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C++ GameObject::FindNearestGameObject方法代码示例

本文整理汇总了C++中GameObject::FindNearestGameObject方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObject::FindNearestGameObject方法的具体用法?C++ GameObject::FindNearestGameObject怎么用?C++ GameObject::FindNearestGameObject使用的例子?那么恭喜您, 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GameObject的用法示例。


在下文中一共展示了GameObject::FindNearestGameObject方法的3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: OnUse

	bool OnUse(Player *pPlayer, Item * /*pItem*/,
			SpellCastTargets const & /*targets*/) {
		GameObject *pGo = NULL;
		for (uint8 i = 0; i < CaribouTrapsNum; ++i) {
			pGo = pPlayer->FindNearestGameObject(CaribouTraps[i], 5.0f);
			if (pGo)
				break;
		}

		if (!pGo)
			return false;

		if (pGo->FindNearestCreature(NPC_NESINGWARY_TRAPPER, 10.0f, true)
				|| pGo->FindNearestCreature(NPC_NESINGWARY_TRAPPER, 10.0f,
						false)
				|| pGo->FindNearestGameObject(GO_HIGH_QUALITY_FUR, 2.0f))
			return true;

		float x, y, z;
		pGo->GetClosePoint(x, y, z, pGo->GetObjectSize() / 3, 7.0f);
		pGo->SummonGameObject(GO_HIGH_QUALITY_FUR, pGo->GetPositionX(),
				pGo->GetPositionY(), pGo->GetPositionZ(), 0, 0, 0, 0, 0, 1000);
		if (TempSummon* summon = pPlayer->SummonCreature(NPC_NESINGWARY_TRAPPER, x, y, z, pGo->GetOrientation(), TEMPSUMMON_DEAD_DESPAWN, 1000)) {
			summon->SetVisible(false);
			summon->SetReactState(REACT_PASSIVE);
			summon->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
		}
		return false;
	}
开发者ID:dsstest,项目名称:ArkCORE,代码行数:29,代码来源:item_scripts.cpp

示例2: OnUse

    bool OnUse(Player* player, Item* /*item*/, SpellCastTargets const& /*targets*/, ObjectGuid /*castId*/) override
    {
        GameObject* go = NULL;
        for (uint8 i = 0; i < CaribouTrapsNum; ++i)
        {
            go = player->FindNearestGameObject(CaribouTraps[i], 5.0f);
            if (go)
                break;
        }

        if (!go)
            return false;

        if (go->FindNearestCreature(NPC_NESINGWARY_TRAPPER, 10.0f, true) || go->FindNearestCreature(NPC_NESINGWARY_TRAPPER, 10.0f, false) || go->FindNearestGameObject(GO_HIGH_QUALITY_FUR, 2.0f))
            return true;

        float x, y, z;
        go->GetClosePoint(x, y, z, go->GetObjectSize() / 3, 7.0f);
        go->SummonGameObject(GO_HIGH_QUALITY_FUR, go->GetPositionX(), go->GetPositionY(), go->GetPositionZ(), 0, 0, 0, 0, 0, 1);
        if (TempSummon* summon = player->SummonCreature(NPC_NESINGWARY_TRAPPER, x, y, z, go->GetOrientation(), TEMPSUMMON_DEAD_DESPAWN, 1000))
        {
            summon->SetVisible(false);
            summon->SetReactState(REACT_PASSIVE);
            summon->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
        }
        return false;
    }
开发者ID:Jildor,项目名称:TrinityCore,代码行数:27,代码来源:item_scripts.cpp

示例3: OnUse

    bool OnUse(Player* player, Item* /*item*/, SpellCastTargets const & /*targets*/) override
    {
        GameObject* go = nullptr;
        for (uint8 i = 0; i < CaribouTrapsNum; ++i)
        {
            go = player->FindNearestGameObject(CaribouTraps[i], 5.0f);
            if (go)
                break;
        }

        if (!go)
            return false;

        if (go->FindNearestCreature(NPC_NESINGWARY_TRAPPER, 10.0f, true) || go->FindNearestCreature(NPC_NESINGWARY_TRAPPER, 10.0f, false) || go->FindNearestGameObject(GO_HIGH_QUALITY_FUR, 2.0f))
            return true;

        float x, y, z;
        go->GetClosePoint(x, y, z, go->GetCombatReach() / 3, 7.0f);
        go->SummonGameObject(GO_HIGH_QUALITY_FUR, *go, QuaternionData(), 1);
        if (TempSummon* summon = player->SummonCreature(NPC_NESINGWARY_TRAPPER, x, y, z, go->GetOrientation(), TEMPSUMMON_DEAD_DESPAWN, 1000))
        {
            summon->SetVisible(false);
            summon->SetReactState(REACT_PASSIVE);
            summon->SetImmuneToPC(true);
        }
        return false;
    }
开发者ID:kemlg,项目名称:trinitycore-conciens,代码行数:27,代码来源:item_scripts.cpp


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