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C++ Opt::SetSelectedWeapon方法代码示例

本文整理汇总了C++中Opt::SetSelectedWeapon方法的典型用法代码示例。如果您正苦于以下问题:C++ Opt::SetSelectedWeapon方法的具体用法?C++ Opt::SetSelectedWeapon怎么用?C++ Opt::SetSelectedWeapon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Opt的用法示例。


在下文中一共展示了Opt::SetSelectedWeapon方法的1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: OnStartGameMode

void FreeForAllGameModeSystem::OnStartGameMode( core::StartGameModeEvent const& Evt )
{
    if ( Evt.mMode != "ffa" )
    {
        return;
    }
    ::engine::Engine::Get().SetEnabled< ::engine::SoldierSpawnSystem>( true );
    ::engine::Engine::Get().SetEnabled< ::engine::ctf::CtfSoldierSpawnSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::map::EditorSoldierSpawnSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::map::RoomEditorSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::map::EditorSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::map::EditorTargetSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::map::EditorGridSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::map::EditorBrushSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::core::FreeForAllGameModeSystem>( true );
    ::engine::Engine::Get().SetEnabled< ::core::CaptureTheFlagGameModeSystem>( false );
    ::engine::Engine::Get().SetEnabled< ::core::RogueGameModeSystem>( false );

    auto levelSelectionSystem = engine::Engine::Get().GetSystem<LevelSelectionSystem>();
    if ( levelSelectionSystem.IsValid() )
    {
        mScene.Load( levelSelectionSystem->GetSelectedLevel() );
    }
    else
    {
        L1("failed to retrieve LevelSelectionSystem\n");
        return;
    }
    //    glfwSetInputMode(engine::Engine::Get().GetSystem<engine::WindowSystem>()->GetWindow(),GLFW_CURSOR,GLFW_CURSOR_HIDDEN);
    Ui::Get().Load( "hud" );
    if ( ProgramState::Get().mMode == ProgramState::Client )
    {
        return;
    }

    if ( ProgramState::Get().mMode != ProgramState::Local )
    {
        return;
    }

    std::auto_ptr<Actor> Pl;
    for( int i = 0; i < 11; ++i )
    {
        Pl = ActorFactory::Get()( AutoId( "player" ) );

        Opt<IPositionComponent> positionC = Pl->Get<IPositionComponent>();
        positionC->SetX( -240 + i * 60 );
        positionC->SetY( 0.0 );
        Pl->Get<IInventoryComponent>();
        Opt<IInventoryComponent> inventoryC = Pl->Get<IInventoryComponent>();
        inventoryC->AddItem( AutoId( "plasma_gun" ) );
        inventoryC->SetSelectedWeapon( AutoId( "plasma_gun" ) );
        Opt<PlayerControllerComponent> pcc( Pl->Get<IControllerComponent>() );
        pcc->SetEnabled( false );
        pcc->mActive = false;
        pcc->mControllerId = i;
        Pl->Get<IMoveComponent>()->SetMoving( false );
        mScene.AddActor( Pl.release() );
    }
}
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注:本文中的Opt::SetSelectedWeapon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。