本文整理汇总了C++中SharedTangibleObjectTemplate::getAppearanceFilename方法的典型用法代码示例。如果您正苦于以下问题:C++ SharedTangibleObjectTemplate::getAppearanceFilename方法的具体用法?C++ SharedTangibleObjectTemplate::getAppearanceFilename怎么用?C++ SharedTangibleObjectTemplate::getAppearanceFilename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SharedTangibleObjectTemplate
的用法示例。
在下文中一共展示了SharedTangibleObjectTemplate::getAppearanceFilename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: initialAssembly
void CraftingSessionImplementation::initialAssembly(int clientCounter) {
ManagedReference<CraftingTool*> craftingTool = this->craftingTool.get();
ManagedReference<CreatureObject*> crafter = this->crafter.get();
ManagedReference<PlayerObject*> crafterGhost = this->crafterGhost.get();
ManagedReference<CraftingStation*> craftingStation = this->craftingStation.get();
ManagedReference<ManufactureSchematic*> manufactureSchematic = this->manufactureSchematic.get();
ManagedReference<TangibleObject*> prototype = this->prototype.get();
// Get the appropriate number of Experimentation points from Skill
ManagedReference<DraftSchematic*> draftSchematic = manufactureSchematic->getDraftSchematic();
// Set crafter
manufactureSchematic->setCrafter(crafter);
String expskill = draftSchematic->getExperimentationSkill();
experimentationPointsTotal = int(crafter->getSkillMod(expskill) / 10);
experimentationPointsUsed = 0;
// Calculate exp failure for red bars
int experimentalFailureRate = craftingManager.get()->calculateExperimentationFailureRate(crafter, manufactureSchematic, 0);
// Get the level of customization
String custskill = draftSchematic->getCustomizationSkill();
int custpoints = int(crafter->getSkillMod(custskill));
// Determine the outcome of the craft, Amazing through Critical
assemblyResult = craftingManager.get()->calculateAssemblySuccess(crafter,
draftSchematic, craftingTool->getEffectiveness());
Locker locker(prototype);
Locker schLock(manufactureSchematic);
//Set initial crafting percentages
craftingManager.get()->setInitialCraftingValues(prototype,manufactureSchematic,assemblyResult);
//prototype->setInitialCraftingValues(manufactureSchematic, assemblyResult);
Reference<CraftingValues*> craftingValues = manufactureSchematic->getCraftingValues();
craftingValues->setManufactureSchematic(manufactureSchematic);
craftingValues->setPlayer(crafter);
// Flag to get the experimenting window
if (craftingStation != NULL && (craftingValues->getVisibleExperimentalPropertyTitleSize() > 0 || manufactureSchematic->allowFactoryRun()))
// Assemble with Experimenting
state = 3;
else
// Assemble without Experimenting
state = 4;
// Start DPLAY9 ***********************************************************
// Updates the stage of crafting, sets the number of experimentation points
PlayerObjectDeltaMessage9* dplay9 = new PlayerObjectDeltaMessage9(crafter->getPlayerObject());
dplay9->setCraftingState(state); // 3 If Experimenting is active, 4 if already experimented/ No experimenting
dplay9->setExperimentationPoints(experimentationPointsTotal);
dplay9->close();
crafter->sendMessage(dplay9);
// End DPLAY9 *************************************************************
// Set Crafter name and generate serial number
String name = crafter->getFirstName();
prototype->setCraftersName(name);
String serial = craftingManager.get()->generateSerial();
prototype->setSerialNumber(serial);
// Update the prototype with new values
prototype->updateCraftingValues(craftingValues, true);
addSkillMods();
addWeaponDots();
// Set default customization
SharedTangibleObjectTemplate* templateData =
cast<SharedTangibleObjectTemplate*>(prototype->getObjectTemplate());
if (templateData == NULL) {
error("No template for: " + String::valueOf(prototype->getServerObjectCRC()));
return;
}
AssetCustomizationManagerTemplate::instance()->getCustomizationVariables(templateData->getAppearanceFilename().hashCode(), variables, true);
for (int i = 0; i < variables.size(); ++i) {
Reference<RangedIntCustomizationVariable*> var = cast<RangedIntCustomizationVariable*>(variables.get(i).get());
if(var != NULL) {
prototype->setCustomizationVariable(variables.elementAt(i).getKey(), var->getDefaultValue());
}
}
prototype->setComplexity(manufactureSchematic->getComplexity());
// Start DMSCO3 ***********************************************************
// Sends the updated values to the crafting screen
ManufactureSchematicObjectDeltaMessage3* dMsco3 =
new ManufactureSchematicObjectDeltaMessage3(manufactureSchematic);
dMsco3->updateCraftingValues(manufactureSchematic);
dMsco3->updateComplexity(manufactureSchematic->getComplexity());
dMsco3->close();
crafter->sendMessage(dMsco3);
//.........这里部分代码省略.........