本文整理汇总了C++中SFlowNodeConfig类的典型用法代码示例。如果您正苦于以下问题:C++ SFlowNodeConfig类的具体用法?C++ SFlowNodeConfig怎么用?C++ SFlowNodeConfig使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SFlowNodeConfig类的15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: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig<bool>( "A",_HELP("out = A op B") ),
InputPortConfig<bool>( "B",_HELP("out = A op B") ),
InputPortConfig<bool>( "Always", _HELP("if true, the outputs will be activated every time an input is. If false, outputs only will be activated when the value does change") ),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig<bool>("out",_HELP("out = A op B")),
OutputPortConfig<bool>("true",_HELP("triggered if out is true")),
OutputPortConfig<bool>("false",_HELP("triggered if out is false")),
{0}
};
config.sDescription = _HELP( "Do logical operation on input ports and outputs result to [out] port. True port is triggered if the result was true, otherwise the false port is triggered." );
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.nFlags |= EFLN_AISEQUENCE_SUPPORTED;
config.SetCategory(EFLN_APPROVED);
}
示例2: GetConfiguration
void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] =
{
InputPortConfig<bool>("Enabled", true, _HELP("To enable/disable the node.")),
{0}
};
static const SOutputPortConfig outputs[] = {
OutputPortConfig<int>("Awareness", _HELP("0-100")),
OutputPortConfig_Void("green", _HELP("Awareness=0")),
OutputPortConfig_Void("yellow", _HELP("Awareness between 0-50")),
OutputPortConfig_Void("red", _HELP("Awareness >50")),
{0}
};
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Outputs a value that represents the AI enemy awareness of the player. This value closely matches the HUD alertness indicator. \nOutputs are triggered only when they change.");
config.SetCategory(EFLN_APPROVED);
}
示例3: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] = {
InputPortConfig<bool> ("Asian", false, _HELP("If true, use Asian material, otherwise US")),
InputPortConfig_Void ("Cloak", _HELP("Trigger to select Cloak Mode")),
InputPortConfig_Void ("Strength", _HELP("Trigger to select Strength Mode")),
InputPortConfig_Void ("Defense", _HELP("Trigger to select Defense Mode")),
InputPortConfig_Void ("Speed", _HELP("Trigger to select Speed Mode")),
{0}
};
static const SOutputPortConfig outputs[] = {
OutputPortConfig_Void("Done", _HELP("Triggered when Done.")),
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Fake Materials on Characters (non Player/AI) NanoSuit for Cinematics");
config.SetCategory(EFLN_WIP);
}
示例4: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig &config)
{
static const SInputPortConfig inputs[] =
{
InputPortConfig_Void("Get", _HELP("Get minimap info")),
{0}
};
static const SOutputPortConfig outputs[] =
{
OutputPortConfig_Void("OnGet", _HELP("Tirggers of port <Get> is activeated")),
OutputPortConfig<string>("MapFile", _HELP("Name of minimap dds file")),
OutputPortConfig<int> ("Width", _HELP("Minimap width")),
OutputPortConfig<int> ("Height", _HELP("Minimap height")),
{0}
};
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Info about minimap");
config.SetCategory(EFLN_ADVANCED);
}
示例5: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig<Vec3>( "pos", "Input camera position." ),
InputPortConfig<Vec3>( "dir", "Input camera direction." ),
InputPortConfig<float>( "roll", "Input camera roll." ),
InputPortConfig<bool>( "active", true, "While false, the node wont output any value" ),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig<Vec3>("pos", "Current camera position."),
OutputPortConfig<Vec3>("dir", "Current camera direction."),
OutputPortConfig<float>("roll", "Current camera roll."),
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.SetCategory(EFLN_OBSOLETE);
}
示例6: GetConfiguration
void GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig in_ports[] =
{
InputPortConfig_Void( "Activate", _HELP("Connect event here to remove all items from inventory" )),
{0}
};
static const SOutputPortConfig out_ports[] =
{
OutputPortConfig<bool>("Done", _HELP("True when done successfully")),
{0}
};
config.sDescription = _HELP("When activated, removes all items from inventory.");
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = in_ports;
config.pOutputPorts = out_ports;
config.SetCategory(EFLN_APPROVED);
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:20,代码来源:FlowInventoryNodes.cpp
示例7: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig inputs[] = {
InputPortConfig_Void ("Link", _HELP("Link the Player to Target Entity")),
InputPortConfig_Void ("Unlink", _HELP("Unlink the Player (from any Entity)")),
InputPortConfig<EntityId> ("Target", _HELP("Target Entity Id") ),
InputPortConfig<int> ("DrawPlayer", 0, _HELP("Draw the Player (Hide=-1, NoChange=0, Show=1)"), 0, _UICONFIG("enum_int:NoChange=0,Hide=-1,Show=1")),
InputPortConfig<bool> ("KeepTransformationOnUnlink", true, _HELP("Keep Transformation on Unlink")),
{0}
};
static const SOutputPortConfig outputs[] = {
OutputPortConfig_Void ("Linked", _HELP("Trigger if Linked")),
OutputPortConfig_Void ("Unlinked", _HELP("Trigger if Unlinked")),
{0}
};
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.sDescription = _HELP("Linking the Player to an Entity (with FreeLook)");
config.SetCategory(EFLN_APPROVED);
}
示例8: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] =
{
InputPortConfig_Void ( "Trigger", _HELP("show debug informations on screen") ),
