本文整理汇总了C++中FnObject::SetParent方法的典型用法代码示例。如果您正苦于以下问题:C++ FnObject::SetParent方法的具体用法?C++ FnObject::SetParent怎么用?C++ FnObject::SetParent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FnObject
的用法示例。
在下文中一共展示了FnObject::SetParent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: initLife
BOOL ActorStateMachine::initLife(){
this->life = (int) MAX_LIFE;
FnScene scene;
scene.Object(sID);
bloodID = scene.CreateObject(ROOT);
FnObject blood;
blood.Object(bloodID);
//FnBillBoard blood;
//blood.Object(bloodID, 0);
FnActor actor;
actor.Object(this->character);
OBJECTid baseID = actor.GetBaseObject();
float pos[3], size[2], color[3];
pos[0] = 0.0f;
pos[1] = 0.0f;
pos[2] = 80.0f;
size[0] = 50.0f;
size[1] = 2.0f;
color[0] = 1.0f; color[1] = color[2] = 0.0f;
blood.Billboard(pos, size, NULL, 0, color);
blood.SetParent(baseID);
return TRUE;
}
示例2: OurAction
//.........这里部分代码省略.........
ourHeavyAttack1Action->keyFrames[0]->damage_pt = 100;
ourHeavyAttack1Action->keyFrames[1] = new OurFrame;
ourHeavyAttack1Action->keyFrames[1]->frameNO = 42;
ourHeavyAttack1Action->keyFrames[1]->start_angle = 270;
ourHeavyAttack1Action->keyFrames[1]->plus_angle = 180;
ourHeavyAttack1Action->keyFrames[1]->valid_dis = 200;
ourHeavyAttack1Action->keyFrames[1]->damage_pt = 90;
ourHeavyAttack1Action->keyFrames[2] = new OurFrame;
ourHeavyAttack1Action->keyFrames[2]->frameNO = 70;
ourHeavyAttack1Action->keyFrames[2]->start_angle = 0;
ourHeavyAttack1Action->keyFrames[2]->plus_angle = 360;
ourHeavyAttack1Action->keyFrames[2]->valid_dis = 200;
ourHeavyAttack1Action->keyFrames[2]->damage_pt = 80;
ourHeavyAttack2Action = new OurAction();
ourHeavyAttack2Action->actID = actor.GetBodyAction(NULL, "HeavyAttack");
ourHeavyAttack2Action->isAttack = true;
ourHeavyAttack2Action->frames_num = 0;
ourHeavyAttack2Action->play_speed = 1;
ourHeavyAttack2Action->priority = ourAttack1Action->priority + 10;
ourHeavyAttack2Action->type.value = Action_type::ACTION_ATTACK();
ourHeavyAttack2Action->numOfKeyFrames = 2;
ourHeavyAttack2Action->keyFrames = new OurFrame*[2];
ourHeavyAttack2Action->keyFrames[0] = new OurFrame;
ourHeavyAttack2Action->keyFrames[0]->frameNO = 31;
ourHeavyAttack2Action->keyFrames[0]->start_angle = 0;
ourHeavyAttack2Action->keyFrames[0]->plus_angle = 270;
ourHeavyAttack2Action->keyFrames[0]->valid_dis = 190;
ourHeavyAttack2Action->keyFrames[0]->damage_pt = 80;
ourHeavyAttack2Action->keyFrames[1] = new OurFrame;
ourHeavyAttack2Action->keyFrames[1]->frameNO = 41;
ourHeavyAttack2Action->keyFrames[1]->start_angle = 270;
ourHeavyAttack2Action->keyFrames[1]->plus_angle = 180;
ourHeavyAttack2Action->keyFrames[1]->valid_dis = 200;
ourHeavyAttack2Action->keyFrames[1]->damage_pt = 120;
//DamageL
ourDamageLAction = new OurAction();
ourDamageLAction->actID = actor.GetBodyAction(NULL, "DamageL");
ourDamageLAction->frames_num = 0;
ourDamageLAction->play_speed = 1.5;
ourDamageLAction->priority = 100;
ourDamageLAction->type.value = DonzoAction::ACTION_DAMAGED();
//fx
ourDamageLAction->numOfFxFrames = 1;
ourDamageLAction->fxFrames = new OurFxFrame*[1];
ourDamageLAction->fxFrames[0] = new OurFxFrame;
ourDamageLAction->fxFrames[0]->frameNO = 1;
ourDamageLAction->fxFrames[0]->fxName = AllFx::SmallHurt01;
//DamageH
ourDamageHAction = new OurAction();
ourDamageHAction->actID = actor.GetBodyAction(NULL, "DamageH");
ourDamageHAction->frames_num = 0;
ourDamageHAction->play_speed = 1.5;
ourDamageHAction->priority = 100;
ourDamageHAction->type.value = DonzoAction::ACTION_DAMAGED();
//fx
ourDamageHAction->numOfFxFrames = 1;
ourDamageHAction->fxFrames = new OurFxFrame*[1];
ourDamageHAction->fxFrames[0] = new OurFxFrame;
ourDamageHAction->fxFrames[0]->frameNO = 1;
ourDamageHAction->fxFrames[0]->fxName = AllFx::BigHurt01;
//Die
ourDieAction = new OurAction();
ourDieAction->actID = actor.GetBodyAction(NULL, "Die");
ourDieAction->frames_num = 0;
ourDieAction->play_speed = 1;
ourDieAction->priority = 1000;
ourDieAction->type.value = DonzoAction::ACTION_DIE();
//fx
ourDieAction->numOfFxFrames = 1;
ourDieAction->fxFrames = new OurFxFrame*[1];
ourDieAction->fxFrames[0] = new OurFxFrame;
ourDieAction->fxFrames[0]->frameNO = 1;
ourDieAction->fxFrames[0]->fxName = AllFx::smoke;
//blood
{
FnObject blood;
float pos[3], size[2], color[3];
blood_length = 50;
blood_width = 2;
bloodID = scene.CreateObject(ROOT);
blood.Object(bloodID);
pos[0] = 0.0f;
pos[1] = 0.0f;
pos[2] = 100.0f;
size[0] = blood_length;
size[1] = blood_width;
color[0] = 1.0f; color[1] = 0.8; color[2] = 0.2f;
blood.Billboard(pos, size, NULL, 0, color);
blood.SetParent(actor.GetBaseObject());
}
this->blood.Object(bloodID,0);
}