerlist.end(); ite++)
{
std::string datapath = std::string("GameData/BattleData/Trigger/") + (*ite);
int active;
datalib->getData(datapath,active);
if(!active)
continue;
std::string type;
datalib->getData(datapath + std::string("/type"),type);
if(type != triggertype)
continue;
std::string context,filename,funcname;
datalib->getData(datapath + std::string("/file"),filename);
datalib->getData(datapath + std::string("/func"),funcname);
datalib->getData(datapath + std::string("/context"),context);
LuaSystem::getSingleton().executeFunction(filename,funcname,context,tempcontext);
}
}
示例2: turnStart
void BattleSquad::turnStart()
{
if (this->getUnitNum()==0)
{
return;
}
DataLibrary* datalib = DataLibrary::getSingletonPtr();
float ap = getAttr(ATTR_ACTIONPOINT,ATTRCALC_FULL);
setActionPoint(ap);
setAPSetup(0.0f);
setAPBattle(0.0f);
std::vector<std::string> activeskills;
activeskills = datalib->getChildList(mPath + "/Skill");
std::vector<std::string>::iterator ite;
for(ite = activeskills.begin(); ite != activeskills.end(); ite++)
{
int cooldown = 0;
datalib->getData(mPath + "/Skill/" + (*ite) + "/CoolDown", cooldown);
if(cooldown > 0)
cooldown -= 1;
datalib->setData(mPath + "/Skill/" + (*ite) + "/CoolDown", cooldown);
}
LuaTempContext* luatempcontext = new LuaTempContext();
luatempcontext->strMap["squadid"] = getSquadId();
Trigger("TurnStart", luatempcontext);
delete luatempcontext;
}
示例3: getSkillApCost
float BattleSquad::getSkillApCost(std::string skillid)
{
DataLibrary* datalib = DataLibrary::getSingletonPtr();
std::vector<std::string> skilllist;
skilllist = datalib->getChildList("StaticData/SkillData");
std::vector<std::string>::iterator ite;
ite = std::find(skilllist.begin(), skilllist.end(), skillid);
if(ite == skilllist.end())
return 0.0f;
int skillaptype;
float skillapcost;
datalib->getData(str(boost::format("StaticData/SkillData/%1%/APType")%skillid),skillaptype);
datalib->getData(str(boost::format("StaticData/SkillData/%1%/APCost")%skillid),skillapcost);
switch(skillaptype)
{
case SKILLAPTYPE_SETUP:
case SKILLAPTYPE_BATTLE:
return getAPTypeCostModify(skillaptype) + skillapcost;
case SKILLAPTYPE_DEFENCE:
{
float ap = getActionPoint();
return (ap > skillapcost)?ap:skillapcost;
}
}
return 0.0f;
}
示例4: loadMapFormSave
bool MapLoader::loadMapFormSave()
{
DataLibrary* datalibrary = DataLibrary::getSingletonPtr();
int mapsize;
datalibrary->getData("GameData/BattleData/MapData/MapSize", mapsize);
MapDataManager::getSingleton().mMapSize = mapsize;
std::vector<std::string> arealist = datalibrary->getChildList("GameData/BattleData/MapData/Area");
std::vector<std::string>::iterator ite = arealist.begin();
for( ; ite != arealist.end(); ite++)
{
Area area(str(boost::format("GameData/BattleData/MapData/Area/%1%/CoordList")%(*ite)));
MapDataManager::getSingleton().mMapArea.insert(std::make_pair(*ite, area));
}
Terrain::getSingleton().createTerrain();
std::string music;
datalibrary->getData("GameData/StoryData/MusicName", music);
AudioSystem::getSingleton().playStream(music,true,2000);
return true;
}
示例5: getPassable
bool MapDataManager::getPassable(int x, int y, int faction)
{
//PROFILE_FUNC();
if(x < 0 || x >= mMapSize || y < 0 || y >= mMapSize)
return false;
DataLibrary* datalib = DataLibrary::getSingletonPtr();
int maxpassable;
int minpassable;
int passable;
int id;
std::string path = std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(getGridId(x, y));
bool re = datalib->getData(path + std::string("/GroundType"), id);
std::string ground;
datalib->getData(str(boost::format("GameData/BattleData/MapData/Ground/G%1%")%id),ground);
