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C++ IActor::MountedGunControllerEnabled方法代码示例

本文整理汇总了C++中IActor::MountedGunControllerEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ IActor::MountedGunControllerEnabled方法的具体用法?C++ IActor::MountedGunControllerEnabled怎么用?C++ IActor::MountedGunControllerEnabled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IActor的用法示例。


在下文中一共展示了IActor::MountedGunControllerEnabled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: HandleSequenceEvent

void CFlowNode_AISequenceAction_ApproachAndEnterVehicle::HandleSequenceEvent(AIActionSequence::SequenceEvent sequenceEvent)
{
	switch(sequenceEvent)
	{
	case AIActionSequence::StartAction:
		{
			if (!m_actInfo.pEntity)
			{
				// the entity has gone for some reason, at least make sure the action gets finished properly and the FG continues
				UnregisterFromVehicleEvent(NULL);
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			m_entityId = m_actInfo.pEntity->GetId();
			m_vehicleId = GetPortEntityId(&m_actInfo, InputPort_VehicleId);
			m_seatNumber = GetPortInt(&m_actInfo, InputPort_SeatNumber);
			m_fast = GetPortBool(&m_actInfo, InputPort_Fast);

			const bool alsoCheckForCrewHostility = true;
			IVehicle* pVehicle = GetVehicle(alsoCheckForCrewHostility);
			if (!pVehicle)
			{
				CryLog("Actor %s failed to enter vehicle (specified vehicle not found or its crew is hostile towards the actor returned true)", m_actInfo.pEntity->GetName());
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			IVehicleSeat* pSeat = GetVehicleSeat(pVehicle);
			if (!pSeat)
			{
				CryLog("Actor %s failed to enter vehicle (bad seat number provided: %i)", m_actInfo.pEntity->GetName(), m_seatNumber);
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			const IVehicleHelper* pEnterHelper = static_cast<CVehicleSeat*>(pSeat)->GetEnterHelper();
			if (!pEnterHelper)
			{
				CryLog("Actor %s failed to enter vehicle (vehicle has no enter-helper)", m_actInfo.pEntity->GetName());
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			m_vehicleSeatEnterPosition = pEnterHelper->GetWorldSpaceTranslation();

			assert(gEnv && gEnv->pGame && gEnv->pGame->GetIGameFramework() && gEnv->pGame->GetIGameFramework()->GetIActorSystem());
			IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_actInfo.pEntity->GetId());

			// if it's the player, have him enter quickly (we assume that the user moved him close enough to the vehicle)
			if (pActor && pActor->IsPlayer())
			{
				EnterVehicleSeat(true, pSeat);
			}
			else if (m_actInfo.pEntity->GetAI())
			{
				if (m_fast)
				{
					TeleportToVehicleSeat();
					EnterVehicleSeat(false, pSeat);
				}
				else
				{
					MovementRequest request;
					request.callback = functor(*this, &CFlowNode_AISequenceAction_ApproachAndEnterVehicle::MovementRequestCallback);
					request.entityID = m_actInfo.pEntity->GetId();
					request.type = MovementRequest::MoveTo;
					request.destination = m_vehicleSeatEnterPosition;
					request.style.SetSpeed((MovementStyle::Speed)GetPortInt(&m_actInfo, InputPort_Speed));
					request.style.SetStance((MovementStyle::Stance)GetPortInt(&m_actInfo, InputPort_Stance));
					m_movementRequestID = gEnv->pAISystem->GetMovementSystem()->QueueRequest(request);
				}
			}
			else if (pActor)
			{
				pActor->HolsterItem(true);
				pActor->MountedGunControllerEnabled(false);
				pActor->GetGameObject()->SetAspectProfile(eEA_Physics, eAP_Alive);
				TeleportToVehicleSeat();
				EnterVehicleSeat(GetAnimationTransitionEnabled(), pSeat);
			}
			else
			{
				CRY_ASSERT_MESSAGE(0, "no compatible entity was provided");
				CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s failed to enter vehicle (no compatible entity was provided)", m_actInfo.pEntity->GetName());
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
			}
		}
		break;

	case AIActionSequence::SequenceStopped:
		{
			if (m_movementRequestID)
			{
				gEnv->pAISystem->GetMovementSystem()->CancelRequest(m_movementRequestID);
				m_movementRequestID = MovementRequestID::Invalid();
				UnregisterFromVehicleEvent(NULL);
			}
		}
		break;
//.........这里部分代码省略.........
开发者ID:aronarts,项目名称:FireNET,代码行数:101,代码来源:FlowNodesAIActionSequence.cpp


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