本文整理汇总了C++中Entity::Deserialize方法的典型用法代码示例。如果您正苦于以下问题:C++ Entity::Deserialize方法的具体用法?C++ Entity::Deserialize怎么用?C++ Entity::Deserialize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Entity
的用法示例。
在下文中一共展示了Entity::Deserialize方法的2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: Deserialize
void Entity::Deserialize(TiXmlElement* root)
{
TiXmlElement* contents = NULL;
TiXmlNode* node = NULL;
TiXmlElement* obj = NULL;
World* world = World::GetPtr();
int loc;
//contents
node = root->FirstChild("contents");
if (node)
{
contents = node->ToElement();
for (node = contents->FirstChild(); node; node = node->NextSibling())
{
obj = node->ToElement();
Entity* object = new Entity();
object->Deserialize(obj);
object->SetLocation(this);
_contents.push_back(object);
}
}
root->Attribute("location", &loc);
Uuid::Deserialize(root);
if (!loc)
{
_location=NULL;
}
else
{
_location=world->GetRoom(loc);
}
//and now we notify everything that an object was loaded:
world->events.CallEvent("ObjectLoaded", NULL, this);
BaseObject::Deserialize(root->FirstChild("BaseObject")->ToElement());
#ifdef MODULE_SCRIPTING
/*
Script* script = (Script*)world->GetProperty("script");
script->Execute(this, GetScript());
*/
#endif
}
示例2: DeserializeEntity
/*
Decode and create entity from input stream.
Used, when a sector is loaded.
*/
Result SceneManager::DeserializeEntity(Common::InputStream* pStream, const Vector& offset,
Entity** ppEntity)
{
Entity* pEntity = new Entity();
if (pEntity == nullptr) return Result::AllocationError;
pEntity->mScene = this;
// Desrialize
if (pEntity->Deserialize(pStream, offset) != Result::OK)
{
delete pEntity; //free, the object won't be used anymore
return Result::Error;
}
mEntities.insert(pEntity);
*ppEntity = pEntity;
return Result::OK;
}