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类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() );
}
}