本文整理汇总了C++中ZObject::GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ ZObject::GetPosition方法的具体用法?C++ ZObject::GetPosition怎么用?C++ ZObject::GetPosition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ZObject
的用法示例。
在下文中一共展示了ZObject::GetPosition方法的6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: UpdateNavMeshWeight
void ZSurvival::UpdateNavMeshWeight(float fDelta)
{
// NavMesh 가중치 업데이트
if ((ZGetGame()->GetTime() - m_fLastWeightTime) >= 1.0f)
{
#ifdef _DEBUG
unsigned long int nLastTime = timeGetTime();
#endif
RNavigationMesh* pNavMesh = ZGetGame()->GetWorld()->GetBsp()->GetNavigationMesh();
if (pNavMesh != NULL)
{
pNavMesh->ClearAllNodeWeight();
ZNPCObjectMap* pNPCObjectMap = ZGetObjectManager()->GetNPCObjectMap();
for(ZNPCObjectMap::iterator i = pNPCObjectMap->begin();i!=pNPCObjectMap->end();i++)
{
ZObject* pNPCObject = i->second;
RNavigationNode* pNode = pNavMesh->FindClosestNode(pNPCObject->GetPosition());
if (pNode)
{
float fWeight = pNode->GetWeight() + 1.0f;
pNode->SetWeight(fWeight);
}
}
}
m_fLastWeightTime = ZGetGame()->GetTime();
}
}
示例2: Update
bool ZModule_PoisonDamage::Update(float fElapsed)
{
ZObject* pObj = MDynamicCast(ZObject, m_pContainer);
if (!pObj)
_ASSERT(0);
else
{
// ������ ���� DAMAGE_DELAY
if(ZGetGame()->GetTime()>m_fNextDamageTime) {
m_fNextDamageTime+=DAMAGE_DELAY;
// ������ �ް� �ִ� ����Ʈ ������ ������ ���������� ���� ���¿����� ���δ�..
if(pObj->IsDie()) {
if( pObj->m_pVMesh->GetVisibility() < 0.5f ) {//����Ʈ�� Life Ÿ�ӵ� �����ϱ�...
m_bOnDamage = false;
return false;
}
}
else //�����������..
{
// ������� ������Ʈ�� ���⼭ �����Ϸ��������� ����� ������ �ȵ� �ϴ� �ּ�ó���Ѵ�
// 5 * (1.f-fPR) �̺κж����� zitem.xml���� damage="1"�κκ��� damage="6"�� �ϴ� ����
//float fPR = 0;
//float fDamage = 5 * (1.f-fPR) + (float)m_nDamage;
pObj->OnDamaged(m_pOwner, pObj->GetPosition(), ZD_LIGHTNING, MWT_NONE, m_fDamage, 1);
/*ZModule_HPAP *pModule = (ZModule_HPAP*)m_pContainer->GetModule(ZMID_HPAP);
if(pModule) {
pModule->OnDamage(m_pOwner,m_fDamage,1);
// pObj->OnScream();
}*/
}
}
if(ZGetGame()->GetTime()>m_fNextEffectTime) {
if(!pObj->IsDie())
{
int nEffectLevel = GetEffectLevel()+1;
m_fNextEffectTime+=EFFECT_DELAY * nEffectLevel;
ZGetEffectManager()->AddEnchantPoison2( pObj );
}
}
}
if(m_fNextDamageTime-m_fBeginTime>m_fDuration) {
m_bOnDamage = false;
return false;
}
return true;
}
示例3: Pick
ZObject* ZObjectManager::Pick( rvector& pos, float Radius )
{
ZObject* pPickObject = NULL;
ZObject* pObject = NULL;
float best_dist = Radius;
for( iterator iter = begin(); iter != end(); ++iter )
{
pObject = iter->second;
auto vec = pObject->GetPosition() - pos;
if (Magnitude(vec) < best_dist)
{
pPickObject = pObject;
}
}
return pPickObject;
}
示例4: Draw
bool ZEffectDash::Draw(unsigned long int nTime)
{
ZObject *pTarget = ZGetGame()->m_ObjectManager.GetObject(m_uid);
if(pTarget) {
ZObserver *pObserver = ZGetGameInterface()->GetCombatInterface()->GetObserver();
if(pObserver->IsVisible())
{
rvector pos,dir;
pTarget->GetHistory(&pos,&dir,ZGetGame()->GetTime()-pObserver->GetDelay());
m_Pos = pos;
} else
m_Pos = pTarget->GetPosition();
return ZEffectAniMesh::Draw(nTime);
}
/*
if(m_pObj) {
m_Pos = m_pObj->GetPosition();
}
return ZEffectSlash::Draw(nTime);
*/
return false;
}
示例5: ProcessBuildPath
void ZBrain::ProcessBuildPath( float fDelta)
{
// Update timer
if ( !m_PathFindingTimer.Update( fDelta))
return;
// Check status
ZTASK_ID nTaskID = m_pBody->m_TaskManager.GetCurrTaskID();
if ( (nTaskID == ZTID_ATTACK_MELEE) || (nTaskID == ZTID_ATTACK_RANGE) || (nTaskID == ZTID_ROTATE_TO_DIR) || (nTaskID == ZTID_SKILL))
return;
// 맵에 끼었다면 벗어난다
// 워프해서 끼임을 탈출하는 건 서바이벌일때만으로 제한한다 (워프는 눈에 크게 띄고 조악한 해결법이다. 기존 퀘스트에서 없던 몹워프가 일어나 유저 불만이 있음)
if (ZGetGameTypeManager()->IsSurvivalOnly( ZGetGame()->GetMatch()->GetMatchType()))
{
if (EscapeFromStuckIn(m_WayPointList))
return;
}
// Get target
ZObject* pTarget = GetTarget();
if ( !pTarget)
{
m_pBody->m_TaskManager.Clear();
m_pBody->Stop();
return;
}
// 원거리 공격이거나 우호적이면 넘 가까이 다가가지 않고 바라만 본다.
