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C++ InventoryItemRef::speed方法代码示例

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


在下文中一共展示了InventoryItemRef::speed方法的1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: CheckAttacks

void NPCAIMgr::CheckAttacks(SystemEntity *target) {
	if(m_mainAttackTimer.Check(false)) {
		_log(NPC__AI_TRACE, "[%u] Attack timer expired. Attacking %u.", m_npc->GetID(), target->GetID());
		
		InventoryItemRef self = m_npc->Item();

		//reset the attack timer.
		//NOTE: there is probably a more intelligent way to make this descision.
		//if(self->entityAttackDelayMax() <= 0) {
			//use speed field...
			m_mainAttackTimer.Start(self->speed());
		//} else {
			//I think this field is actually meant as a reaction time to the player showing up in range.
		//	m_mainAttackTimer.Start(MakeRandomInt(
		//		self->entityAttackDelayMin(), 
		//		self->entityAttackDelayMax() ));
		//}
		//Do main attack...

		//check our attack range...
		if(m_npc->DistanceTo2(target) > m_entityAttackRange2) {
			_log(NPC__AI_TRACE, "[%u] Target (%u) is too far away (%.2f > %.2f)", m_npc->GetID(), target->GetID(), m_npc->DistanceTo2(target), m_entityAttackRange2);
			_EnterFollowing(target);
			return;
		}

		//TODO: check to-hit...
		
		//TODO: Need to consult dgmTypeEffects to determine what kind 
		// of effects to throw for this attack.
		_SendWeaponEffect("effects.Laser", target);
		
		Damage d(
			m_npc, (InventoryItemRef)self,
			effectTargetAttack);	//should get this from somewhere.
		m_npc->ApplyDamageModifiers(d, m_npc);
		
		target->ApplyDamage(d);
	}
}
开发者ID:AlTahir,项目名称:Apocrypha_combo,代码行数:40,代码来源:NPCAI.cpp


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