InputPortConfig<float> ( "Size", 1.5f, _HELP("font size")),
InputPortConfig<string>( "vehicleParts_Parts", _HELP("select vehicle parts"), 0, _UICONFIG("ref_entity=entityId") ),
{0}
};
static const SOutputPortConfig out_config[] =
{
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.SetCategory(EFLN_DEBUG);
}
示例9: GetConfiguration
virtual void GetConfiguration(SFlowNodeConfig& config)
{
static const SInputPortConfig in_config[] =
{
InputPortConfig_AnyType("Check", _HELP("Triggers a check of the current input control scheme")),
{0}
};
static const SOutputPortConfig out_config[] =
{
OutputPortConfig_AnyType("Keyboard", _HELP("Outputs the signal from Check input if the current control scheme is keyboard (Focus on keyboard")),
OutputPortConfig_AnyType("KeyboardMouse", _HELP("Outputs the signal from Check input if the current control scheme is keyboardmouse (Focus on mouse with keyboard")),
OutputPortConfig_AnyType("XBoxOneController", _HELP("Outputs the signal from Check input if the current control scheme is XBoxOne controller")),
OutputPortConfig_AnyType("PS4Controller", _HELP("Outputs the signal from Check input if the current control scheme is PS4 controller")),
{0}
};
config.sDescription = _HELP("Provides branching logic for different input control schemes");
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.SetCategory(EFLN_APPROVED);
}
示例10: GetConfiguration
void CFlashUIInventoryNode::GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig_Void( "Call", "Calls the function" ),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig_Void( "OnCall", "Triggered if this node starts the action" ),
OutputPortConfig<string>( "Args", "Comma separated argument string" ),
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.sDescription = "Outputs the players inventory as a string for UI processing";
config.SetCategory(EFLN_APPROVED);
}
示例11: GetConfiguration
// --------------------------------------------------------------
void CFlashUIFromArrayExNode::GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig_Void( "Get", "Get the value at \"Index\""),
InputPortConfig<string>( "Array", UIARGS_DEFAULT_DELIMITER_NAME " separated string" ),
InputPortConfig<int>( "Index", "Index" ),
InputPortConfig_Void( 0 ),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig_AnyType( "Value", "Value of element at \"Index\"" ),
{0}
};
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.sDescription = "Get specific Value from UI Array";
config.SetCategory(EFLN_APPROVED);
}
示例12: GetConfiguration
//------------------------------------------------------------------------------------------------------
void CFlashUIPlatformNode::GetConfiguration( SFlowNodeConfig &config )
{
static const SInputPortConfig in_config[] = {
InputPortConfig_Void( "get", "Get current platform" ),
{0}
};
static const SOutputPortConfig out_config[] = {
OutputPortConfig_Void( "IsPc", _HELP("Triggered on PC")),
OutputPortConfig_Void( "IsXBoxOne", _HELP("Triggered on XBox One")),
OutputPortConfig_Void( "IsPS4", _HELP("Triggered on PS4")),
OutputPortConfig_Void( "IsConsole", _HELP("Triggered on Consoles") ),
{0}
};
config.sDescription = "Node to get current platform, works also with selected platform of UIEmulator";
config.pInputPorts = in_config;
config.pOutputPorts = out_config;
config.SetCategory( EFLN_APPROVED );
}
示例13: GetConfiguration
void GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig in_ports[] =
{
InputPortConfig_Void( "Check", _HELP("Trigger this port to check if Actor's current weapon is zoomed" )),
InputPortConfig<string>( "Weapon", _HELP("Name of Weapon to check. Empty=All."), 0, _UICONFIG("enum_global:weapon")),
{0}
};
static const SOutputPortConfig out_ports[] =
{
OutputPortConfig_Void( "False", _HELP("Triggered if weapon is not zoomed.")),
OutputPortConfig_Void( "True", _HELP("Triggered if weapon is zoomed.")),
{0}
};
config.nFlags |= EFLN_TARGET_ENTITY;
config.pInputPorts = in_ports;
config.pOutputPorts = out_ports;
config.sDescription = _HELP("Checks if target actor's current weapon is zoomed.");
config.SetCategory(EFLN_WIP);
}
示例14: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig inputs[] = {
InputPortConfig<int>("Id", 0, _HELP("Id for the container")),
InputPortConfig_Void("Start",_HELP("Start iterating")),
{0}
};
static const SOutputPortConfig outputs[] = {
OutputPortConfig<int>("Error", _HELP("the number specifies the error - 1: containerId is invalid")),
OutputPortConfig_Void("Done", _HELP("Operation successfully completed")),
OutputPortConfig_AnyType("Out", _HELP("Value from the container")),
{0}
};
config.sDescription = _HELP("This node is used to iterator over containers");
config.pInputPorts = inputs;
config.pOutputPorts = outputs;
config.SetCategory(EFLN_APPROVED);
}
示例15: GetConfiguration
virtual void GetConfiguration( SFlowNodeConfig& config )
{
static const SInputPortConfig inPorts[] =
{
InputPortConfig_Void( "Enable" ),
InputPortConfig_Void( "Disable" ),
{ 0 }
};
static const SOutputPortConfig outPorts[] =
{
{ 0 }
};
config.pInputPorts = inPorts;
config.pOutputPorts = outPorts;
config.nFlags |= EFLN_TARGET_ENTITY;
config.sDescription = _HELP( "When enabled, combat mode changes the behaviour from trying to strictly follow paths to trying to find the best position in the path from where to engage the target. The default state is disabled." );
config.SetCategory( EFLN_APPROVED );
}