本文整理汇总了C++中IEntity::AttachChild方法的典型用法代码示例。如果您正苦于以下问题:C++ IEntity::AttachChild方法的具体用法?C++ IEntity::AttachChild怎么用?C++ IEntity::AttachChild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::AttachChild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: Open
//------------------------------------------------------------------------
void CParachute::Open()
{
// not used any more
return;
IEntity* pCanvas = m_pEntitySystem->GetEntity(m_canvasId);
// enable canvas physics
EnablePhysics(pCanvas, true);
if (!pCanvas->GetPhysics())
{
CryLog("[Parachute] Canvas physics enabling failed!");
return;
}
// set canvas to players pos
IEntity* pOwner = GetOwner();
pCanvas->SetWorldTM(pOwner->GetWorldTM());
pCanvas->AttachChild(pOwner);
m_actorId = pOwner->GetId();
// attach player to canvas
GetOwnerActor()->LinkToVehicle(m_canvasId);
m_isOpened = true;
EnableUpdate(true, eIUS_General);
pe_action_awake awake;
awake.bAwake = true;
pCanvas->GetPhysics()->Action(&awake);
if (pOwner->GetPhysics())
{
pe_status_dynamics dyn;
if (pOwner->GetPhysics()->GetStatus(&dyn))
{
// set parachute to player's speed
pe_action_set_velocity vel;
vel.v = 0.75f*dyn.v;
pCanvas->GetPhysics()->Action(&vel);
}
}
}
示例2: OnReset
void CHeavyMountedWeapon::OnReset()
{
BaseClass::OnReset();
m_rippedOff = m_rippingOff = false;
m_stats.mounted = true;
m_rotatingSoundID = INVALID_SOUNDID;
m_lastUsedFrame = -1;
Physicalize(false, false);
RequireUpdate(eIUS_General);
if (m_linkedParentId != 0)
{
IEntity* pLinkedParent = gEnv->pEntitySystem->GetEntity(m_linkedParentId);
if (pLinkedParent)
{
pLinkedParent->AttachChild(GetEntity());
}
m_linkedParentId = 0;
}
}
示例3: FixAttachment
void CLaserBeam::FixAttachment(IEntity* pLaserEntity)
{
m_usingEntityAttachment = false;
IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();
CItem* pOwnerItem = static_cast<CItem*>(pItemSystem->GetItem(m_ownerEntityId));
if (pOwnerItem)
{
IEntity* pOwnerEntity = pOwnerItem->GetEntity();
IEntity* pAttachedEntity = pOwnerEntity;
const char* attach_helper = "laser_term";
Vec3 offset = pOwnerItem->GetSlotHelperPos(m_geometrySlot, attach_helper, false);
if(m_geometrySlot == eIGS_FirstPerson)
{
if(pOwnerItem->IsAccessory())
{
EntityId parentId = pOwnerItem->GetParentId();
if(parentId)
{
if(CItem* pParentItem = static_cast<CItem*>(pItemSystem->GetItem(parentId)))
{
const SAccessoryParams* pParams = pParentItem->GetAccessoryParams(pAttachedEntity->GetClass());
attach_helper = pParams->attach_helper.c_str();
pAttachedEntity = pParentItem->GetEntity();
}
}
}
if(pAttachedEntity)
{
ICharacterInstance *pCharacter = pAttachedEntity->GetCharacter(eIGS_FirstPerson);
if (pCharacter)
{
IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
IAttachment *pLaserAttachment = pAttachmentManager->GetInterfaceByName(LASER_ATTACH_NAME);
if(!pLaserAttachment)
{
IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(attach_helper);
if(pAttachment)
{
const char* pBone = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton()->GetJointNameByID(pAttachment->GetJointID());
pLaserAttachment = pAttachmentManager->CreateAttachment(LASER_ATTACH_NAME, CA_BONE, pBone);
if(pLaserAttachment)
{
QuatT relative = pAttachment->GetAttRelativeDefault();
if(pOwnerItem->GetEntity() != pAttachedEntity)
{
Matrix34 mtx(relative);
relative.t = relative * offset;
}
pLaserAttachment->SetAttRelativeDefault(relative);
}
}
}
if(pLaserAttachment)
{
CEntityAttachment* pEntAttach = new CEntityAttachment;
pEntAttach->SetEntityId(m_laserEntityId);
pLaserAttachment->AddBinding(pEntAttach);
pLaserAttachment->HideAttachment(0);
m_usingEntityAttachment = true;
}
}
}
}
if(!m_usingEntityAttachment && pOwnerEntity)
{
pOwnerEntity->AttachChild(pLaserEntity);
pLaserEntity->SetLocalTM(Matrix34::CreateTranslationMat(offset));
}
}
}