re = datalib->getData(str(boost::format("StaticData/GroundData/%1%/GroundModifier/Passable")%ground), passable);
maxpassable = passable;
minpassable = passable;
re = datalib->getData(path + std::string("/TerrainType"), id);
re = datalib->getData(std::string("StaticData/TerrainData/Terrain") + Ogre::StringConverter::toString(id) + std::string("/GroundModifier/Passable"), passable);
maxpassable = (maxpassable > passable)? maxpassable:passable;
minpassable = (minpassable < passable)? minpassable:passable;
std::string groundobj;
re = datalib->getData(path + std::string("/MapObjType"), groundobj,true);
if(re)
{
path = str(boost::format("StaticData/MapObjType/%1%/GroundModifier/Passable")%groundobj);
re = datalib->getData(path, passable);
maxpassable = (maxpassable > passable)? maxpassable:passable;
minpassable = (minpassable < passable)? minpassable:passable;
}
//¶îÍâÐÞÕý
//С¶Ó×èµ²
if(faction >= 0)
{
BattleSquadManager* battlesquadmanager = BattleSquadManager::getSingletonPtr();
// BattleSquadManager::BattleSquadIte ite;
// for(ite = battlesquadmanager->mSquadList.begin(); ite != battlesquadmanager->mSquadList.end(); ite++)
// {
// int xx = ite->second->getGridX();
// int yy = ite->second->getGridY();
// if(xx ==x && yy == y)
// return false;
// }
BattleSquad* squad = battlesquadmanager->getBattleSquadAt(x, y, faction, true);
if(squad)
return false;
}
if(maxpassable == 2)
return true;
if(minpassable == 0)
return false;
return true;
}
示例6: loadMapObj
void MapLoader::loadMapObj()
{
DataLibrary* datalibrary = DataLibrary::getSingletonPtr();
Terrain* terrain = Terrain::getSingletonPtr();
std::string datapath("GameData/BattleData/MapData/MapObjModleInfo");
std::vector<std::string> childlist;
childlist = datalibrary->getChildList(datapath);
if(childlist.size()>0)
{
for(unsigned int n = 0; n < childlist.size(); n++)
{
std::string meshname;
int x,y,dir;
datalibrary->getData(datapath + std::string("/") + childlist[n] + std::string("/Mesh"),meshname);
datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridX"),x);
datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridY"),y);
datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/Direction"),dir);
int index;
index = terrain->createMapObj(x,y,meshname, dir);
datalibrary->setData(datapath + std::string("/") + childlist[n] + std::string("/Index"),index);
}
}
datapath = "GameData/BattleData/MapData/MapParticleInfo";
childlist = datalibrary->getChildList(datapath);
if(childlist.size()>0)
{
for(unsigned int n = 0; n < childlist.size(); n++)
{
std::string particlename;
int x,y;
datalibrary->getData(datapath + std::string("/") + childlist[n] + std::string("/Particle"),particlename);
datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridX"),x);
datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridY"),y);
int index;
index = terrain->createMapParticle(x,y,particlename);
datalibrary->setData(datapath + std::string("/") + childlist[n] + std::string("/Index"),index);
}
}
}
示例7: getCovert
float MapDataManager::getCovert(int x, int y, int faction)
{
TerrainType t = getTerrainType(x,y);
GroundType g = getGroundType(x,y);
float terraincost;
float groundcost;
std::string ground;
DataLibrary::getSingleton().getData(str(boost::format("GameData/BattleData/MapData/Ground/G%1%")%g),ground);
bool re = DataLibrary::getSingleton().getData(str(boost::format("StaticData/GroundData/%1%/GroundModifier/Covert")%ground), groundcost);
re = DataLibrary::getSingleton().getData(std::string("StaticData/TerrainData/Terrain") + Ogre::StringConverter::toString(t) + std::string("/GroundModifier/Covert"), terraincost);
DataLibrary* datalib = DataLibrary::getSingletonPtr();
