本文整理汇总了C++中WBEvent::GetString方法的典型用法代码示例。如果您正苦于以下问题:C++ WBEvent::GetString方法的具体用法?C++ WBEvent::GetString怎么用?C++ WBEvent::GetString使用的例子?那么恭喜您, 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WBEvent
的用法示例。
在下文中一共展示了WBEvent::GetString方法的5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: if
/*virtual*/ void UIScreenEldMirror::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
STATIC_HASHED_STRING( SetHeadMesh );
STATIC_HASHED_STRING( SetBodyMesh );
const HashedString EventName = Event.GetEventName();
if( EventName == sSetHeadMesh )
{
STATIC_HASHED_STRING( HeadMesh );
const SimpleString HeadMesh = Event.GetString( sHeadMesh );
STATIC_HASHED_STRING( HeadTexture );
const SimpleString HeadTexture = Event.GetString( sHeadTexture );
SetHeadMesh( HeadMesh, HeadTexture );
}
else if( EventName == sSetBodyMesh )
{
STATIC_HASHED_STRING( BodyMesh );
const SimpleString BodyMesh = Event.GetString( sBodyMesh );
STATIC_HASHED_STRING( BodyTexture );
const SimpleString BodyTexture = Event.GetString( sBodyTexture );
SetBodyMesh( BodyMesh, BodyTexture );
}
}
示例2: SetSendUpdatedEvent
/*virtual*/ void WBCompEldMesh::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
Super::HandleEvent(Event);
STATIC_HASHED_STRING(OnInitialized);
STATIC_HASHED_STRING(OnSpawnedQueued);
STATIC_HASHED_STRING(OnLoaded);
STATIC_HASHED_STRING(OnBecameFrobTarget);
STATIC_HASHED_STRING(Hide);
STATIC_HASHED_STRING(Show);
STATIC_HASHED_STRING(HideMesh);
STATIC_HASHED_STRING(ShowMesh);
STATIC_HASHED_STRING(PlayAnim);
STATIC_HASHED_STRING(SetAnim);
STATIC_HASHED_STRING(CopyAnimations);
STATIC_HASHED_STRING(SetMesh);
STATIC_HASHED_STRING(SetTexture);
const HashedString EventName = Event.GetEventName();
if (EventName == sOnInitialized) {
SetSendUpdatedEvent();
} else if (EventName == sOnSpawnedQueued ||
EventName == sOnLoaded) // Need to have a valid transform
{
ImmediateUpdateBlendedIrradiance();
} else if (EventName == sOnBecameFrobTarget) {
STATIC_HASHED_STRING(IsFrobTarget);
const bool IsFrobTarget = Event.GetBool(sIsFrobTarget);
if (IsFrobTarget) {
STATIC_HASHED_STRING(Highlight);
m_CurrentHighlight = Event.GetVector(sHighlight);
} else {
m_CurrentHighlight.Zero();
}
} else if (EventName == sHide || EventName == sHideMesh) {
m_Hidden = true;
} else if (EventName == sShow || EventName == sShowMesh) {
m_Hidden = false;
} else if (EventName == sPlayAnim) {
STATIC_HASHED_STRING(AnimationName);
const HashedString AnimationName = Event.GetHash(sAnimationName);
STATIC_HASHED_STRING(Loop);
const bool Loop = Event.GetBool(sLoop);
STATIC_HASHED_STRING(IgnoreIfAlreadyPlaying);
const bool IgnoreIfAlreadyPlaying = Event.GetBool(sIgnoreIfAlreadyPlaying);
STATIC_HASHED_STRING(PlayRate);
const float PlayRate = Event.GetFloat(sPlayRate);
PlayAnimation(AnimationName, Loop, IgnoreIfAlreadyPlaying, PlayRate);
} else if (EventName == sSetAnim) {
STATIC_HASHED_STRING(AnimationIndex);
const int AnimationIndex = Event.GetInt(sAnimationIndex);
STATIC_HASHED_STRING(AnimationTime);
const float AnimationTime = Event.GetFloat(sAnimationTime);
STATIC_HASHED_STRING(AnimationEndBehavior);
const int AnimationEndBehavior = Event.GetInt(sAnimationEndBehavior);
