当前位置: 首页>>代码示例>>C++>>正文


C++ EntityBase::getEntityType方法代码示例

本文整理汇总了C++中EntityBase::getEntityType方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityBase::getEntityType方法的具体用法?C++ EntityBase::getEntityType怎么用?C++ EntityBase::getEntityType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EntityBase的用法示例。


在下文中一共展示了EntityBase::getEntityType方法的5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: S_NOTIFY_FIXED_UPDATE

 void PacketProcess::S_NOTIFY_FIXED_UPDATE(PK_S_NOTIFY_FIXED_UPDATE rowPacket)
 {
     EntityBase* ret = _gameMgr->getEntityFromID((int)rowPacket.validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     log("S_NOTIFY_FIXED_UPDATE %f %f", rowPacket.position.x, rowPacket.position.y);
     player->setWorldPosition(rowPacket.position);
     
     //_gameMgr->getGameWorld()->getGameCamera()->setCameraPos(rowPacket.position);
 }
开发者ID:Thomas2070,项目名称:THE_DEAD_FOREST,代码行数:12,代码来源:PacketProcess.cpp

示例2: S_BROADCAST_BEZEL_MOVE_KEYDOWN

 void PacketProcess::S_BROADCAST_BEZEL_MOVE_KEYDOWN(Packet* rowPacket)
 {
     PK_S_BROADCAST_BEZEL_MOVE_KEYDOWN* broadcastPacket = (PK_S_BROADCAST_BEZEL_MOVE_KEYDOWN*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     player->setTargetHeading(broadcastPacket->heading);
     
 }
开发者ID:Thomas2070,项目名称:THE_DEAD_FOREST,代码行数:13,代码来源:PacketProcess.cpp

示例3: S_BROADCAST_JOYSTICK_MOVING_CHANGE

 void PacketProcess::S_BROADCAST_JOYSTICK_MOVING_CHANGE(Packet* rowPacket)
 {
     PK_S_BROADCAST_JOYSTICK_MOVING_CHANGE* broadcastPacket = (PK_S_BROADCAST_JOYSTICK_MOVING_CHANGE*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     player->setMoving(broadcastPacket->moving);
     player->setTargetHeading(broadcastPacket->heading);
     
     delete broadcastPacket;
 }
开发者ID:Thomas2070,项目名称:THE_DEAD_FOREST,代码行数:14,代码来源:PacketProcess.cpp

示例4: S_BROADCAST_JOYSTICK_MOVE_KEYUP

 void PacketProcess::S_BROADCAST_JOYSTICK_MOVE_KEYUP(Packet* rowPacket)
 {
     PK_S_BROADCAST_JOYSTICK_MOVE_KEYUP* broadcastPacket = (PK_S_BROADCAST_JOYSTICK_MOVE_KEYUP*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     //player->setPosition(broadcastPacket->position);
     
     player->removeInputMask(JoystickMessageTypes::MOVE);
     delete broadcastPacket;
 }
开发者ID:Thomas2070,项目名称:THE_DEAD_FOREST,代码行数:14,代码来源:PacketProcess.cpp

示例5: S_BROADCAST_JOYSTICK_DOUBLE_MOVE_KEYDOWN

 void PacketProcess::S_BROADCAST_JOYSTICK_DOUBLE_MOVE_KEYDOWN(Packet* rowPacket)
 {
     PK_S_BROADCAST_JOYSTICK_DOUBLE_MOVE_KEYDOWN* broadcastPacket = (PK_S_BROADCAST_JOYSTICK_DOUBLE_MOVE_KEYDOWN*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     
     EntityHuman* player = (EntityHuman*)ret;
     
     player->setMoving(broadcastPacket->moving);
     player->setTargetHeading(broadcastPacket->moving);
     
     player->setInputMask(JoystickMessageTypes::RUN);
     
     delete broadcastPacket;
 }
开发者ID:Thomas2070,项目名称:THE_DEAD_FOREST,代码行数:17,代码来源:PacketProcess.cpp


注:本文中的EntityBase::getEntityType方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。