本文整理汇总了C++中PlayerState::getNetworkPlayerState方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerState::getNetworkPlayerState方法的具体用法?C++ PlayerState::getNetworkPlayerState怎么用?C++ PlayerState::getNetworkPlayerState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PlayerState
的用法示例。
在下文中一共展示了PlayerState::getNetworkPlayerState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: process
virtual T process()
{
ObjectiveInterface::syncObjectives( connect_client );
PowerUpInterface::syncPowerUps( connect_client );
PlayerState * player = PlayerInterface::getPlayer(connect_client->getPlayerIndex());
player->setStateSelectingFlag();
PlayerFlagSync pfs;
pfs.player_id = connect_client->player_id;
ResourceManager::getFlag(connect_client->player_id)->frameToBuffer(pfs.player_flag, sizeof(pfs.player_flag));
SERVER->broadcastMessage(&pfs, sizeof(pfs));
PlayerStateSync player_state_update
(player->getNetworkPlayerState());
SERVER->broadcastMessage( &player_state_update, sizeof(PlayerStateSync));
ConnectProcessStateMessage state_mesg;
state_mesg.setMessageEnum(_connect_state_sync_complete);
connect_client->sendMessage( &state_mesg,
sizeof(ConnectProcessStateMessage));
sendConnectionAlert( connect_client );
if (GameControlRulesDaemon::getGameState() == _game_state_prepare_team)
{
GameControlCyclePrepareTeam prepare_team_mesg;
SERVER->sendMessage(connect_client->player_id, &prepare_team_mesg, sizeof(GameControlCyclePrepareTeam));
}
return connect_state_idle;
}
示例2: updatemsg
Uint16
BotManager::addBot()
{
PlayerState *p = PlayerInterface::allocateNewPlayer();
if ( p )
{
Bot * b = new BotPlayer(p->getID());
bot_list.push_back(b);
ResourceManagerSyncFlagMessage flagmsg;
ResourceManager::getFlagData("bot.bmp",(Uint8*)&flagmsg.flagdata);
flagmsg.setFlagID(ResourceManager::registerFlagFromData((Uint8*)&flagmsg.flagdata));
p->setName("Bot");
p->setFlag(flagmsg.getFlagID());
p->setStatus(_player_state_active);
NetworkServer::broadcastMessage(&flagmsg, sizeof(flagmsg));
PlayerStateSync updatemsg(p->getNetworkPlayerState());
NetworkServer::broadcastMessage( &updatemsg, sizeof(updatemsg));
SystemConnectAlert connect_alert;
connect_alert.set( p->getID(), _connect_alert_mesg_connect );
NetworkServer::broadcastMessage( &connect_alert, sizeof(SystemConnectAlert));
NetworkClient::sendMessage(&connect_alert, sizeof(SystemConnectAlert));
return p->getID();
}
return 0xffff;
}
示例3: enter
virtual void enter()
{
player = PlayerInterface::getPlayer(connect_client->getPlayerIndex());
sync_count = 0;
sync_done = 0;
sync_end = 0;
sync_total = UnitInterface::getTotalUnitCount();
if ( sync_total )
{
sync_end = UnitInterface::getUnits().rbegin()->first;
}
sync_end += 1;
ConnectProcessStateMessage state_mesg;
state_mesg.setMessageEnum(_connect_state_message_sync_units);
connect_client->sendMessage( &state_mesg,
sizeof(ConnectProcessStateMessage));
SERVER->addClientToSendList( connect_client );
PlayerState *p = PlayerInterface::getPlayer(connect_client->getPlayerIndex());
PlayerStateSync player_state_update( p->getNetworkPlayerState() );
SERVER->broadcastMessage(&player_state_update, sizeof(PlayerStateSync));
sendunitpercent_timer.reset();
time_out_timer.reset();
}