本文整理汇总了C++中MovementInfo::MovementType方法的典型用法代码示例。如果您正苦于以下问题:C++ MovementInfo::MovementType方法的具体用法?C++ MovementInfo::MovementType怎么用?C++ MovementInfo::MovementType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MovementInfo
的用法示例。
在下文中一共展示了MovementInfo::MovementType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: UpdateMovement
void ModelDisplayState::UpdateMovement(const MovementInfo& info)
{
switch (info.MovementType())
{
case MovementInfo::moveTypeStand: SetAnimation(AnimType::STAND); break;
case MovementInfo::moveTypeWalkForward: SetAnimation(AnimType::RUN); break;
case MovementInfo::moveTypeWalkBackward: SetAnimation(AnimType::CROUCH_WALK); break;
case MovementInfo::moveTypeJump: SetAnimation(AnimType::JUMP); break;
case MovementInfo::moveTypeFall: SetAnimation(AnimType::FALLBACK); break;
case MovementInfo::moveTypeSwim: SetAnimation(AnimType::RUN); break;
case MovementInfo::moveTypeDie: SetAnimation(AnimType::DEATH_FALLBACK); break;
default:
ATLASSERT(false);
}
}
示例2: UpdateMovement
void ModelDisplayState::UpdateMovement(const MovementInfo& info)
{
T_enModelAnimation enAnimation = animIdle1;
T_enModelAnimationWeaponType enAnimWeaponType = animWeaponHand; // TODO set appropriately
// TODO check "combat" flag, e.g. for animIdleCombat, animRunCombat, etc.
// TODO implement variations of animations, e.g. animIdle1, animIdle2, animIdle3; etc.
bool bLoop = true;
bool bInterruptable = true;
switch (info.MovementType())
{
case MovementInfo::moveTypeStand: enAnimation = animIdle1; break;
case MovementInfo::moveTypeWalkForward: enAnimation = animRunning; break;
case MovementInfo::moveTypeWalkBackward: enAnimation = animMoveBackwards; break;
case MovementInfo::moveTypeJump: enAnimation = animJumping; bInterruptable = false; break;
case MovementInfo::moveTypeFall: enAnimation = animFalling; break;
case MovementInfo::moveTypeSwim: enAnimation = animSwimming; break;
case MovementInfo::moveTypeDie: enAnimation = animDeath1; bLoop = false; break;
}
SetAnimation(enAnimation, enAnimWeaponType, bLoop, bInterruptable);
}