本文整理汇总了C++中OWN_IMPACT::GetSkillID方法的典型用法代码示例。如果您正苦于以下问题:C++ OWN_IMPACT::GetSkillID方法的具体用法?C++ OWN_IMPACT::GetSkillID怎么用?C++ OWN_IMPACT::GetSkillID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OWN_IMPACT
的用法示例。
在下文中一共展示了OWN_IMPACT::GetSkillID方法的4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:
VOID StdImpact059_T::SendLayerChangeMsg( OWN_IMPACT& rImp, Obj_Character& rMe ) const
{
__ENTER_FUNCTION
//通知客户端层数改变
// Info Other Impact
//通知其它客户端效果生效
Scene * pScene = rMe.getScene();
if(NULL==pScene||FALSE==rMe.IsActiveObj())
{
return;
}
GCCharBuff Msg2Other;
Msg2Other.SetReceiverID(rImp.GetCasterObjID());
Msg2Other.SetSenderID(rImp.GetCasterObjID());
Msg2Other.SetEnable(TRUE);
Msg2Other.SetSN(rImp.GetSN());
Msg2Other.SetBuffID(Impact_GetImpactID(rImp));
Msg2Other.SetSenderLogicCount(rImp.GetCasterLogicCount());
Msg2Other.SetSkillID( rImp.GetSkillID() );
Msg2Other.SetLayerCount( rImp.GetLayerCount() );
// 设置技能效果的持续时间 20100531 BLL
Msg2Other.SetContinuance( rImp.GetContinuance() );
if(INVALID_ID!=Impact_GetImpactID(rImp))
{
pScene->BroadCast(&Msg2Other, &rMe, TRUE);
}
__LEAVE_FUNCTION
}
示例2: GetSubImpactDataIndexByIndex
VOID StdImpact059_T::DoHitTarget( OWN_IMPACT& rImp, Obj_Character& rMe, OBJLIST& rTargets, HitFlagsForOBJLIST_T& HitFlagList, UINT& nCount ) const
{
__ENTER_FUNCTION
WORLD_POS const* pPos = rMe.getWorldPos();
//搜索目标列表
if(NULL!=pPos)
{
ScanUnitForTarget( rImp, rMe, pPos->m_fX, pPos->m_fZ, rTargets );
}
SkillID_t nSkillID = rImp.GetSkillID();
////根据技能ID从全局技能模板管理器中获得技能模板实例
//const SkillTemplateData_T* pSkillTemplate = g_SkillTemplateDataMgr.GetInstanceByID( iID );
HitFlagList.ClearAllFlags();
INT nIdx = 0;
for(nIdx=0; rTargets.m_Count>nIdx; ++nIdx)
{
Obj* pTarget = rTargets.m_aObj[nIdx];
if(NULL!=pTarget)
{
Obj_Character* pChar = (Obj_Character*)pTarget;
//如果命中,则把命中与否的列表置为命中
if(TRUE==HitThisTarget(rMe, *pChar, nSkillID))
{
//判断小球投送对象身上是否已经有同类型的效果存在,如果有
if( !IsCanSendToUnit( rImp, rMe, pChar ) )
{
continue;
}
////记录小球投送的对象
//(Obj_Character*)(m_aBallUniqueID[nIdx].m_pCharacter) = pChar;
////记录小球的全局ID
//(UINT)(m_aBallUniqueID[nIdx].m_uUniqueID) = g_ImpactCore.GetUniqueID();
//pChar->Impact_SetImpactUniqueID( m_aBallUniqueID[nIdx].m_uUniqueID );
INT nDataIndex = GetSubImpactDataIndexByIndex(rImp, 0);
if(0<nDataIndex)
{
g_ImpactCore.SendImpactToUnit( *pChar, nDataIndex, rMe.GetID(), nSkillID );
}
//g_ImpactCore.SendBallImpactToUnit( *pChar, STD_IMPACT_058, rMe.GetID() );
//Mark this Target Hitted
HitFlagList.MarkFlagByIndex(nIdx);
++nCount;
}
}
}
__LEAVE_FUNCTION
}
示例3: Impact_IsImpactInCollection
BOOL Impact_IsImpactInCollection(OWN_IMPACT& rImp, INT nCollectionID)
{
__ENTER_FUNCTION
INT nID=INVALID_ID;
IDCollection_T const* pCollection = NULL;
pCollection = g_IDCollectionMgr.GetInstanceByID(nCollectionID);
if(NULL!=pCollection)
{
switch (pCollection->GetType())
{
case IDCollection_T::TYPE_BUFF_ID:
if(TRUE==Impact_IsOverTimed(rImp))
{
nID = Impact_GetImpactID(rImp);
}
break;
case IDCollection_T::TYPE_IMPACT_LOGIC_ID:
nID = Impact_GetLogicID(rImp);
break;
case IDCollection_T::TYPE_IMPACT_MUTEX_ID:
nID = Impact_GetMutexID(rImp);
break;
case IDCollection_T::TYPE_SKILL_ID:
nID = rImp.GetSkillID();
break;
case IDCollection_T::TYPE_DIRECT_IMPACT_ID:
if(TRUE==Impact_IsOverTimed(rImp))
{
nID = Impact_GetImpactID(rImp);
}
break;
case IDCollection_T::TYPE_SKILL_LOGIC_ID:
default:
break;
}
if(INVALID_ID != nID)
{
if(0<pCollection->GetCollectionSize())
{
return pCollection->IsThisIDInCollection(nID);
}
}
}
return FALSE;
__LEAVE_FUNCTION
return FALSE;
}
示例4: if
BOOL StdImpact059_T::IsCanSendToUnit( OWN_IMPACT& rImp, Obj_Character& rMe, Obj_Character* pChar ) const
{
//获得技能使用者身上的效果列表
__ENTER_FUNCTION
OWN_IMPACT* pImpact = pChar->Impact_GetFirstImpactOfSpecificSkillID( rImp.GetSkillID() );
if( NULL == pImpact )
{
if( pChar->Impact_IsCanReciveBallImpact( rImp ) )
return TRUE;
}
else if( pImpact->GetCasterObjID()!=rMe.GetID() )
{
return TRUE;
}
return FALSE;
__LEAVE_FUNCTION
return FALSE;
}