std::string path = std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(getGridId(x, y));
std::string groundobj;
float groundobjcost = 0.0f;
re = datalib->getData(path + std::string("/MapObjType"), groundobj, true);
if(re)
{
path = str(boost::format("StaticData/MapObjType/%1%/GroundModifier/Covert")%groundobj);
re = datalib->getData(path, groundobjcost);
}
return groundcost + terraincost + groundobjcost;
}
示例8: useSkillAt
bool BattleSquad::useSkillAt(int x, int y, std::string skillid)
{
if(canUseSkill(skillid) != SKILLSTATE_AVAILABLE)
return false;
DataLibrary* datalib = DataLibrary::getSingletonPtr();
std::string skillpath = getPath() + std::string("/Skill/") + skillid;
std::string skillinfopath = std::string("StaticData/SkillData/")+ skillid;
std::string skillscript;
datalib->getData(skillinfopath + std::string("/Script"),skillscript);
LuaTempContext* context = new LuaTempContext;
context->strMap.insert(std::make_pair("squadid", getSquadId()));
context->intMap.insert(std::make_pair("targetx", x));
context->intMap.insert(std::make_pair("targety", y));
context->intMap.insert(std::make_pair("castsuccess", 0));
bool re = LuaSystem::getSingleton().executeFunction(skillscript, "useskill" , skillpath + std::string("/ScriptContext"), context);
if(re)
{
if(context->intMap["castsuccess"] == 1)
{
float apcost = getSkillApCost(skillid);
float apleft = getActionPoint() - apcost;
setActionPoint(apleft);
int aptype = SKILLAPTYPE_BATTLE;
datalib->getData(skillinfopath + "/APType", aptype);
if(aptype != SKILLAPTYPE_DEFENCE)
{
apcost = getAPTypeCostModify(aptype);
apcost += 1.0f;
setAPTypeCostModify(aptype, apcost);
}
int cooldown;
datalib->getData(skillinfopath + "/CoolDown", cooldown);
datalib->setData(skillpath + "/CoolDown", cooldown);
}
}
delete context;
return false;
}
示例9: canUseSkill
BattleSquad::SkillState BattleSquad::canUseSkill(std::string skillid)
{
DataLibrary* datalib = DataLibrary::getSingletonPtr();
std::vector<std::string> activeskills;
activeskills = datalib->getChildList(mPath + "/Skill");
std::vector<std::string>::iterator ite;
ite = std::find(activeskills.begin(), activeskills.end(), skillid);
if(ite == activeskills.end())
return SKILLSTATE_NOSKILL;
if(getActionPoint() < getSkillApCost(skillid))
return SKILLSTATE_NOTAVAILABLE;
int cooldown = 0;
datalib->getData(mPath + "/Skill/" + skillid + "/CoolDown", cooldown);
if(cooldown > 0)
return SKILLSTATE_NOTAVAILABLE;
return SKILLSTATE_AVAILABLE;
}
示例10: getAttackRolls
AttackInfo BattleSquad::getAttackRolls(bool rangedattack,bool asdefender, int d)
{
DataLibrary *datalib = DataLibrary::getSingletonPtr();
AttackInfo attackinfo;
int soildernum = getUnitNum();
int atktime = floor((-0.010907f) * soildernum * soildernum + 1.37256f * soildernum+ 8.638347f + 0.5f);
if(asdefender)
{
attackinfo.AtkTime = atktime * getAttr(ATTR_CONTER,ATTRCALC_FULL) / 10.0f;
}
else
{
attackinfo.AtkTime = atktime;
}
float atkf;
if(rangedattack)
{
atkf = getAttr(ATTR_RANGEDATTACK, ATTRCALC_FULL);
}
else
{
atkf = getAttr(ATTR_ATTACK, ATTRCALC_FULL);
float formation;
formation = getAttr(ATTR_FORM, ATTRCALC_FULL);
formation = (formation < 0.0f)?0.0f:formation;
formation = formation * soildernum / 50.0f;
int formtype = getFormation();
int mydir = getDirection();
int side = GetSide(mydir,d);
formation *= GetFormationBonus(side, formtype);
atkf += formation;
}
attackinfo.Atk = atkf;
std::string soilderid = getSoilderId();
float randomness;
datalib->getData(std::string("StaticData/SoilderData/") + soilderid + std::string("/Randomness"),randomness);
attackinfo.Randomness = randomness;
return attackinfo;
}
示例11: loadMapFormFile
//.........这里部分代码省略.........
