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类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();
}
}
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;
}
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;
}
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 );
}
}