本文整理汇总了C++中KPlayer::IsEquiped方法的典型用法代码示例。如果您正苦于以下问题:C++ KPlayer::IsEquiped方法的具体用法?C++ KPlayer::IsEquiped怎么用?C++ KPlayer::IsEquiped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::IsEquiped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: LuaGetSetAttrib
int KCustomEquipInfo::LuaGetSetAttrib(Lua_State* L)
{
int nResult = 0;
int nSetEquipCount = 0;
int nIndex = 0;
int nEquipedNum = 0;
KSetInfo* pSetInfo = NULL;
KPlayer* pPlayer = NULL;
int nTable = 0;
KG_PROCESS_ERROR(nSetID > 0);
pSetInfo = g_pSO3World->m_ItemManager.m_ItemLib.GetSetInfo(nSetID);
KGLOG_PROCESS_ERROR(pSetInfo);
pPlayer = g_pSO3World->m_PlayerSet.GetObj(g_pSO3World->m_dwClientPlayerID);
KGLOG_PROCESS_ERROR(pPlayer);
Lua_PushNumber(L, pSetInfo->dwUiID);
Lua_NewTable(L);
nTable = Lua_GetTopIndex(L);
for (int i = 0; i < MAX_SET_PART_NUM; ++i)
{
KCustomEquipInfo *pInfo = pSetInfo->pEquipList[i];
if (pInfo)
{
++nSetEquipCount;
Lua_PushNumber(L, nSetEquipCount);
Lua_NewTable(L);
int nAttrib = Lua_GetTopIndex(L);
Lua_PushString(L, "nUiId");
Lua_PushNumber(L, pInfo->nUiId);
Lua_SetTable(L, nAttrib);
Lua_PushString(L, "bEquiped");
int nEquiped = pPlayer->IsEquiped(pInfo);
if (nEquiped)
++nEquipedNum;
Lua_PushBoolean(L, nEquiped);
Lua_SetTable(L, nAttrib);
Lua_SetTable(L, nTable);
}
}
Lua_PushNumber(L, nSetEquipCount);
Lua_PushNumber(L, nEquipedNum);
Lua_NewTable(L);
nTable = Lua_GetTopIndex(L);
nIndex = 0;
for (int i = 1; i <= nSetEquipCount; ++i)
{
KAttribute Attribute;
if (g_pSO3World->m_ItemManager.GetSetAttrib(Attribute, nUiId, i))
{
if (Attribute.nKey != atInvalid)
{
++nIndex;
Lua_PushNumber(L, nIndex);
Lua_NewTable(L);
int nAttrib = Lua_GetTopIndex(L);
Lua_PushString(L, "nID");
Lua_PushNumber(L, Attribute.nKey);
Lua_SetTable(L, nAttrib);
Lua_PushString(L, "nCount");
Lua_PushNumber(L, i);
Lua_SetTable(L, nAttrib);
Lua_PushString(L, "nValue1");
Lua_PushNumber(L, Attribute.nValue1);
Lua_SetTable(L, nAttrib);
Lua_PushString(L, "nValue2");
Lua_PushNumber(L, Attribute.nValue2);
Lua_SetTable(L, nAttrib);
Lua_PushString(L, "bEquiped");
int nHave = false;
if (nEquipedNum >= i)
nHave = true;
Lua_PushBoolean(L, nHave);
Lua_SetTable(L, nAttrib);
Lua_SetTable(L, nTable);
}
}
}
nResult = 5;
Exit0:
//.........这里部分代码省略.........