//delete element;
//element = doc.FirstChildElement("MapObject");
element = doc.first_node("MapObject");
//for(child = child.begin(element); child != child.end(); child++)
for(child = element->first_node(); child; child =child->next_sibling())
{
std::string objname;
//child->GetValue(&objname);
objname = child->name();
datapath = std::string("GameData/BattleData/MapData/MapObjModleInfo/") + objname;
int objx,objy, objdir;
std::string meshname,objtype;
//child->GetAttribute("GridX",&objx);
rapidxml::xml_attribute<> *attr = child->first_attribute("GridX");
objx = Ogre::StringConverter::parseInt(attr->value());
//child->GetAttribute("GridY",&objy);
attr = child->first_attribute("GridY");
objy = Ogre::StringConverter::parseInt(attr->value());
//child->GetAttribute("Mesh",&meshname);
attr=child->first_attribute("Mesh");
meshname = attr->value();
//child->GetAttribute("Type",&objtype);
attr=child->first_attribute("Type");
objtype = attr->value();
attr=child->first_attribute("Direction");
objdir = Ogre::StringConverter::parseInt(attr->value());
datalibrary->setData(datapath + "/GridX", objx);
datalibrary->setData(datapath + "/GridY", objy);
datalibrary->setData(datapath + "/Mesh", meshname);
datalibrary->setData(datapath + "/Direction", objdir);
//物品类型脚本
std::string mapobjscript("none");
datalibrary->getData(str(boost::format("StaticData/MapObjType/%1%/Script")%objtype), mapobjscript);
datapath = std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(MapDataManager::getSingleton().getGridId(objx, objy)) + std::string("/MapObjType");
if(mapobjscript != "none")
{
MapObjScriptInfo scriptinfo;
scriptinfo.x = objx;
scriptinfo.y = objy;
scriptinfo.script = mapobjscript;
scriptinfo.path = datapath + "/ScriptContext";
mMapObjScriptInfo.push(scriptinfo);
}
datalibrary->setData(datapath, objtype);
datalibrary->setData(datapath + "/MapObjModuleId", objname);
}
//delete element;
//element = doc.FirstChildElement("MapEffect");
element = doc.first_node("MapEffect");
//for(child = child.begin(element); child != child.end(); child++)
for(child = element->first_node(); child; child =child->next_sibling())
{
std::string particlename;
//child->GetValue(&particlename);
particlename = child->name();
datapath = std::string("GameData/BattleData/MapData/MapParticleInfo/") + particlename;
int particlex,particley;
std::string name;
//child->GetAttribute("GridX",&particlex);
rapidxml::xml_attribute<> *attr = child->first_attribute("GridX");
particlex = Ogre::StringConverter::parseInt(attr->value());
//child->GetAttribute("GridY",&particley);
attr = child->first_attribute("GridY");
particley = Ogre::StringConverter::parseInt(attr->value());
示例12: init
bool BattleSquad::init(std::string srcpath, int team, int unitnum, int x, int y, int d)
{
if(!Squad::init(srcpath))
return false;
DataLibrary *datalib = DataLibrary::getSingletonPtr();
setTeam(team);
setGridX(x);
setGridY(y);
setDirection(d);
setUnitNum(unitnum);
int squadtype2;
datalib->getData(srcpath + std::string("/Type"), squadtype2);
if(squadtype2 == SQUAD_NORMAL)
{
setUnitMaxNum(unitnum);
setFormation(Line);
}
else
{
setUnitMaxNum(20);
setFormation(Loose);
}
float covert;
covert = getAttr(ATTR_COVERT, ATTRCALC_FULL);
if(covert > 0.0f)
