本文整理汇总了C++中IDataStream::ReadBool方法的典型用法代码示例。如果您正苦于以下问题:C++ IDataStream::ReadBool方法的具体用法?C++ IDataStream::ReadBool怎么用?C++ IDataStream::ReadBool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IDataStream
的用法示例。
在下文中一共展示了IDataStream::ReadBool方法的12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: Load
void WBCompEldFrobbable::Load(const IDataStream& Stream) {
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if (Version >= VERSION_ISFROBBABLE) {
m_IsFrobbable = Stream.ReadBool();
}
if (Version >= VERSION_HOLDRELEASEMODE) {
m_HoldReleaseMode = Stream.ReadBool();
}
if (Version >= VERSION_FRIENDLYNAME) {
m_FriendlyName = Stream.ReadString();
}
if (Version >= VERSION_FROBVERB) {
m_FrobVerb = Stream.ReadString();
}
if (Version >= VERSION_BOUNDS) {
Stream.Read(sizeof(Vector), &m_BoundOffset);
Stream.Read(sizeof(Vector), &m_BoundExtents);
}
}
示例2: Load
void WBCompEldWatson::Load( const IDataStream& Stream )
{
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if( Version >= VERSION_ACTIVATED )
{
m_Activated = Stream.ReadBool();
}
if( Version >= VERSION_PRIMED )
{
m_Primed = Stream.ReadBool();
}
}
示例3: Load
void WBCompRodinBehaviorTree::Load(const IDataStream& Stream) {
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if (Version >= VERSION_PAUSED) {
m_Paused = Stream.ReadBool();
}
}
示例4: Load
void WBCompEldVisible::Load(const IDataStream& Stream) {
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if (Version >= VERSION_VISIBLE) {
m_Visible = Stream.ReadBool();
}
}
示例5: Load
void WBCompEldSleeper::Load(const IDataStream& Stream) {
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if (Version >= VERSION_AWAKE) {
m_IsAwake = Stream.ReadBool();
}
}
示例6: Load
void WBCompEldFrobber::Load(const IDataStream& Stream) {
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if (Version >= VERSION_FROBDISABLED) {
m_FrobDisabled = Stream.ReadBool();
}
}
示例7: Load
void WBCompEldLock::Load( const IDataStream& Stream )
{
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if( Version >= VERSION_LOCKED )
{
m_Locked = Stream.ReadBool();
}
}
示例8: Load
void WBCompEldHard::Load( const IDataStream& Stream )
{
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if( Version >= VERSION_HARD )
{
m_Hard = Stream.ReadBool();
}
}
示例9: Load
void WBCompEldAnchor::Load( const IDataStream& Stream )
{
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if( Version >= VERSION_ANCHOR )
{
Stream.Read( sizeof( Vector ), &m_AnchorPoint );
m_IsAnchored = Stream.ReadBool();
}
}
示例10: Load
void WBCompEldLight::Load( const IDataStream& Stream )
{
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if( Version >= VERSION_LIGHT )
{
m_HasAddedLight = Stream.ReadBool();
Stream.Read( sizeof( Vector ), &m_LightLocation );
}
}
示例11: Load
void WBCompEldRope::Load(const IDataStream& Stream) {
XTRACE_FUNCTION;
const uint Version = Stream.ReadUInt32();
if (Version >= VERSION_ANCHOR) {
Stream.Read(sizeof(Vector), &m_Anchor);
}
if (Version >= VERSION_DROPPED) {
m_Dropped = Stream.ReadBool();
}
}
示例12: Load
void WBCompEldMesh::Load(const IDataStream& Stream) {
XTRACE_FUNCTION;
ASSERT(m_Mesh);
const uint Version = Stream.ReadUInt32();
if (Version >= VERSION_MESHNAME) {
const SimpleString MeshName = Stream.ReadString();
if (MeshName != m_MeshName) {
SetMesh(MeshName);
}
}
if (Version >= VERSION_TEXTURENAME) {
const SimpleString TextureName = Stream.ReadString();
if (TextureName != m_TextureName) {
SetTexture(TextureName);
}
}
if (Version >= VERSION_MESHSCALE) {
Stream.Read(sizeof(Vector), &m_Mesh->m_Scale);
}
if (Version >= VERSION_HIDDEN) {
m_Hidden = Stream.ReadBool();
}
if (Version >= VERSION_ANIMATION) {
const int AnimationIndex = Stream.ReadInt32();
const float AnimationTime = Stream.ReadFloat();
const int AnimationEndBehavior = Stream.ReadInt32();
const float AnimationPlayRate =
(Version >= VERSION_ANIMRATE) ? Stream.ReadFloat() : 1.0f;
if (m_Mesh->IsAnimated()) {
WB_MAKE_EVENT(SetAnim, GetEntity());
WB_SET_AUTO(SetAnim, Int, AnimationIndex, AnimationIndex);
WB_SET_AUTO(SetAnim, Float, AnimationTime, AnimationTime);
WB_SET_AUTO(SetAnim, Int, AnimationEndBehavior, AnimationEndBehavior);
WB_SET_AUTO(SetAnim, Float, AnimationPlayRate, AnimationPlayRate);
WB_QUEUE_EVENT(GetEventManager(), SetAnim, GetEntity());
}
}
}