本文整理汇总了C++中IActor::SetMigrating方法的典型用法代码示例。如果您正苦于以下问题:C++ IActor::SetMigrating方法的具体用法?C++ IActor::SetMigrating怎么用?C++ IActor::SetMigrating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IActor
的用法示例。
在下文中一共展示了IActor::SetMigrating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: OnHostMigrationStateChanged
//------------------------------------------------------------------------
void CGameRules::OnHostMigrationStateChanged()
{
CGame::EHostMigrationState migrationState = g_pGame->GetHostMigrationState();
if (migrationState == CGame::eHMS_Resuming)
{
// Assume remaining players aren't going to make it
const uint32 maxMigratingPlayers = m_migratingPlayerMaxCount;
for (uint32 index = 0; index < maxMigratingPlayers; ++ index)
{
SMigratingPlayerInfo *pPlayerInfo = &m_pMigratingPlayerInfo[index];
if (pPlayerInfo->InUse())
{
// Pretend the player has disconnected
FakeDisconnectPlayer(pPlayerInfo->m_originalEntityId);
pPlayerInfo->Reset();
}
}
if (gEnv->bServer)
{
GetGameObject()->InvokeRMI(ClHostMigrationFinished(), NoParams(), eRMI_ToRemoteClients);
}
}
else if (migrationState == CGame::eHMS_NotMigrating)
{
if (gEnv->bServer)
{
TPlayers players;
GetPlayers(players);
const int numPlayers = players.size();
for (int i = 0; i < numPlayers; ++ i)
{
IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(players[i]);
if (pActor)
{
pActor->SetMigrating(false);
}
}
}
else
{
if (IActor *pActor = g_pGame->GetIGameFramework()->GetClientActor())
pActor->SetMigrating(false);
}
// Migration has finished, if we've still got client params then they won't be valid anymore
SAFE_DELETE(m_pHostMigrationClientParams);
}
}