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C++ FRandomStream::FRandRange方法代码示例

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


在下文中一共展示了FRandomStream::FRandRange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: SpawnShootFX

void AProjectile::SpawnShootFX(const FVector& location, const FRotator& rotator, USceneComponent* component, FName name)
{
	FRandomStream Stream; //random stream

	FRotator rotTemp = rotator;

	rotTemp = FRotator(rotTemp.Pitch, rotTemp.Yaw, Stream.FRandRange(-180, 180)); //randomly rotate the effect

	//spawn shooting sound FX
	UGameplayStatics::SpawnSoundAttached(ShootFX.ShootSound, component, name);

	//Spawn shooting particle effect
	UGameplayStatics::SpawnEmitterAttached(ShootFX.ShootFlash, component, name);
}
开发者ID:vsharres,项目名称:ProjetoRogue,代码行数:14,代码来源:Projectile.cpp

示例2: SpawnImpactFX

void AProjectile::SpawnImpactFX(const FHitResult& Hit)
{
	FRandomStream Stream; //random stream

	FRotator rotTemp = Hit.ImpactNormal.Rotation();

	rotTemp = FRotator(rotTemp.Pitch, rotTemp.Yaw, Stream.FRandRange(-180, 180)); //randomly rotate the effect

	//impact effects sound spawn
	UGameplayStatics::SpawnEmitterAtLocation(this, ImpactFX.Effect, Hit.ImpactPoint, rotTemp, true);

	//spawn decal effect on impact position
	UGameplayStatics::SpawnDecalAttached(ImpactFX.DecalMaterial, 
		FVector(ImpactFX.DecalSize, ImpactFX.DecalSize, 1.0F), 
		Hit.GetComponent(), 
		Hit.BoneName, 
		Hit.ImpactPoint, 
		rotTemp, 
		EAttachLocation::KeepWorldPosition, ImpactFX.DecalHealth);

}
开发者ID:vsharres,项目名称:ProjetoRogue,代码行数:21,代码来源:Projectile.cpp


注:本文中的FRandomStream::FRandRange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。