本文整理汇总了C++中MoonScriptCreatureAI::SetCanMove方法的典型用法代码示例。如果您正苦于以下问题:C++ MoonScriptCreatureAI::SetCanMove方法的具体用法?C++ MoonScriptCreatureAI::SetCanMove怎么用?C++ MoonScriptCreatureAI::SetCanMove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MoonScriptCreatureAI
的用法示例。
在下文中一共展示了MoonScriptCreatureAI::SetCanMove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: ForceofNeltharakuSpell
bool ForceofNeltharakuSpell(uint32 i, SpellPointer pSpell) // Becoming a Shadoweave Tailor
{
if(pSpell->u_caster->IsPlayer() == false)
return true;
PlayerPointer pPlayer= TO_PLAYER(pSpell->u_caster);
UnitPointer pUnit = TO_UNIT(pPlayer->GetMapMgr()->GetCreature(GET_LOWGUID_PART(pPlayer->GetSelection())));
if(pUnit == NULLUNIT)
return true;
if(!pUnit->IsCreature())
return true;
CreaturePointer pTarget = TO_CREATURE(pUnit);
QuestLogEntry *pQuest = pPlayer->GetQuestLogForEntry(10854);
if(pQuest == NULL)
return true;
if(pTarget->GetEntry() == 21722 && pPlayer->CalcDistance(pUnit)<30)
{
if ( pQuest && pQuest->GetMobCount(0) < pQuest->GetQuest()->required_mobcount[0] )
{
pTarget->CastSpell(pPlayer, dbcSpell.LookupEntry(38775), true);
pQuest->SetMobCount(0, pQuest->GetMobCount(0)+1);
pQuest->SendUpdateAddKill(0);
pQuest->UpdatePlayerFields();
if ( pTarget->GetScript() != NULL )
{
MoonScriptCreatureAI *pDrakeAI = static_cast<MoonScriptCreatureAI*>(pTarget->GetScript());
pDrakeAI->SetCanMove(true);
pDrakeAI->SetWaypointToMove(0);
}
}
}
return true;
}
示例2: AIUpdate
void AIUpdate()
{
if(IsTimerFinished(mJovaanTimer))
{
switch(mJovaanPhase)
{
case 0:
{
MoonScriptCreatureAI* pRazuunAI = SpawnCreature(21502, -3300.47f, 2927.22f, 173.870f, 2.42924f, false); // Spawn Razuun
if(pRazuunAI != NULL)
{
pRazuunAI->GetUnit()->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_2);
pRazuunAI->SetCanEnterCombat(false);
pRazuunAI->SetMoveType(Move_DontMoveWP);
pRazuunAI->SetCanMove(false);
}
_unit->SetStandState(STANDSTATE_KNEEL);
_unit->Emote(EMOTE_ONESHOT_TALK);
_unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "Everything is in readiness, warbringer.");
mJovaanPhase = 1;
ResetTimer(mJovaanTimer, 6000);
}
break;
case 1:
{
_unit->Emote(EMOTE_ONESHOT_TALK);
_unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "Warbringer, that will require the use of all the hold's infernals. It may leave us vulnerable to a counterattack.");
mJovaanPhase = 2;
ResetTimer(mJovaanTimer, 11000);
}
break;
case 2:
{
_unit->SetStandState(STANDSTATE_STAND);
mJovaanPhase = 3;
ResetTimer(mJovaanTimer, 1000);
}
break;
case 3:
{
_unit->Emote(EMOTE_ONESHOT_SALUTE);
_unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "It shall be as you say, warbringer. One last question, if I may...");
mJovaanPhase = 4;
ResetTimer(mJovaanTimer, 10000);
}
break;
case 4:
{
_unit->Emote(EMOTE_ONESHOT_QUESTION);
_unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "What's in the crate?");
mJovaanPhase = 5;
ResetTimer(mJovaanTimer, 10000);
}
break;
case 5:
{
_unit->Emote(EMOTE_ONESHOT_SALUTE);
mJovaanPhase = -1;
RemoveTimer(mJovaanTimer);
}
break;
}
}
ParentClass::AIUpdate();
}