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C++ OWN_IMPACT::GetSkillID方法代码示例

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
		}
开发者ID:,项目名称:,代码行数:31,代码来源:

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

		}
开发者ID:,项目名称:,代码行数:50,代码来源:

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;
 }
开发者ID:gangzi4494,项目名称:web-pap,代码行数:47,代码来源:Impact_Core.cpp

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;
		}
开发者ID:,项目名称:,代码行数:19,代码来源:


注:本文中的OWN_IMPACT::GetSkillID方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。