本文整理汇总了C++中StringIdChatParameter::setTO方法的典型用法代码示例。如果您正苦于以下问题:C++ StringIdChatParameter::setTO方法的具体用法?C++ StringIdChatParameter::setTO怎么用?C++ StringIdChatParameter::setTO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StringIdChatParameter
的用法示例。
在下文中一共展示了StringIdChatParameter::setTO方法的2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: handleObjectMenuSelect
int LootSchematicMenuComponent::handleObjectMenuSelect(SceneObject* sceneObject, CreatureObject* player, byte selectedID) {
if (!sceneObject->isTangibleObject())
return 0;
if (!player->isPlayerCreature())
return 0;
if(selectedID == 50) {
if (!sceneObject->isASubChildOf(player)) {
player->sendSystemMessage("@loot_schematic:must_be_holding"); // You must be holding that in order to use it.
return 0;
}
Reference<PlayerObject*> ghost = player->getSlottedObject("ghost").castTo<PlayerObject*>();
LootSchematicTemplate* schematicData = cast<LootSchematicTemplate*>(sceneObject->getObjectTemplate());
if (schematicData == NULL) {
error("No LootSchematicTemplate for: " + String::valueOf(sceneObject->getServerObjectCRC()));
return 0;
}
String skillNeeded = schematicData->getRequiredSkill();
if((!skillNeeded.isEmpty() && !player->hasSkill(skillNeeded))) {
StringIdChatParameter* noSkill = NULL;
noSkill = new StringIdChatParameter("@loot_schematic:not_enough_skill"); // You must have %TO skill in order to understand this.
noSkill->setTO(skillNeeded);
player->sendSystemMessage(*noSkill);
return 0;
}
ManagedReference<DraftSchematic* > schematic = SchematicMap::instance()->get(schematicData->getTargetDraftSchematic().hashCode());
if (schematic == NULL) {
player->sendSystemMessage("Error learning schematic, try again later");
error("Unable to create schematic: " + schematicData->getTargetDraftSchematic());
return 0;
}
if(ghost->addRewardedSchematic(schematic, SchematicList::LOOT, schematicData->getTargetUseCount(), true)) {
TangibleObject* tano = cast<TangibleObject*>(sceneObject);
if(tano != NULL)
tano->decreaseUseCount();
player->sendSystemMessage("@loot_schematic:schematic_learned"); // You acquire a new crafting schematic!
}
return 0;
} else
return TangibleObjectMenuComponent::handleObjectMenuSelect(sceneObject, player, selectedID);
return 0;
}
示例2: handleCharacterBuilderSelectItem
//.........这里部分代码省略.........
modName = "(Chef)";
apron->addSkillMod(SkillModManager::WEARABLE, "food_assembly", 25);
apron->addSkillMod(SkillModManager::WEARABLE, "food_experimentation", 25);
} else if(templatePath == "crafting_apron_architect") {
modName = "(Architect)";
apron->addSkillMod(SkillModManager::WEARABLE, "structure_assembly", 25);
apron->addSkillMod(SkillModManager::WEARABLE, "structure_experimentation", 25);
apron->addSkillMod(SkillModManager::WEARABLE, "structure_complexity", 25);
} else if(templatePath == "crafting_apron_droid_engineer") {
modName = "(Droid Engineer)";
apron->addSkillMod(SkillModManager::WEARABLE, "droid_assembly", 25);
apron->addSkillMod(SkillModManager::WEARABLE, "droid_experimentation", 25);
apron->addSkillMod(SkillModManager::WEARABLE, "droid_complexity", 25);
} else if(templatePath == "crafting_apron_doctor") {
modName = "(Doctor)";
apron->addSkillMod(SkillModManager::WEARABLE, "medicine_assembly", 25);
apron->addSkillMod(SkillModManager::WEARABLE, "medicine_experimentation", 25);
} else if(templatePath == "crafting_apron_combat_medic") {
modName = "(Combat Medic)";
apron->addSkillMod(SkillModManager::WEARABLE, "combat_medicine_assembly", 25);
apron->addSkillMod(SkillModManager::WEARABLE, "combat_medicine_experimentation", 25);
}
UnicodeString apronName = "Crafting Apron " + modName;
apron->setCustomObjectName(apronName, false);
}
ManagedReference<SceneObject*> inventory = player->getSlottedObject("inventory");
apron->sendTo(player, true);
inventory->transferObject(apron, -1, true);
StringIdChatParameter stringId;
stringId.setStringId("@faction_perk:bonus_base_name"); //You received a: %TO.
stringId.setTO(apron);
player->sendSystemMessage(stringId);
} else if (templatePath == "enhance_character") {
ManagedReference<SceneObject*> scob = cbSui->getUsingObject();
if (scob != NULL) {
if (scob->getGameObjectType() == SceneObjectType::CHARACTERBUILDERTERMINAL) {
CharacterBuilderTerminal* bluefrog = cast<CharacterBuilderTerminal*>( scob.get());
bluefrog->enhanceCharacter(player);
}
}
} else if (templatePath == "credits") {
player->addCashCredits(50000, true);
player->sendSystemMessage("You have received 50.000 Credits");
} else if (templatePath == "faction_rebel") {
ghost->increaseFactionStanding("rebel", 100000);
} else if (templatePath == "faction_imperial") {
ghost->increaseFactionStanding("imperial", 100000);
} else if (templatePath == "language") {
ManagedReference<SceneObject*> scob = cbSui->getUsingObject();
if (scob != NULL) {
if (scob->getGameObjectType() == SceneObjectType::CHARACTERBUILDERTERMINAL) {