本文整理汇总了C++中IEntity::AddEntityLink方法的典型用法代码示例。如果您正苦于以下问题:C++ IEntity::AddEntityLink方法的具体用法?C++ IEntity::AddEntityLink怎么用?C++ IEntity::AddEntityLink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IEntity
的用法示例。
在下文中一共展示了IEntity::AddEntityLink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: SetParams
//------------------------------------------------------------------------
void CProjectile::SetParams(EntityId ownerId, EntityId hostId, EntityId weaponId, int damage, int hitTypeId, float damageDrop /*= 0.0f*/, float damageDropMinR /*=0.0f*/)
{
m_ownerId = ownerId;
m_weaponId = weaponId;
m_hostId = hostId;
m_damage = damage;
m_hitTypeId = hitTypeId;
m_damageDropPerMeter = damageDrop;
m_damageDropMinDisSqr = damageDropMinR*damageDropMinR;
if(m_hostId || m_ownerId)
{
IEntity *pSelfEntity = GetEntity();
if(pSelfEntity)
pSelfEntity->AddEntityLink("Shooter", m_ownerId);
IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_hostId?m_hostId:m_ownerId);
if(pEntity)
{
if(pSelfEntity)
{
//need to set AI species to the shooter - not to be scared of it's own rockets
IAIObject *projectileAI = pSelfEntity->GetAI();
IAIObject *shooterAI = pEntity->GetAI();
if(projectileAI && shooterAI)
projectileAI->SetFactionID(shooterAI->GetFactionID());
}
if(m_pPhysicalEntity && m_pPhysicalEntity->GetType()==PE_PARTICLE)
{
pe_params_particle pparams;
pparams.pColliderToIgnore = pEntity->GetPhysics();
m_pPhysicalEntity->SetParams(&pparams);
}
}
}
}
示例2: SetParams
//------------------------------------------------------------------------
void CProjectile::SetParams(EntityId ownerId, EntityId hostId, EntityId weaponId, int fmId, int damage, int hitTypeId)
{
m_ownerId = ownerId;
m_weaponId = weaponId;
m_fmId = fmId;
m_hostId = hostId;
m_damage = damage;
m_hitTypeId = hitTypeId;
if (m_hostId || m_ownerId)
{
IEntity* pSelfEntity = GetEntity();
if (pSelfEntity)
pSelfEntity->AddEntityLink("Shooter", m_ownerId);
IEntity *pEntity = gEnv->pEntitySystem->GetEntity(m_hostId?m_hostId:m_ownerId);
if (pEntity)
{
if (pSelfEntity)
{
//need to set AI species to the shooter - not to be scared of it's own rockets
IAIActor* pAIActor = CastToIAIActorSafe(pSelfEntity->GetAI());
IAIActor* pShooterAIActor = CastToIAIActorSafe(pEntity->GetAI());
if (pAIActor && pShooterAIActor)
{
AgentParameters ap = pAIActor->GetParameters();
ap.m_nSpecies = pShooterAIActor->GetParameters().m_nSpecies;
pAIActor->SetParameters(ap);
}
}
if (m_pPhysicalEntity && m_pPhysicalEntity->GetType()==PE_PARTICLE)
{
pe_params_particle pparams;
pparams.pColliderToIgnore = pEntity->GetPhysics();
m_pPhysicalEntity->SetParams(&pparams);
}
}
}
}