本文整理汇总了C++中KPlayer::FireEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ KPlayer::FireEvent方法的具体用法?C++ KPlayer::FireEvent怎么用?C++ KPlayer::FireEvent使用的例子?那么恭喜您, 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KPlayer
的用法示例。
在下文中一共展示了KPlayer::FireEvent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: OnSyncPlayer
BOOL KPlayerBaseProcess::OnSyncPlayer( LPCBYTE pData, UINT uDataLen )
{
KS2C_SYNC_PLAYER* pReceived = (KS2C_SYNC_PLAYER*)pData;
// CheckSize
QCONFIRM_RET_FALSE(_offsetof(KS2C_SYNC_PLAYER, sVarSync.aMapVarSet) + sizeof(KMAP_VAR_VALUE) *
(pReceived->sVarSync.wMapVarNum) == uDataLen);
// TODO: improve
KPlayer* pPlayer = g_cPlayerMgr.GetById(pReceived->dwPlayerId);
if (pPlayer)
{
pPlayer->m_cPlayerClient.LoadSyncVarOther(pReceived->sVarSync);
pPlayer->SetPosition(pReceived->nX, pReceived->nY, pReceived->nZ);
pPlayer->SetMoveState((KE_MOVE_STATE)pReceived->nMoveState);
pPlayer->m_nVelocityXY = pReceived->nVelocityXY;
pPlayer->m_nDestX = pReceived->nDestX;
pPlayer->m_nDestY = pReceived->nDestY;
pPlayer->m_nDestZ = pReceived->nDestZ;
pPlayer->m_nFaceDirection = pReceived->nDirectionXY; // 暂时用速度方向代替
pPlayer->SetKinName(pReceived->szKinName);
pPlayer->SetKinId(pReceived->dwKinId);
pPlayer->SetKinFigure(pReceived->dwKinFigure);
QLogPrintf(LOG_LEVEL_WARNING, "[PlayerBaseProcess] %s :player_id=%d,already exists", __FUNCTION__, pReceived->dwPlayerId);
return FALSE;
}
else
{
pPlayer = g_cOrpgWorld.AddPlayer(pReceived->szName, pReceived->dwPlayerId);
QCONFIRM_RET_FALSE(pPlayer);
pPlayer->m_cPlayerClient.LoadSyncVarOther(pReceived->sVarSync);
// get client scene
IKScene* pScene = g_pSceneMgr->FirstScene();
QCONFIRM_RET_FALSE(pScene);
pScene->AddPlayer(pPlayer, pReceived->nX, pReceived->nY, pReceived->nZ);
pPlayer->SetMoveState((KE_MOVE_STATE)pReceived->nMoveState);
pPlayer->m_nVelocityXY = pReceived->nVelocityXY;
pPlayer->m_nDestX = pReceived->nDestX;
pPlayer->m_nDestY = pReceived->nDestY;
pPlayer->m_nDestZ = pReceived->nDestZ;
pPlayer->m_nFaceDirection = pReceived->nDirectionXY; // 暂时用速度方向代替
pPlayer->SetKinName(pReceived->szKinName);
pPlayer->SetKinId(pReceived->dwKinId);
pPlayer->SetKinFigure(pReceived->dwKinFigure);
pPlayer->FireEvent(emKOBJEVENTTYPE_CHARACTER_ENTER_SCENE, pPlayer->GetId(), FALSE, 0);
return TRUE;
}
return TRUE;
}
示例2: OnSyncSelf
BOOL KPlayerBaseProcess::OnSyncSelf( LPCBYTE pData, UINT uDataLen )
{
KS2C_SYNC_SELF* pSData = (KS2C_SYNC_SELF* )pData;
g_cOrpgWorld.m_dwClientSceneId = pSData->dwSceneId;
KPlayer* pPlayer = g_cPlayerMgr.GetById(g_cOrpgWorld.m_dwClientPlayerId);
QCONFIRM_RET_FALSE(pPlayer);
// 为了加载地图时,加快3D地图的加载所作的优化
pPlayer->m_nX = pSData->nX;
pPlayer->m_nY = pSData->nY;
pPlayer->m_nZ = pSData->nZ;
pPlayer->m_nFaceDirection = pSData->nDirectionXY;
IKScene* pScene = g_cOrpgWorld.LoadScene(pSData->dwSceneId);
QCONFIRM_RET_FALSE(pScene);
//modify by wdb
const KSCENE_CONFIG* pSceneCfg = g_pSceneMgr->GetSceneInfo(g_cOrpgWorld.m_dwClientSceneId);
QCONFIRM_RET_FALSE(pSceneCfg);
CHAR szNavPath[MAX_PATH] = {0};
snprintf(szNavPath,
countof(szNavPath) - 1,
"%s/%s%s",
pSceneCfg->szPath,
pSceneCfg->szClass,
KD_SCENE_NAVFILE_EXT);
IKPlayerFindPath* pIKPlayerFindPath = GetPlayerFindPath(pPlayer);
QCONFIRM_RET_FALSE(pIKPlayerFindPath);
BOOL bLoadRet = pIKPlayerFindPath->LoadNavPath(szNavPath);
if (!bLoadRet)
{
QLogPrintf(LOG_INFO, "Load Scene Name:%s Navigate Path File %s Failed!\n", pSceneCfg->szClass, szNavPath);
}
pScene->AddPlayer(pPlayer, pSData->nX, pSData->nY, pSData->nZ);
pPlayer->m_cPlayerClient.DynamicSceneFlag(pSData->nDynamicScene);
pPlayer->m_nDirectionXY = pSData->nDirectionXY;
pPlayer->m_nFaceDirection = pSData->nDirectionXY;
pPlayer->m_sMoveCtrl.nMoveCount = 0;
pPlayer->FireEvent(emKOBJEVENTTYPE_CHARACTER_ENTER_SCENE, pPlayer->GetId(), FALSE, 0);
return TRUE;
}