本文整理汇总了C++中IAIObject::Event方法的典型用法代码示例。如果您正苦于以下问题:C++ IAIObject::Event方法的具体用法?C++ IAIObject::Event怎么用?C++ IAIObject::Event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::Event方法的1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: UpdatePlayerLowHealthStatus
void CLocalPlayerComponent::UpdatePlayerLowHealthStatus( const float oldHealth )
{
const float healthThrLow = g_pGameCVars->g_playerLowHealthThreshold;
const float healthThrMid = g_pGameCVars->g_playerMidHealthThreshold;
const float maxHealth = (float)m_rPlayer.GetMaxHealth();
const float minHealth = 0;
const float currentHealth = m_rPlayer.m_health.GetHealth();
const bool isDead = m_rPlayer.m_health.IsDead();
CRY_ASSERT( maxHealth > minHealth );
//Extra 'mid-low' health sound hint
if ((currentHealth <= healthThrMid) && (oldHealth > healthThrMid))
{
m_rPlayer.PlaySound(CPlayer::ESound_EnterMidHealth);
m_playedMidHealthSound = true;
}
else if ((oldHealth <= healthThrMid) && (currentHealth > healthThrMid) && m_playedMidHealthSound)
{
m_rPlayer.PlaySound(CPlayer::ESound_EnterMidHealth, false);
m_rPlayer.PlaySound(CPlayer::ESound_ExitMidHealth);
m_playedMidHealthSound = false;
}
if((currentHealth <= healthThrLow) && (oldHealth > healthThrLow))
{
if(!isDead)
{
m_rPlayer.SetClientSoundmood(CPlayer::ESoundmood_LowHealth);
}
IAIObject* pAI = m_rPlayer.GetEntity()->GetAI();
if (pAI)
{
float mercyTimeScale = 1.0f;
SAIEVENT aiEvent;
aiEvent.fThreat = mercyTimeScale;
pAI->Event(AIEVENT_LOWHEALTH, &aiEvent);
CGameRules* pGameRules = g_pGame->GetGameRules();
if(pGameRules != NULL)
{
IGameRulesDamageHandlingModule* pDamageHandling = pGameRules->GetDamageHandlingModule();
if(pDamageHandling != NULL)
{
pDamageHandling->OnGameEvent(IGameRulesDamageHandlingModule::eGameEvent_LocalPlayerEnteredMercyTime);
}
}
}
}
else if((currentHealth > healthThrLow) && (oldHealth <= healthThrLow))
{
m_rPlayer.SetClientSoundmood(CPlayer::ESoundmood_Alive);
}
const float k_minDamageForHit = 10.0f; //this is partly to deal with small differences in health over the network
if(!isDead && (currentHealth < oldHealth - k_minDamageForHit))
{
m_rPlayer.SendMusicLogicEvent(eMUSICLOGICEVENT_PLAYER_WOUNDED);
}
const float defiantSkillKillLowHealth = maxHealth * g_pGameCVars->g_defiant_lowHealthFraction;
if(currentHealth > defiantSkillKillLowHealth)
{
m_timeEnteredLowHealth = 0.f;
}
else if(m_timeEnteredLowHealth <= 0.f)
{
m_timeEnteredLowHealth = gEnv->pTimer->GetFrameStartTime();
}
}