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C++ IAnimatedCharacter::GetGroundAlignmentParams方法代码示例

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


在下文中一共展示了IAnimatedCharacter::GetGroundAlignmentParams方法的2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();
        }
}
开发者ID:eBunny,项目名称:EmberProject,代码行数:34,代码来源:MountedGunController.cpp

示例2: OnEnter

void CMountedGunController::OnEnter(EntityId mountedGunId)
{
    CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");

    ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
    if (pCharacter)
        {
            CItem* pWeapon = static_cast<CItem*>(g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(mountedGunId));
            assert(pWeapon);

            IActionController* pActionController = m_pControlledPlayer->GetAnimatedCharacter()->GetActionController();
            if (pActionController && m_pMannequinParams)
                {
                    SAFE_RELEASE(m_pMovementAction);

                    m_pMovementAction = new TPlayerAction(PP_PlayerAction, m_pMannequinParams->fragmentIDs.MotionMounted);
                    m_pMovementAction->AddRef();
                    pActionController->Queue(m_pMovementAction);
                }

            //////////////////////////////////////////////////////////////////////////
            // NOTE: This should go through mannequin
            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
            if (pRecordingSystem)
                {
                    const SParams& pWeaponParams = pWeapon->GetParams();

                    IAnimationSet* pAnimationSet = pCharacter->GetIAnimationSet();
                    const int upAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Up].c_str());
                    const int downAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Down].c_str());

                    pRecordingSystem->OnMountedGunEnter(m_pControlledPlayer, upAnimId, downAnimId);
                }

            //////////////////////////////////////////////////////////////////////////

            IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
            CRY_ASSERT(pAnimatedCharacter);

            pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CMountedGunController::OnEnter");
            pAnimatedCharacter->SetNoMovementOverride(true);

            if (gEnv->bMultiplayer)
                pAnimatedCharacter->EnableRigidCollider(0.5f);
            else if (m_pControlledPlayer->IsPlayer())
                pAnimatedCharacter->EnableRigidCollider(1.5f);

            pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);

            BATTLECHATTER(BC_WatchMyBack, m_pControlledPlayer->GetEntityId());
        }
}
开发者ID:eBunny,项目名称:EmberProject,代码行数:52,代码来源:MountedGunController.cpp


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