本文整理汇总了C++中IAnimatedCharacter::UseAnimationMovementForEntity方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedCharacter::UseAnimationMovementForEntity方法的具体用法?C++ IAnimatedCharacter::UseAnimationMovementForEntity怎么用?C++ IAnimatedCharacter::UseAnimationMovementForEntity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::UseAnimationMovementForEntity方法的3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: SetMovementParameters
void CAnimActionAIStance::SetMovementParameters()
{
IAnimatedCharacter* pAnimatedCharacter = m_pPlayer->GetAnimatedCharacter();
if ( pAnimatedCharacter )
{
CAIAnimationComponent* pAnimationComponent = m_pPlayer->GetAIAnimationComponent();
CRY_ASSERT( pAnimationComponent );
if (pAnimationComponent->GetUseLegacyCoverLocator())
{
const bool toCoverStance = ( m_targetStance == STANCE_HIGH_COVER || m_targetStance == STANCE_LOW_COVER );
if ( toCoverStance )
{
pAnimatedCharacter->SetMovementControlMethods( eMCM_Entity, eMCM_Entity );
pAnimatedCharacter->UseAnimationMovementForEntity( true, true, false );
}
else
{
pAnimatedCharacter->SetMovementControlMethods( eMCM_AnimationHCollision, eMCM_Entity );
}
}
else
{
pAnimatedCharacter->SetMovementControlMethods( eMCM_AnimationHCollision, eMCM_Entity );
}
}
}
示例2: SetMovementControlledByAnimation
int CScriptBind_Actor::SetMovementControlledByAnimation(IFunctionHandler *pH, bool enable)
{
CActor *pActor = GetActor(pH);
if (!pActor)
return pH->EndFunction();
IAnimatedCharacter* pAnimChar = pActor->GetAnimatedCharacter();
if (!pAnimChar)
return pH->EndFunction();
if(enable)
{
pAnimChar->SetMovementControlMethods(eMCM_AnimationHCollision, eMCM_Animation);
pAnimChar->UseAnimationMovementForEntity( true, true, true );
}
else
{
pAnimChar->SetMovementControlMethods( eMCM_Entity, eMCM_Entity );
pAnimChar->UseAnimationMovementForEntity( false, false, false );
}
return pH->EndFunction();
}
示例3: RestoreMovementParameters
void CAnimActionAIStance::RestoreMovementParameters()
{
// We are currently not storing the parameters from SetMovementParameters, but going back to hopefully reasonable defaults instead.
IAnimatedCharacter* pAnimatedCharacter = m_pPlayer->GetAnimatedCharacter();
if ( pAnimatedCharacter )
{
pAnimatedCharacter->SetMovementControlMethods( eMCM_Entity, eMCM_Entity );
CAIAnimationComponent* pAnimationComponent = m_pPlayer->GetAIAnimationComponent();
CRY_ASSERT( pAnimationComponent );
if (pAnimationComponent->GetUseLegacyCoverLocator())
{
pAnimatedCharacter->UseAnimationMovementForEntity( false, false, false );
}
}
}