本文整理汇总了C++中VisBaseEntity_cl::PreThinkFunction方法的典型用法代码示例。如果您正苦于以下问题:C++ VisBaseEntity_cl::PreThinkFunction方法的具体用法?C++ VisBaseEntity_cl::PreThinkFunction怎么用?C++ VisBaseEntity_cl::PreThinkFunction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::PreThinkFunction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: RunPreThink
// Helper for OnRunGameLoop
// Pre-physics loop: statistics, prethink, events & animations
void VisionApp_cl::RunPreThink(float fElapsedTime)
{
{
VISION_PROFILE_FUNCTION(VIS_PROFILE_GAMELOOP_PRETHINKFUNCTION);
const VisEntityCollection_cl &relevantEntities = Vision::Game.GetPreThinkingEntities();
int &i = relevantEntities.m_iIterator; // use this iterator to keep counter in-sync if collection changes during loop
for (i=0; i<relevantEntities.GetNumEntries(); i++)
{
VisBaseEntity_cl *pEntity = relevantEntities.GetEntry( i );
VASSERT(pEntity->GetPreThinkFunctionStatus());
// entity code prethink
pEntity->PreThinkFunction();
}
}
OnUpdateAnimatonBegin.TriggerCallbacks();
// run animated entities
{
VISION_PROFILE_FUNCTION(VIS_PROFILE_ANIMSYS_OVERALL);
VISION_PROFILE_FUNCTION(VIS_PROFILE_GAMELOOP_ANIMATION);
const VisEntityCollection_cl &relevantEntities = Vision::Game.GetAnimatedEntities();
int &i = relevantEntities.m_iIterator; // use this iterator to keep counter in-sync if collection changes during loop
for (i=0; i<relevantEntities.GetNumEntries(); i++)
{
VisBaseEntity_cl *pEntity = relevantEntities.GetEntry( i );
VASSERT(pEntity->GetAnimConfig()!=NULL);
//Process the skeletal and muscle animations
//(Do animation before physics so the motion deltas are available for physics)
pEntity->HandleAnimations(fElapsedTime);
}
}
OnUpdateAnimatonFinished.TriggerCallbacks();
}