本文整理汇总了C++中MapSector::getCeilingTex方法的典型用法代码示例。如果您正苦于以下问题:C++ MapSector::getCeilingTex方法的具体用法?C++ MapSector::getCeilingTex怎么用?C++ MapSector::getCeilingTex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MapSector
的用法示例。
在下文中一共展示了MapSector::getCeilingTex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: problemDesc
virtual string problemDesc(unsigned index)
{
if (index >= sectors.size())
return "No unknown flats found";
MapSector* sector = sectors[index];
if (floor[index])
return S_FMT("Sector %d has unknown floor texture \"%s\"", sector->getIndex(), sector->getFloorTex());
else
return S_FMT("Sector %d has unknown ceiling texture \"%s\"", sector->getIndex(), sector->getCeilingTex());
}
示例2: if
//.........这里部分代码省略.........
// Offsets
double xoff, yoff;
if (item_type == MapEditor::SEL_FLOOR)
{
xoff = sector->floatProperty("xpanningfloor");
yoff = sector->floatProperty("ypanningfloor");
}
else
{
xoff = sector->floatProperty("xpanningceiling");
yoff = sector->floatProperty("ypanningceiling");
}
info2.push_back(S_FMT("Offsets: %1.2f, %1.2f", xoff, yoff));
// Scaling
double xscale, yscale;
if (item_type == MapEditor::SEL_FLOOR)
{
xscale = sector->floatProperty("xscalefloor");
yscale = sector->floatProperty("yscalefloor");
}
else
{
xscale = sector->floatProperty("xscaleceiling");
yscale = sector->floatProperty("yscaleceiling");
}
info2.push_back(S_FMT("Scale: %1.2fx, %1.2fx", xscale, yscale));
}
// Texture
if (item_type == MapEditor::SEL_FLOOR)
texname = sector->getFloorTex();
else
texname = sector->getCeilingTex();
texture = theMapEditor->textureManager().getFlat(texname, theGameConfiguration->mixTexFlats());
}
// Thing
else if (item_type == MapEditor::SEL_THING)
{
// index, type, position, sector, zpos, height?, radius?
// Get thing
MapThing* thing = map->getThing(item_index);
if (!thing) return;
object = thing;
// Index
info.push_back(S_FMT("Thing #%d", item_index));
// Position
if (theMapEditor->currentMapDesc().format == MAP_HEXEN || theMapEditor->currentMapDesc().format == MAP_UDMF)
info.push_back(S_FMT("Position: %d, %d, %d", (int)thing->xPos(), (int)thing->yPos(), (int)thing->floatProperty("height")));
else
info.push_back(S_FMT("Position: %d, %d", (int)thing->xPos(), (int)thing->yPos()));
// Type
ThingType* tt = theGameConfiguration->thingType(thing->getType());
if (tt->getName() == "Unknown")
info2.push_back(S_FMT("Type: %d", thing->getType()));
else
info2.push_back(S_FMT("Type: %s", tt->getName()));
// Args
if (theMapEditor->currentMapDesc().format == MAP_HEXEN ||