{
switch(getFaction())
{
case 0:
setViewbyPlayer(1);
setViewbyEnemy1(0);
setViewbyEnemy2(0);
setViewbyEnemy3(0);
break;
case 1:
setViewbyPlayer(0);
setViewbyEnemy1(1);
setViewbyEnemy2(0);
setViewbyEnemy3(0);
break;
case 2:
setViewbyPlayer(0);
setViewbyEnemy1(0);
setViewbyEnemy2(1);
setViewbyEnemy3(0);
break;
case 3:
setViewbyPlayer(0);
setViewbyEnemy1(0);
setViewbyEnemy2(0);
setViewbyEnemy3(1);
break;
}
}
else
{
setViewbyPlayer(1);
setViewbyEnemy1(1);
setViewbyEnemy2(1);
setViewbyEnemy3(1);
}
setAmbushPlayer(0);
setAmbushEnemy1(0);
setAmbushEnemy2(0);
setAmbushEnemy3(0);
setActionPoint(0.0f);
setAPSetup(0.0f);
setAPBattle(0.0f);
return true;
}
示例13: getAttr
float BattleSquad::getAttr(int attrtype , int calctype)
{
DataLibrary* datalib = DataLibrary::getSingletonPtr();
std::vector<std::string> modifierlist = datalib->getChildList(mPath + std::string("/ModifierList"));
if(modifierlist.size() == 0)
return 0.0f;
if(attrtype == ATTR_RANGEDDEFENCE )
attrtype = ATTR_DEFENCE;
float base = 0.0f;
float mbouse = 0.0f;
float mbane = 0.0f;
float resist = 0.0f;
float cbouse = 0.0f;
float cbane = 0.0f;
std::vector<std::string>::iterator ite;
for(ite = modifierlist.begin(); ite != modifierlist.end(); ite++)
{
int type = ATTRMODIFIER_BASE;
float attrval = 0.0f;
std::string datapath = mPath + std::string("/ModifierList/") + (*ite);
datalib->getData(datapath + std::string("/Type"), type);
switch(attrtype)
{
case ATTR_ATTACK:
datalib->getData(datapath + std::string("/Attack"), attrval);
break;
case ATTR_RANGEDATTACK:
datalib->getData(datapath + std::string("/RangedAttack"), attrval);
break;
case ATTR_DEFENCE:
datalib->getData(datapath + std::string("/Defence"), attrval);
break;
case ATTR_FORM:
datalib->getData(datapath + std::string("/Formation"), attrval);
break;
case ATTR_INITIATIVE:
datalib->getData(datapath + std::string("/Initiative"), attrval);
break;
case ATTR_ACTIONPOINT:
datalib->getData(datapath + std::string("/ActionPoint"), attrval);
break;
case ATTR_DETECTION:
datalib->getData(datapath + std::string("/Detection"), attrval);
break;
case ATTR_COVERT:
datalib->getData(datapath + std::string("/Covert"), attrval);
break;
case ATTR_TOUGHNESS:
datalib->getData(datapath + std::string("/Toughness"), attrval);
break;
case ATTR_CONTER:
datalib->getData(datapath + std::string("/Conter"), attrval);
break;
}
switch(type)
{
case ATTRMODIFIER_BASE:
base += attrval;
break;
case ATTRMODIFIER_MAGIC:
if(attrval > mbouse)
mbouse = attrval;
if(attrval < mbane)
mbane = attrval;
break;
case ATTRMODIFIER_COMMAND:
if(attrval > cbouse)
cbouse = attrval;
if(attrval < cbane)
cbane = attrval;
break;
case ATTRMODIFIER_RESISTANCE:
if(attrval > resist)
resist = attrval;
break;
}
}
float bouse = cbouse + mbouse;
float bane = cbane + mbane;
float terrainbouse = 0.0f;
switch(attrtype)
{
case ATTR_DEFENCE:
terrainbouse = MapDataManager::getSingleton().getDefModify(getGridX(), getGridY(), getTeam());
break;
case ATTR_COVERT:
terrainbouse = MapDataManager::getSingleton().getCovert(getGridX(), getGridY(), getTeam());
break;
}
if(terrainbouse > 0.0f)
bouse += terrainbouse;
else
bane += terrainbouse;
if(bane < -resist)
{
bane += resist;
resist = 0.0f;
}
else
{
//.........这里部分代码省略.........