if ( ( m_Behavior.GetOffenseType() == ZOFFENSETYPE_RANGE) || m_Behavior.IsFriendly())
{
// 거리를 구한다.
float dist = MagnitudeSq( pTarget->GetPosition() - m_pBody->GetPosition());
bool bStop = false;
// Friendly type
if ( m_Behavior.IsFriendly())
{
if ( dist < m_fDistForcedIn)
bStop = true;
}
// Else type
else
{
// 직선 거리를 본다.
if ( ( dist > DIST_FORCEDIN) && (dist < m_fDistIn))
{
// 직선 거리는 가까운데 높이가 많이 차이가 나는지 본다.
dist = pTarget->GetPosition().z - m_pBody->GetPosition().z;
// 높이가 넘 많이 차이 안나면 정지
if ( (dist > -DIST_HEIGHT) && (dist < DIST_HEIGHT))
bStop = true;
}
}
// Stop
if ( bStop)
{
// 볼 수 있는 위치여야지 정지가 가능하다. 만약 안보인다면 뛰어가서 근접공격을 하도록 한다
if ( m_pBody->CanSee( pTarget) && m_pBody->CanAttackRange( pTarget))
{
m_pBody->Stop();
m_pBody->m_TaskManager.Clear();
return;
}
}
}
// Make path
RNavigationMesh* pNavMesh = ZGetGame()->GetWorld()->GetBsp()->GetNavigationMesh();
if ( pNavMesh == NULL)
return;
// Make navigation path
rvector tarpos = pTarget->GetPosition();
if ( !pNavMesh->BuildNavigationPath( m_pBody->GetPosition(), tarpos))
return;
m_WayPointList.clear();
for ( list<rvector>::iterator itor = pNavMesh->GetWaypointList().begin(); itor != pNavMesh->GetWaypointList().end(); ++itor)
m_WayPointList.push_back( (*itor));
AdjustWayPointWithBound(m_WayPointList, pNavMesh);
PushWayPointsToTask();
}
示例6: GetUseableSkill
bool ZBrain::GetUseableSkill( int *pnSkill, MUID *puidTarget, rvector *pTargetPosition)
{
// Get skill module
ZModule_Skills *pmod = (ZModule_Skills *)m_pBody->GetModule(ZMID_SKILLS);
if ( !pmod)
return false;
// Set value
if ( puidTarget)
(*puidTarget) = MUID(0,0);
if (pTargetPosition)
(*pTargetPosition) = rvector(0.0f,0.0f,0.0f);
// Check skills
for ( int i = 0; i < pmod->GetSkillCount(); i++)
{
ZSkill *pSkill = pmod->GetSkill( i);
// Check cool time
if ( !pSkill->IsReady())
continue;
// Get skill description
ZSkillDesc *pDesc = pmod->GetSkill( i)->GetDesc();
// 스킬의 적용 대상이 아군인 경우...
if ( pDesc->IsAlliedTarget())
{
// 효과가 있는 대상중 가까이 있는 걸 찾는다.
float fDist = DIST_OUT;
ZObject *pAlliedTarget = NULL;
for ( ZObjectManager::iterator itor = ZGetObjectManager()->begin(); itor != ZGetObjectManager()->end(); ++itor)
{
ZObject *pObject = itor->second;
// 죽은 놈은 넘어간다
if ( pObject->IsDie())
continue;
// 적이면 넘어간다
if ( ZGetGame()->CanAttack(m_pBody,pObject))
continue;
// 자기 자신이면 넘어간다
if ( pObject == m_pBody)
continue;
// Get distance
float dist = MagnitudeSq( pObject->GetPosition() - m_pBody->GetPosition());
if ( pSkill->IsUsable( pObject) && ( dist < fDist))
{
fDist = dist;
pAlliedTarget = pObject;
}
}
// 만약 대상이 없으면 자기 자신한테라도 스킬을 건다.
if ( ( pAlliedTarget == NULL) && ( pSkill->IsUsable( m_pBody)))
pAlliedTarget = m_pBody;
if (pAlliedTarget)
{
if ( pnSkill)
*pnSkill = i;
if ( puidTarget)
*puidTarget = pAlliedTarget->GetUID();
if ( pTargetPosition)
*pTargetPosition = pAlliedTarget->GetCenterPos();
return true;
}
}
// 스킬의 적용 대상이 적군인 경우...
else
{
ZObject* pTarget = GetTarget();
if ( pTarget == NULL)
continue;
// Check useable
if ( !pSkill->IsUsable( pTarget))
continue;
// Get pick info
ZPICKINFO pickinfo;
memset( &pickinfo, 0, sizeof( ZPICKINFO));
// Check picking
rvector pos, tarpos, dir;
// 적과 나의 몸통 실린더에서 가슴 정도의 높이 지점끼리 피킹 쏴본다..
//.........这里部分代码省略.........