本文整理汇总了C++中IAnimatedCharacter::GetAnimLocation方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedCharacter::GetAnimLocation方法的具体用法?C++ IAnimatedCharacter::GetAnimLocation怎么用?C++ IAnimatedCharacter::GetAnimLocation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::GetAnimLocation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: Hit
//------------------------------------------------------------------------
int CMelee::Hit(const Vec3 &pt, const Vec3 &dir, const Vec3 &normal, IPhysicalEntity *pCollider, EntityId collidedEntityId, int partId, int ipart, int surfaceIdx, bool remote)
{
MeleeDebugLog ("CMelee<%p> HitPointDirNormal(remote=%s)", this, remote ? "true" : "false");
int hitTypeID = 0;
CActor *pOwnerActor = m_pWeapon->GetOwnerActor();
if (pOwnerActor)
{
IActor* pTargetActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(collidedEntityId);
IEntity* pTarget = pTargetActor ? pTargetActor->GetEntity() : gEnv->pEntitySystem->GetEntity(collidedEntityId);
IEntity* pOwnerEntity = pOwnerActor->GetEntity();
IAIObject* pOwnerAI = pOwnerEntity->GetAI();
float damageScale = 1.0f;
bool silentHit = false;
if(pTargetActor)
{
IAnimatedCharacter* pTargetAC = pTargetActor->GetAnimatedCharacter();
IAnimatedCharacter* pOwnerAC = pOwnerActor->GetAnimatedCharacter();
if(pTargetAC && pOwnerAC)
{
Vec3 targetFacing(pTargetAC->GetAnimLocation().GetColumn1());
Vec3 ownerFacing(pOwnerAC->GetAnimLocation().GetColumn1());
float ownerFacingDot = ownerFacing.Dot(targetFacing);
float fromBehindDot = cos_tpl(DEG2RAD(g_pGameCVars->pl_melee.angle_limit_from_behind));
if(ownerFacingDot > fromBehindDot)
{
#ifndef _RELEASE
if (g_pGameCVars->g_LogDamage)
{
CryLog ("[DAMAGE] %s '%s' is%s meleeing %s '%s' from behind (because %f > %f)",
pOwnerActor->GetEntity()->GetClass()->GetName(), pOwnerActor->GetEntity()->GetName(), silentHit ? " silently" : "",
pTargetActor->GetEntity()->GetClass()->GetName(), pTargetActor->GetEntity()->GetName(),
ownerFacingDot, fromBehindDot);
}
#endif
damageScale *= g_pGameCVars->pl_melee.damage_multiplier_from_behind;
}
}
}
// Send target stimuli
if (!gEnv->bMultiplayer)
{
IAISystem *pAISystem = gEnv->pAISystem;
ITargetTrackManager *pTargetTrackManager = pAISystem ? pAISystem->GetTargetTrackManager() : NULL;
if (pTargetTrackManager && pOwnerAI)
{
IAIObject *pTargetAI = pTarget ? pTarget->GetAI() : NULL;
if (pTargetAI)
{
const tAIObjectID aiOwnerId = pOwnerAI->GetAIObjectID();
const tAIObjectID aiTargetId = pTargetAI->GetAIObjectID();
TargetTrackHelpers::SStimulusEvent eventInfo;
eventInfo.vPos = pt;
eventInfo.eStimulusType = TargetTrackHelpers::eEST_Generic;
eventInfo.eTargetThreat = AITHREAT_AGGRESSIVE;
pTargetTrackManager->HandleStimulusEventForAgent(aiTargetId, aiOwnerId, "MeleeHit",eventInfo);
pTargetTrackManager->HandleStimulusEventInRange(aiOwnerId, "MeleeHitNear", eventInfo, 5.0f);
}
}
}
//Check if is a friendly hit, in that case FX and Hit will be skipped
bool isFriendlyHit = (pOwnerEntity && pTarget) ? IsFriendlyHit(pOwnerEntity, pTarget) : false;
if(!isFriendlyHit)
{
CPlayer * pAttackerPlayer = pOwnerActor->IsPlayer() ? static_cast<CPlayer*>(pOwnerActor) : NULL;
float damage = m_pMeleeParams->meleeparams.damage_ai;
if(pOwnerActor->IsPlayer())
{
damage = m_slideKick ? m_pMeleeParams->meleeparams.slide_damage : GetMeleeDamage();
}
#ifndef _RELEASE
if (pTargetActor && g_pGameCVars->g_LogDamage)
{
CryLog ("[DAMAGE] %s '%s' is%s meleeing %s '%s' applying damage = %.3f x %.3f = %.3f",
pOwnerActor->GetEntity()->GetClass()->GetName(), pOwnerActor->GetEntity()->GetName(), silentHit ? " silently" : "",
pTargetActor->GetEntity()->GetClass()->GetName(), pTargetActor->GetEntity()->GetName(),
damage, damageScale, damage * damageScale);
}
#endif
//Generate Hit
if(pTarget)
{
CGameRules *pGameRules = g_pGame->GetGameRules();
CRY_ASSERT_MESSAGE(pGameRules, "No game rules! Melee can not apply hit damage");
//.........这里部分代码省略.........