示例14: createTerrain
bool Terrain::createTerrain()
{
if(mMainViewport == NULL)
mMainViewport = Core::getSingleton().mCamera->getViewport();
Ogre::CompositorManager::getSingleton().addCompositor(mMainViewport, "DemoCompositor");
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mMainViewport, "DemoCompositor", true);
mMapData = MapDataManager::getSingletonPtr();
DataLibrary* datalib = DataLibrary::getSingletonPtr();
int terrainszie = mMapData->getMapSize() + 2 * MAPBOLDER + 1;
Core::getSingleton().mSceneMgr->setSkyBox(true, "SkyBox",200);
Ogre::GpuSharedParametersPtr sharedparams = Ogre::GpuProgramManager::getSingleton().getSharedParameters("TestSharedParamsName");
float border = mMapData->getMapSize() * 12.0f;
sharedparams->setNamedConstant("border", border);
//创建灯光
Core::getSingleton().mSceneMgr->setAmbientLight(Ogre::ColourValue(0.5f, 0.5f, 0.5f));
mLight = Core::getSingleton().mSceneMgr->createLight("TerrainLight");
mLight->setType(Ogre::Light::LT_DIRECTIONAL);
mLight->setPosition(-500.0f,500.0f, 500.0f);
mLight->setDirection(1.0f, -1.0f, -1.0f);
mLight->setDiffuseColour(Ogre::ColourValue(0.5f, 0.5f,0.5f));
mLight->setSpecularColour(Ogre::ColourValue(0.8f, 0.8f,0.8f));
//设置深度图投影
Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton().getByName("shadowdepthmap");
if(tex.isNull())
tex = Ogre::TextureManager::getSingleton().createManual("shadowdepthmap",
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, 2048, 2048, 0, Ogre::PF_FLOAT16_R, Ogre::TU_RENDERTARGET);
mShadowDepthMapTarget = tex->getBuffer()->getRenderTarget();
Ogre::Viewport* vp = mShadowDepthMapTarget->addViewport(CameraContral::getSingleton().getShadowMapCamera());
vp->setSkiesEnabled(false);
vp->setOverlaysEnabled(false);
vp->setVisibilityMask(VISMASK_OPAQUE);
vp->setMaterialScheme("WriteDepthMap");
vp->setBackgroundColour(Ogre::ColourValue(1.0f,1.0f,1.0f));
mShadowDepthMapTarget->addListener(this);
//弱爆了……
Ogre::MaterialPtr mat;
mat = Ogre::MaterialManager::getSingleton().getByName("TerrainTile");
Ogre::AliasTextureNamePairList texAliasList;
std::string texname;
datalib->getData("GameData/BattleData/MapData/Ground/G0Tex",texname);
texAliasList.insert(std::make_pair("Diffuse",texname));
datalib->getData("GameData/BattleData/MapData/Ground/G1Tex",texname);
texAliasList.insert(std::make_pair("Diffuse1",texname));
datalib->getData("GameData/BattleData/MapData/Ground/G2Tex",texname);
texAliasList.insert(std::make_pair("Diffuse2",texname));
datalib->getData("GameData/BattleData/MapData/Ground/G3Tex",texname);
texAliasList.insert(std::make_pair("Diffuse3",texname));
mat->applyTextureAliases(texAliasList);
texAliasList.clear();
mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat1");
datalib->getData("GameData/BattleData/MapData/Ground/G0Tex",texname);
texAliasList.insert(std::make_pair("Diffuse",texname));
texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
mat->applyTextureAliases(texAliasList);
texAliasList.clear();
mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat2");
datalib->getData("GameData/BattleData/MapData/Ground/G1Tex",texname);
texAliasList.insert(std::make_pair("Diffuse",texname));
texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
mat->applyTextureAliases(texAliasList);
texAliasList.clear();
mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat3");
datalib->getData("GameData/BattleData/MapData/Ground/G2Tex",texname);
texAliasList.insert(std::make_pair("Diffuse",texname));
texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
mat->applyTextureAliases(texAliasList);
texAliasList.clear();
mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat4");
datalib->getData("GameData/BattleData/MapData/Ground/G3Tex",texname);
texAliasList.insert(std::make_pair("Diffuse",texname));
texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
mat->applyTextureAliases(texAliasList);
texAliasList.clear();
mat = Ogre::MaterialManager::getSingleton().getByName("BankMat1");
datalib->getData("GameData/BattleData/MapData/Ground/G0Tex",texname);
texAliasList.insert(std::make_pair("Diffuse",texname));
texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
mat->applyTextureAliases(texAliasList);
texAliasList.clear();
mat = Ogre::MaterialManager::getSingleton().getByName("BankMat2");
datalib->getData("GameData/BattleData/MapData/Ground/G1Tex",texname);
texAliasList.insert(std::make_pair("Diffuse",texname));
texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
mat->applyTextureAliases(texAliasList);
texAliasList.clear();
mat = Ogre::MaterialManager::getSingleton().getByName("BankMat3");
datalib->getData("GameData/BattleData/MapData/Ground/G2Tex",texname);
//.........这里部分代码省略.........