本文整理汇总了C++中Landscape::GetTextureName方法的典型用法代码示例。如果您正苦于以下问题:C++ Landscape::GetTextureName方法的具体用法?C++ Landscape::GetTextureName怎么用?C++ Landscape::GetTextureName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Landscape
的用法示例。
在下文中一共展示了Landscape::GetTextureName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: Finish
void BeastAction::Finish()
{
PackLightmaps();
Landscape *land = FindLandscape(workingScene);
if(land)
{
FilePath textureName = land->GetTextureName(DAVA::Landscape::TEXTURE_COLOR);
textureName.ReplaceFilename("temp_beast.png");
FileSystem::Instance()->DeleteFile(textureName);
}
FileSystem::Instance()->DeleteDirectory(GetLightmapDirectoryPath());
FileSystem::Instance()->DeleteDirectory(FileSystem::Instance()->GetCurrentWorkingDirectory() + "temp_beast/");
}
示例2: Update
void EditorBodyControl::Update(float32 timeElapsed)
{
Entity * selection = scene->GetProxy();
if (selection)
{
rotationCenter = selection->GetWorldTransform().GetTranslationVector();
ArrowsNode* arrowsNode = GetArrowsNode(true);
if (arrowsNode)
UpdateArrowsNode(selection);
}
else
{
ArrowsNode* arrowsNode = GetArrowsNode(false);
if (arrowsNode)
{
arrowsNode->SetVisible(false);
SceneData *activeScene = SceneDataManager::Instance()->SceneGetActive();
activeScene->RemoveSceneNode(arrowsNode);
}
}
if(cameraController)
{
cameraController->Update(timeElapsed);
}
if(currentLandscapeEditor)
{
currentLandscapeEditor->Update(timeElapsed);
}
UIControl::Update(timeElapsed);
BeastProxy::Instance()->Update(beastManager);
if(BeastProxy::Instance()->IsJobDone(beastManager))
{
PackLightmaps();
BeastProxy::Instance()->SafeDeleteManager(&beastManager);
Landscape *land = scene->GetLandscape(scene);
if(land)
{
FilePath textureName = land->GetTextureName(DAVA::Landscape::TEXTURE_COLOR);
textureName.ReplaceFilename("temp_beast.png");
FileSystem::Instance()->DeleteFile(textureName);
}
#if defined (__DAVAENGINE_WIN32__)
BeastCommandLineTool *beastTool = dynamic_cast<BeastCommandLineTool *>(CommandLineManager::Instance()->GetActiveCommandLineTool());
if(beastTool)
{
QtMainWindowHandler::Instance()->SaveScene(scene, beastTool->GetScenePathname());
bool forceClose = CommandLineParser::CommandIsFound(String("-force"))
|| CommandLineParser::CommandIsFound(String("-forceclose"));
if(forceClose)
Core::Instance()->Quit();
}
#endif //#if defined (__DAVAENGINE_WIN32__)
QtMainWindowHandler::Instance()->ReloadSceneTextures();
}
}