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类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);
}
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);
}