本文整理汇总了C++中Opt::SetHP方法的典型用法代码示例。如果您正苦于以下问题:C++ Opt::SetHP方法的具体用法?C++ Opt::SetHP怎么用?C++ Opt::SetHP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Opt
的用法示例。
在下文中一共展示了Opt::SetHP方法的3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: ProcessPending
bool HealthMessageHandlerSubSystem::ProcessPending( Message const& message )
{
HealthMessage msg = static_cast<HealthMessage const&>( message );
Opt<Actor> actor = mScene.GetActor( msg.mActorGUID );
Opt<IHealthComponent> healthC = actor->Get<IHealthComponent>();
if ( !healthC.IsValid() )
{
L1( "no health_component found guid:%s\n", msg.mActorGUID );
return true;
}
L1( "executing %s: actorGUID %d \n", __FUNCTION__, msg.mActorGUID );
healthC->SetHP( msg.mHP );
healthC->GetMaxHP().mBase.Set( msg.mMaxHP );
healthC->GetMaxHP().mPercent.Set( msg.mMaxHPPercent / PRECISION );
healthC->GetMaxHP().mFlat.Set( msg.mMaxHPFlat );
return true;
}
示例2: Update
void ExplodeOnHitSystem::Update( double DeltaTime )
{
for( auto actor : mScene.GetActorsFromMap( GetType_static() ) )
{
Opt<IExplodeOnHitComponent> explodeOnHitC = actor->Get<IExplodeOnHitComponent>();
if ( !explodeOnHitC.IsValid() || !explodeOnHitC->IsExploded() )
{
continue;
}
WeaponItemSubSystem::Projectiles_t projectiles;
ExplodeOnDeathSystem::FillExplosionProjectiles( *explodeOnHitC.Get(), *actor, projectiles );
Scatter scatter;
WeaponItemSubSystem::Get()->AddProjectiles( *actor, projectiles, scatter );
Opt<IHealthComponent> healthC = actor->Get<IHealthComponent>();
if( healthC.IsValid() )
{
healthC->SetHP( 0 );
}
}
}
示例3: Update
void ExplodeOnHitSystem::Update( double DeltaTime )
{
for( ActorList_t::iterator it = mScene.GetActors().begin(), e = mScene.GetActors().end(); it != e; ++it )
{
Actor& actor = **it;
Opt<IExplodeOnHitComponent> explodeOnHitC = actor.Get<IExplodeOnHitComponent>();
if ( !explodeOnHitC.IsValid() || !explodeOnHitC->IsExploded() )
{
continue;
}
WeaponItemSubSystem::Projectiles_t projectiles;
ExplodeOnDeathSystem::FillExplosionProjectiles( *explodeOnHitC.Get(), actor, projectiles );
Scatter scatter;
WeaponItemSubSystem::Get()->AddProjectiles( actor, projectiles, scatter );
Opt<IHealthComponent> healthC = actor.Get<IHealthComponent>();
if( healthC.IsValid() )
{
healthC->SetHP( 0 );
}
}
}