STATIC_HASHED_STRING(AnimationPlayRate);
const float AnimationPlayRate = Event.GetFloat(sAnimationPlayRate);
AnimationState::SPlayAnimationParams PlayParams;
PlayParams.m_EndBehavior =
static_cast<AnimationState::EAnimationEndBehavior>(
AnimationEndBehavior);
m_Mesh->SetAnimation(AnimationIndex, PlayParams);
m_Mesh->SetAnimationTime(AnimationTime);
m_Mesh->SetAnimationPlayRate(AnimationPlayRate > 0.0f ? AnimationPlayRate
: 1.0f);
} else if (EventName == sCopyAnimations) {
STATIC_HASHED_STRING(SourceEntity);
WBEntity* const pSourceEntity = Event.GetEntity(sSourceEntity);
STATIC_HASHED_STRING(SuppressAnimEvents);
const bool SuppressAnimEvents = Event.GetBool(sSuppressAnimEvents);
CopyAnimationsFrom(pSourceEntity, SuppressAnimEvents);
} else if (EventName == sSetMesh) {
STATIC_HASHED_STRING(Mesh);
const SimpleString Mesh = Event.GetString(sMesh);
STATIC_HASHED_STRING(Texture);
const SimpleString Texture = Event.GetString(sTexture);
SetMesh(Mesh);
SetTexture(Texture);
UpdateMesh(0.0f);
} else if (EventName == sSetTexture) {
STATIC_HASHED_STRING(Texture);
const SimpleString Texture = Event.GetString(sTexture);
SetTexture(Texture);
}
//.........这里部分代码省略.........
示例3: if
/*virtual*/ void EldritchGame::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
STATIC_HASHED_STRING( ReturnToHub );
STATIC_HASHED_STRING( GoToNextLevel );
STATIC_HASHED_STRING( GoToPrevLevel );
STATIC_HASHED_STRING( GoToLevel );
STATIC_HASHED_STRING( Checkpoint );
STATIC_HASHED_STRING( TweetRIP );
STATIC_HASHED_STRING( PlayMusic );
STATIC_HASHED_STRING( StopMusic );
STATIC_HASHED_STRING( LaunchWebSite );
STATIC_HASHED_STRING( GoToLevelImmediate );
const HashedString EventName = Event.GetEventName();
if( EventName == sReturnToHub )
{
STATIC_HASHED_STRING( Restart );
const bool Restart = Event.GetBool( sRestart );
STATIC_HASHED_STRING( FlushHub );
const bool FlushHub = Event.GetBool( sFlushHub );
RequestReturnToHub( Restart, FlushHub );
}
else if( EventName == sGoToNextLevel )
{
RequestGoToNextLevel();
}
else if( EventName == sGoToPrevLevel )
{
RequestGoToPrevLevel();
}
else if( EventName == sGoToLevel )
{
STATIC_HASHED_STRING( Level );
const SimpleString Level = Event.GetString( sLevel );
STATIC_HASHED_STRING( WorldDef );
const HashedString WorldDef = Event.GetHash( sWorldDef );
RequestGoToLevel( Level, WorldDef, true );
}
else if( EventName == sCheckpoint )
{
Checkpoint();
}
else if( EventName == sTweetRIP )
{
LaunchRIPTweet();
}
else if( EventName == sLaunchWebSite )
{
LaunchWebSite();
}
else if( EventName == sPlayMusic )
{
STATIC_HASHED_STRING( Music );
const SimpleString Music = Event.GetString( sMusic );
m_Music->PlayMusic( ( Music == "" ) ? m_CurrentMusic : Music );
}
else if( EventName == sStopMusic )
{
m_Music->StopMusic();
}
else if( EventName == sGoToLevelImmediate )
{
// This should only be called after we've queued a go-to.
ASSERT( m_GoToLevelOnNextTick );
if( m_GoToLevelOnNextTick )
{
GoToLevel();
}
// HACK: Tick world once to pump the event queue. Fixes title screen bugs. (Hack because this assumes we only ever use this when returning to title screen.)
