本文整理汇总了C++中IAnimatedCharacter::DisableRigidCollider方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedCharacter::DisableRigidCollider方法的具体用法?C++ IAnimatedCharacter::DisableRigidCollider怎么用?C++ IAnimatedCharacter::DisableRigidCollider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IAnimatedCharacter
的用法示例。
在下文中一共展示了IAnimatedCharacter::DisableRigidCollider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: OnLeave
void CMountedGunController::OnLeave( )
{
CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");
ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
if (pCharacter)
{
if(m_pMovementAction)
{
m_pMovementAction->ForceFinish();
SAFE_RELEASE(m_pMovementAction);
}
CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
if (pRecordingSystem)
{
pRecordingSystem->OnMountedGunLeave(m_pControlledPlayer);
}
IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
CRY_ASSERT(pAnimatedCharacter);
pAnimatedCharacter->ForceRefreshPhysicalColliderMode();
pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CMountedGunController::OnLeave");
pAnimatedCharacter->SetNoMovementOverride(false);
if (gEnv->bMultiplayer || m_pControlledPlayer->IsPlayer())
pAnimatedCharacter->DisableRigidCollider();
pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);
m_pControlledPlayer->GetActorParams().mountedWeaponCameraTarget.zero();
}
}