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C++ KX_GameObject::GetGameObjectType方法代码示例

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


在下文中一共展示了KX_GameObject::GetGameObjectType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: BL_ConvertActuators


//.........这里部分代码省略.........
						{
						case ACT_SCENE_RESUME:
							mode = KX_SceneActuator::KX_SCENE_RESUME;
							break;
						case ACT_SCENE_SUSPEND:
							mode = KX_SceneActuator::KX_SCENE_SUSPEND;
							break;
						case ACT_SCENE_ADD_FRONT:
							mode = KX_SceneActuator::KX_SCENE_ADD_FRONT_SCENE;
							break;
						case ACT_SCENE_ADD_BACK:
							mode = KX_SceneActuator::KX_SCENE_ADD_BACK_SCENE;
							break;
						case ACT_SCENE_REMOVE:
							mode = KX_SceneActuator::KX_SCENE_REMOVE_SCENE;
							break;
						case ACT_SCENE_SET:
						default:
							mode = KX_SceneActuator::KX_SCENE_SET_SCENE;
							break;
						};
						
						if (sceneact->scene) {
							nextSceneName = sceneact->scene->id.name + 2;
						}
						
						break;
					}
				case ACT_SCENE_CAMERA:
					mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
					if (sceneact->camera)
					{
						KX_GameObject *tmp = converter->FindGameObject(sceneact->camera);
						if (tmp && tmp->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
							cam = (KX_Camera*)tmp;
					}
					break;
				case ACT_SCENE_RESTART:
					{
						
						mode =  KX_SceneActuator::KX_SCENE_RESTART;
						break;
					}
				default:
					; /* flag error */
				}
				tmpsceneact = new KX_SceneActuator(
				            gameobj,
				            mode,
				            scene,
				            ketsjiEngine,
				            nextSceneName,
				            cam);
				baseact = tmpsceneact;
				break;
			}
		case ACT_GAME:
			{
				bGameActuator *gameact = (bGameActuator *) bact->data;
				KX_GameActuator* tmpgameact;
				STR_String filename = maggiename;
				STR_String loadinganimationname = "";
				int mode = KX_GameActuator::KX_GAME_NODEF;
				switch (gameact->type)
				{
				case ACT_GAME_LOAD:
开发者ID:DarkDefender,项目名称:blender-npr-tess2,代码行数:67,代码来源:KX_ConvertActuators.cpp


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