EldritchFramework* const pFramework = EldritchFramework::GetInstance();
EldritchWorld* const pWorld = pFramework->GetWorld();
pWorld->Tick( 0.0f );
}
}
示例4: MarshalFrob
/*virtual*/ void WBCompEldFrobbable::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
Super::HandleEvent(Event);
STATIC_HASHED_STRING(MarshalFrob);
STATIC_HASHED_STRING(OnInitialized);
STATIC_HASHED_STRING(OnDestroyed);
STATIC_HASHED_STRING(OnMeshUpdated);
STATIC_HASHED_STRING(SetIsFrobbable);
STATIC_HASHED_STRING(BecomeFrobbable);
STATIC_HASHED_STRING(BecomeNonFrobbable);
STATIC_HASHED_STRING(SetHoldReleaseMode);
STATIC_HASHED_STRING(SetFriendlyName);
STATIC_HASHED_STRING(SetFrobVerb);
STATIC_HASHED_STRING(SetBoundExtents);
STATIC_HASHED_STRING(SetBoundOffsetZ);
const HashedString EventName = Event.GetEventName();
if (EventName == sMarshalFrob) {
STATIC_HASHED_STRING(Frobber);
WBEntity* const pFrobber = Event.GetEntity(sFrobber);
STATIC_HASHED_STRING(InputEdge);
const int InputEdge = Event.GetInt(sInputEdge);
MarshalFrob(pFrobber, InputEdge);
} else if (EventName == sOnInitialized) {
if (m_UseCollisionExtents) {
WBCompEldCollision* const pCollision =
GET_WBCOMP(GetEntity(), EldCollision);
if (pCollision) {
m_BoundExtents =
pCollision->GetExtents() +
Vector(m_ExtentsFatten, m_ExtentsFatten, m_ExtentsFatten);
}
}
} else if (EventName == sOnDestroyed) {
if (m_IsProbableFrobbable) {
SetHUDHidden(true);
}
} else if (EventName == sOnMeshUpdated) {
ASSERT(m_UseMeshExtents);
WBCompEldTransform* const pTransform =
GetEntity()->GetTransformComponent<WBCompEldTransform>();
DEVASSERT(pTransform);
WBCompEldMesh* const pMeshComponent = GET_WBCOMP(GetEntity(), EldMesh);
ASSERT(pMeshComponent);
EldritchMesh* const pMesh = pMeshComponent->GetMesh();
ASSERT(pMesh);
m_BoundExtents = pMesh->m_AABB.GetExtents() +
Vector(m_ExtentsFatten, m_ExtentsFatten, m_ExtentsFatten);
m_BoundOffset = pMesh->m_AABB.GetCenter() - pTransform->GetLocation();
} else if (EventName == sSetIsFrobbable) {
STATIC_HASHED_STRING(IsFrobbable);
m_IsFrobbable = Event.GetBool(sIsFrobbable);
} else if (EventName == sBecomeFrobbable) {
m_IsFrobbable = true;
} else if (EventName == sBecomeNonFrobbable) {
m_IsFrobbable = false;
} else if (EventName == sSetHoldReleaseMode) {
const bool WasHoldReleaseMode = m_HoldReleaseMode;
STATIC_HASHED_STRING(HoldReleaseMode);
m_HoldReleaseMode = Event.GetBool(sHoldReleaseMode);
if (m_HoldReleaseMode && !WasHoldReleaseMode) {
m_HandleHoldRelease = false;
}
if (GetIsFrobTarget()) {
PublishToHUD();
}
} else if (EventName == sSetFriendlyName) {
STATIC_HASHED_STRING(FriendlyName);
m_FriendlyName = Event.GetString(sFriendlyName);
if (GetIsFrobTarget()) {
PublishToHUD();
}
} else if (EventName == sSetFrobVerb) {
STATIC_HASHED_STRING(FrobVerb);
m_FrobVerb = Event.GetString(sFrobVerb);
if (GetIsFrobTarget()) {
PublishToHUD();
}
} else if (EventName == sSetBoundExtents) {
STATIC_HASHED_STRING(BoundExtents);
m_BoundExtents = Event.GetVector(sBoundExtents);
} else if (EventName == sSetBoundOffsetZ) {
STATIC_HASHED_STRING(BoundOffsetZ);
m_BoundOffset.z = Event.GetFloat(sBoundOffsetZ);
}
}
示例5: if
//.........这里部分代码省略.........
