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C++ WBEvent::SetEventName方法代码示例

本文整理汇总了C++中WBEvent::SetEventName方法的典型用法代码示例。如果您正苦于以下问题:C++ WBEvent::SetEventName方法的具体用法?C++ WBEvent::SetEventName怎么用?C++ WBEvent::SetEventName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WBEvent的用法示例。


在下文中一共展示了WBEvent::SetEventName方法的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: Call

void AnimEventEldExecuteAction::Call( Mesh* pMesh, Animation* pAnimation )
{
	Unused( pMesh );
	Unused( pAnimation );

	EldritchMesh* const	pEldritchMesh	= static_cast<EldritchMesh*>( pMesh );
	WBEntity* const		pEntity			= WBCompOwner::GetTopmostOwner( pEldritchMesh->GetEntity() );
	DEVASSERT( pEntity );

	WBEvent OnAnimEventEvent;
	STATIC_HASHED_STRING( OnAnimEvent );
	OnAnimEventEvent.SetEventName( sOnAnimEvent );
	pEntity->AddContextToEvent( OnAnimEventEvent );

	const uint NumActions = m_Actions.Size();
	for( uint ActionIndex = 0; ActionIndex < NumActions; ++ActionIndex )
	{
		WBAction* const pAction = m_Actions[ ActionIndex ];
		ASSERT( pAction );

		WBActionStack::Push( OnAnimEventEvent );
		pAction->Execute();
		WBActionStack::Pop();
	}
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:25,代码来源:animeventeldexecuteaction.cpp

示例2: Tick

RodinBTNode::ETickStatus RodinBTNodeSendEvent::Tick( float DeltaTime )
{
	Unused( DeltaTime );

	WBEntity* const pEntity = GetEntity();

	WBEvent Event;

	Event.SetEventName( m_EventName );

	if( pEntity )
	{
		pEntity->AddContextToEvent( Event );
	}

	WBParamEvaluator::SPEContext PEContext;
	PEContext.m_Entity = pEntity;

	const uint NumParameters = m_Parameters.Size();
	for( uint ParameterIndex = 0; ParameterIndex < NumParameters; ++ParameterIndex )
	{
		SNamedParameter& Parameter = m_Parameters[ ParameterIndex ];
		Parameter.m_ValuePE.Evaluate( PEContext );
		Event.Set( Parameter.m_Name, Parameter.m_ValuePE );
	}

	m_RecipientPE.Evaluate( PEContext );

	if( m_QueueEvent )
	{
		WBWorld::GetInstance()->GetEventManager()->QueueEvent( Event, m_RecipientPE.GetEntity(), m_DispatchDelay );
	}
	else
	{
		WBWorld::GetInstance()->GetEventManager()->DispatchEvent( Event, m_RecipientPE.GetEntity() );
	}

	return ETS_Success;
}
开发者ID:MinorKeyGames,项目名称:Eldritch,代码行数:39,代码来源:rodinbtnodesendevent.cpp

示例3: Tick

RodinBTNode::ETickStatus RodinBTNodePlayActions::Tick(float DeltaTime) {
  Unused(DeltaTime);

  WBEntity* const pEntity = GetEntity();

  WBEvent BTNodePlayActionsEvent;
  STATIC_HASHED_STRING(BTNodePlayActionsEvent);
  BTNodePlayActionsEvent.SetEventName(sBTNodePlayActionsEvent);
  pEntity->AddContextToEvent(BTNodePlayActionsEvent);

  const uint NumActions = m_Actions.Size();
  for (uint ActionIndex = 0; ActionIndex < NumActions; ++ActionIndex) {
    WBAction* const pAction = m_Actions[ActionIndex];
    ASSERT(pAction);

    WBActionStack::Push(BTNodePlayActionsEvent);
    pAction->Execute();
    WBActionStack::Pop();
  }

  return ETS_Success;
}
开发者ID:ptitSeb,项目名称:Eldritch,代码行数:22,代码来源:rodinbtnodeplayactions.cpp

示例4: Call

void AnimEventEldSendEvent::Call( Mesh* pMesh, Animation* pAnimation )
{
	Unused( pAnimation );

	EldritchMesh* const pEldritchMesh = static_cast<EldritchMesh*>( pMesh );
	WBEntity* const pEntity = pEldritchMesh->GetEntity();

	WBEvent Event;

	Event.SetEventName( m_EventName );

	if( pEntity )
	{
		pEntity->AddContextToEvent( Event );
	}

	WBParamEvaluator::SPEContext PEContext;
	PEContext.m_Entity = pEntity;

	const uint NumParameters = m_Parameters.Size();
	for( uint ParameterIndex = 0; ParameterIndex < NumParameters; ++ParameterIndex )
	{
		SNamedParameter& Parameter = m_Parameters[ ParameterIndex ];
		Parameter.m_ValuePE.Evaluate( PEContext );
		Event.Set( Parameter.m_Name, Parameter.m_ValuePE );
	}

	if( m_QueueEvent )
	{
		WBWorld::GetInstance()->GetEventManager()->QueueEvent( Event, pEntity, m_DispatchDelay );
	}
	else
	{
		WBWorld::GetInstance()->GetEventManager()->DispatchEvent( Event, pEntity );
	}
}
开发者ID:Johnicholas,项目名称:EldritchCopy,代码行数:36,代码来源:animeventeldsendevent.cpp


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