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C++ VString类代码示例

本文整理汇总了C++中VString的典型用法代码示例。如果您正苦于以下问题:C++ VString类的具体用法?C++ VString怎么用?C++ VString使用的例子?那么恭喜您, 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VString类的4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: MapName

 MapName(VString<15> v) : _impl(v.oislice_h(std::find(v.begin(), v.end(), '.'))) {}
开发者ID:cinderweb,项目名称:tmwa,代码行数:1,代码来源:mmo.hpp

示例2: to__lower

 VString<23> to__lower() const
 {
     return _impl.to_lower();
 }
开发者ID:cinderweb,项目名称:tmwa,代码行数:4,代码来源:mmo.hpp

示例3: to__upper

 VString<23> to__upper() const
 {
     return _impl.to_upper();
 }
开发者ID:cinderweb,项目名称:tmwa,代码行数:4,代码来源:mmo.hpp

示例4: VVERIFY_OR_RET

void RPG_Action_RangedAttack::Tick(float const deltaTime)
{
  RPG_Action_AttackBase::Tick(deltaTime);

  if(m_attacking)
  {
    // RangedAttacking was set to true when the action was initiated. Is reset to false by Behavior when the attack anim finishes.
    vHavokBehaviorComponent *const behaviorComponent = m_characterOwner->GetBehaviorComponent();
    VVERIFY_OR_RET(behaviorComponent);

    VASSERT(!m_behaviorTriggerVarName.IsEmpty());
    if (!RPG_VisionHavokBehaviorHelper::BehaviorGetVarNamed<bool>(*behaviorComponent, m_behaviorTriggerVarName.AsChar()))
    {
      if (m_flags == 1)
      {
        if(m_updatedInteraction)
        {
          m_updatedInteraction = false;
          if(!m_updatedInteractionEntity && m_interactionEntity)
          {
            // Do not lose the player's intended target
            ValidateInteractionEntity();
            if(!m_interactionEntity->Components().GetComponentOfType(V_RUNTIME_CLASS(RPG_AttackableComponent)))
            {
              m_interactionEntity = NULL;
            }
            else
            {
              if(m_interactionEntity->GetPosition().getDistanceToSquared(m_updatedInteractionPosition) > s_retargetingRadius * s_retargetingRadius)
              {
                m_interactionEntity = NULL;
              }
            }
          }
          else
          {
            m_interactionEntity = m_updatedInteractionEntity;
            ValidateInteractionEntity();
          }
          m_interactionPosition = m_updatedInteractionPosition;
        }
        m_startTime = Vision::GetTimer()->GetTime();
        StartAttack();
      }
      else
      {
        // if we've gotten to the end and haven't fired the projectile, fire it now
        if (!m_hasFired)
        {
          VString msg;
          msg.Format("RPG_Action_RangedAttack never received expected %s event from Behavior.", m_behaviorFireEventName.AsChar());
          Vision::Error.Warning(msg.AsChar());
          //VASSERT_MSG(false, msg.AsChar());
          FireAttack();
        }
        End();
      }
    }
    else
    {
      // we're currently attacking
      hkvVec3 const targetPosition = m_interactionEntity ? m_interactionEntity->GetPosition() : m_interactionPosition;
      FaceTargetPoint(targetPosition);

#ifdef _DEBUG
      if (m_debugDisplayInfo)
      {
        Vision::Game.DrawSingleLine(m_characterOwner->GetPosition(), targetPosition, VColorRef(255, 0, 255));
      }
#endif
    }
  }
  else
  {
    StartAttack();
  }
}
开发者ID:Bewolf2,项目名称:projectanarchy,代码行数:77,代码来源:ActionRangedAttack.cpp


注:本文中的VString类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。