本文整理汇总了C++中VisBaseEntity_cl::GetWeakReference方法的典型用法代码示例。如果您正苦于以下问题:C++ VisBaseEntity_cl::GetWeakReference方法的具体用法?C++ VisBaseEntity_cl::GetWeakReference怎么用?C++ VisBaseEntity_cl::GetWeakReference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VisBaseEntity_cl
的用法示例。
在下文中一共展示了VisBaseEntity_cl::GetWeakReference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: SpawnPlayer
VisBaseEntity_cl* MyGameManager::SpawnPlayer(const VString& prefabName, hkvVec3 const& position, hkvVec3 const& orientation)
{
VisBaseEntity_cl* playerEntity = CreateEntityFromPrefab(prefabName, position, orientation);
playerEntity->InitFunction();
if(playerEntity)
{
PlayerComponent *const playerController = static_cast<PlayerComponent*>
(playerEntity->Components().GetComponentOfBaseType(V_RUNTIME_CLASS(PlayerComponent)));
//VASSERT(playerController);
if(playerController)
{
spGUIContext = new VGUIMainContext(NULL);
// Create a GUI context
mDialog = new PlayerDialog(playerController);
mDialog->InitDialog(spGUIContext, NULL, NULL);
spGUIContext->ShowDialog(mDialog);
spGUIContext->SetActivate(true);
}
m_playerEntity = playerEntity->GetWeakReference();
//Vision::Message.Add(1, "Spawn");
}
return playerEntity;
}
示例2:
EngineInstancePathCamera::EngineInstancePathCamera()
{
VisBaseEntity_cl *pEntity = Vision::Game.CreateEntity("PathCameraEntity",hkvVec3(0,0,0));
Debug::Assert(pEntity!=nullptr,"Could not create Cloth entity!");
// reference the entity with a weak pointer. This will make sure that we correctly get a null pointer
// if the entity gets deleted in the engine
m_pEntityWP = new VWeakPtr<VisBaseEntity_cl>(pEntity->GetWeakReference());
m_pSpriteTex = Vision::TextureManager.Load2DTexture("textures\\videoCamera.dds",VTM_FLAG_DEFAULT_NON_MIPMAPPED);
m_pSpriteTex->AddRef();
}