// or whatever and hook this up in data, but eh. That somehow feels worse.
STATIC_HASHED_STRING( Idle );
PlayAnimation( GetFists(), sIdle, EH_Right );
HideWeaponHUD();
}
}
else if( EventName == sOnItemsSwapped )
{
// HACK, since the only things we swap (currently) are Weapon/WeaponAlt
// Hide the alt weapon, show the right hand item
WB_MAKE_EVENT( Hide, GetEntity() );
WB_DISPATCH_EVENT( GetEventManager(), Hide, GetWeaponAlt() );
WB_MAKE_EVENT( Show, GetEntity() );
WB_DISPATCH_EVENT( GetEventManager(), Show, GetItemInRightHand() );
AddAnimationsToHand( GetItemInRightHand() );
STATIC_HASHED_STRING( Idle );
PlayAnimation( GetItemInRightHand(), sIdle, EH_Right );
UpdateWeaponHUD();
WB_MAKE_EVENT( OnWeaponEquipped, GetEntity() );
WB_SET_AUTO( OnWeaponEquipped, Entity, Weapon, GetItemInRightHand() );
WB_DISPATCH_EVENT( GetEventManager(), OnWeaponEquipped, GetEntity() );
}
else if( EventName == sUseRightHand )
{
WBEntity* const pWeapon = GetItemInRightHand();
if( pWeapon )
{
STATIC_HASHED_STRING( InputEdge );
const int InputEdge = Event.GetInt( sInputEdge );
{
WB_MAKE_EVENT( Use, GetEntity() );
WB_SET_AUTO( Use, Int, InputEdge, InputEdge );
WB_DISPATCH_EVENT( GetEventManager(), Use, pWeapon );
}
}
}
else if( EventName == sUseLeftHand )
{
WBEntity* const pPower = GetItemInLeftHand();
if( pPower )
{
STATIC_HASHED_STRING( InputEdge );
const int InputEdge = Event.GetInt( sInputEdge );
{
WB_MAKE_EVENT( Use, GetEntity() );
WB_SET_AUTO( Use, Int, InputEdge, InputEdge );
WB_DISPATCH_EVENT( GetEventManager(), Use, pPower );
}
}
}
else if( EventName == sShowHands )
{
DecrementHideHandsRefs();
}
else if( EventName == sHideHands )
{
IncrementHideHandsRefs();
}
else if( EventName == sPlayHandAnim )
{
STATIC_HASHED_STRING( AnimatingEntity );
WBEntity* const pAnimatingEntity = Event.GetEntity( sAnimatingEntity );
STATIC_HASHED_STRING( AnimationName );
const HashedString AnimationName = Event.GetHash( sAnimationName );
// Don't play hand anim if we're restoring the alternate weapon
if( pAnimatingEntity == GetItemInRightHand() || pAnimatingEntity == GetItemInLeftHand() )
{
const EHand Hand = GetHandEnum( pAnimatingEntity );
PlayAnimation( pAnimatingEntity, AnimationName, Hand );
}
}
else if( EventName == sSetHandMeshes )
{
STATIC_HASHED_STRING( LeftHandMesh );
const SimpleString LeftHandMesh = Event.GetString( sLeftHandMesh );
STATIC_HASHED_STRING( LeftHandTexture );
const SimpleString LeftHandTexture = Event.GetString( sLeftHandTexture );
STATIC_HASHED_STRING( RightHandMesh );
const SimpleString RightHandMesh = Event.GetString( sRightHandMesh );
STATIC_HASHED_STRING( RightHandTexture );
const SimpleString RightHandTexture = Event.GetString( sRightHandTexture );
SetHandMeshes( LeftHandMesh, LeftHandTexture, RightHandMesh, RightHandTexture );
RestoreHandAnimations();
}
}