本文整理汇总了C++中IAIObject::CastToIPipeUser方法的典型用法代码示例。如果您正苦于以下问题:C++ IAIObject::CastToIPipeUser方法的具体用法?C++ IAIObject::CastToIPipeUser怎么用?C++ IAIObject::CastToIPipeUser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IAIObject
的用法示例。
在下文中一共展示了IAIObject::CastToIPipeUser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: ExecuteAI
bool CDialogActorContext::ExecuteAI(int& goalPipeID, const char* signalText, IAISignalExtraData* pExtraData, bool bRegisterAsListener)
{
IEntitySystem* pSystem = gEnv->pEntitySystem;
IEntity* pEntity = pSystem->GetEntity(m_entityID);
if (pEntity == 0)
return false;
IAIObject* pAI = pEntity->GetAI();
if (pAI == 0)
return false;
unsigned short nType=pAI->GetAIType();
if ( nType != AIOBJECT_ACTOR )
{
if ( nType == AIOBJECT_PLAYER )
{
goalPipeID = -1;
// not needed for player
// pAI->SetSignal( 10, signalText, pEntity, NULL ); // 10 means this signal must be sent (but sent[!], not set)
// even if the same signal is already present in the queue
return true;
}
// invalid AIObject type
return false;
}
IPipeUser* pPipeUser = pAI->CastToIPipeUser();
if (pPipeUser)
{
if (goalPipeID > 0)
{
pPipeUser->RemoveSubPipe(goalPipeID, true);
pPipeUser->UnRegisterGoalPipeListener( this, goalPipeID );
goalPipeID = 0;
}
}
goalPipeID = gEnv->pAISystem->AllocGoalPipeId();
if (pExtraData == 0)
pExtraData = gEnv->pAISystem->CreateSignalExtraData();
pExtraData->iValue = goalPipeID;
if (pPipeUser && bRegisterAsListener)
{
pPipeUser->RegisterGoalPipeListener( this, goalPipeID, "CDialogActorContext::ExecuteAI");
}
IAIActor* pAIActor = CastToIAIActorSafe(pAI);
if(pAIActor)
pAIActor->SetSignal( 10, signalText, pEntity, pExtraData ); // 10 means this signal must be sent (but sent[!], not set)
// even if the same signal is already present in the queue
return true;
}
示例2: DoAnimActionEP
bool CDialogActorContext::DoAnimActionEP(IEntity* pEntity, const char* sAction)
{
IAIObject* pAI = pEntity->GetAI();
if (pAI == 0)
return false;
IPipeUser* pPipeUser = pAI->CastToIPipeUser();
if (!pPipeUser)
{
return false;
}
Vec3 pos = pEntity->GetWorldPos();
Vec3 dir = pAI->GetMoveDir();
// EP Direction is either lookat direction or forward direction
CDialogScript::TActorID lookAt = m_pCurLine->m_lookatActor;
if (lookAt != CDialogScript::NO_ACTOR_ID)
{
IEntity* pLookAtEntity = m_pSession->GetActorEntity(lookAt);
if (pLookAtEntity != 0)
{
dir = pLookAtEntity->GetWorldPos();
dir -= pos;
dir.z = 0;
dir.NormalizeSafe(pAI->GetMoveDir());
}
}
pPipeUser->SetRefPointPos(pos, dir);
static const Vec3 startRadius (0.1f,0.1f,0.1f);
static const float dirTolerance = 5.f;
static const float targetRadius = 0.05f;
IAISignalExtraData* pData = gEnv->pAISystem->CreateSignalExtraData();
pData->iValue2 = m_bAnimUseAGSignal ? 1 : 0;
pData->SetObjectName(sAction);
pData->point = startRadius;
pData->fValue = dirTolerance;
pData->point2.x = targetRadius;
const bool ok = ExecuteAI(m_exPosAnimPipeID, "ACT_ANIMEX", pData);
return ok;
}
示例3: CancelCurrent
void CDialogActorContext::CancelCurrent(bool bResetStates)
{
if (!m_bNeedsCancel)
return;
assert (m_bInCancel == false);
if (m_bInCancel == true)
return;
m_bInCancel = true;
// remove from AG
if (m_pAGState != 0)
{
m_pAGState->RemoveListener(this);
if (bResetStates)
{
ResetAGState();
}
m_pAGState = 0;
}
m_queryID = 0;
m_bAnimStarted = false;
// reset lookat
IEntity* pEntity = gEnv->pEntitySystem->GetEntity(m_entityID);
if (pEntity)
{
IAIObject* pAI = pEntity->GetAI();
if (pAI)
{
IAIActor* pAIActor = pAI->CastToIAIActor();
if (pAIActor)
{
if (m_bLookAtNeedsReset)
{
pAIActor->ResetLookAt();
m_bLookAtNeedsReset = false;
}
IPipeUser* pPipeUser = pAI->CastToIPipeUser();
if (pPipeUser)
{
if (m_goalPipeID > 0)
{
if (GetAIBehaviourMode() == CDialogSession::eDIB_InterruptMedium)
{
int dummyPipe = 0;
ExecuteAI(dummyPipe, "ACT_DIALOG_OVER", 0, false);
}
pPipeUser->UnRegisterGoalPipeListener( this, m_goalPipeID );
pPipeUser->RemoveSubPipe(m_goalPipeID, true);
m_goalPipeID = 0;
}
if (m_exPosAnimPipeID > 0)
{
pPipeUser->UnRegisterGoalPipeListener( this, m_exPosAnimPipeID );
pPipeUser->CancelSubPipe(m_exPosAnimPipeID);
pPipeUser->RemoveSubPipe(m_exPosAnimPipeID, false);
m_exPosAnimPipeID = 0;
}
}
}
}
}
// facial expression is always reset
// if (bResetStates)
{
// Reset Facial Expression
IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID);
if (pActorEntity)
{
DoFacialExpression(pActorEntity, "", 1.0f, 0.0f);
}
}
// should we stop the current sound?
// we don't stop the sound if the actor aborts and has eDACF_NoAbortSound set.
// if actor died (entity destroyed) though, sound is stopped anyway
const bool bDontStopSound = (IsAborted() == false && CheckActorFlags(CDialogSession::eDACF_NoAbortSound))
|| (IsAborted()
&& CheckActorFlags(CDialogSession::eDACF_NoAbortSound)
&& GetAbortReason() != CDialogSession::eAR_ActorDead
&& GetAbortReason() != CDialogSession::eAR_EntityDestroyed);
if (bDontStopSound == false)
{
// stop sound (this also forces m_soundId to be INVALID_SOUNDID) and markes Context as non-playing!
// e.g. IsStillPlaying will then return false
// we explicitly stop the sound in the d'tor if we don't take this path here
StopSound();
}
IEntitySystem* pES = gEnv->pEntitySystem;
pES->RemoveEntityEventListener( m_entityID, ENTITY_EVENT_AI_DONE, this );
pES->RemoveEntityEventListener( m_entityID, ENTITY_EVENT_DONE, this );
pES->RemoveEntityEventListener( m_entityID, ENTITY_EVENT_RESET, this );
m_phase = eDAC_Idle;
//.........这里部分代码省略.........