本文整理汇总了C++中ZObject::IsDie方法的典型用法代码示例。如果您正苦于以下问题:C++ ZObject::IsDie方法的具体用法?C++ ZObject::IsDie怎么用?C++ ZObject::IsDie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::IsDie方法的3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: 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2: Draw
bool ZEffectPartsTypePos::Draw(unsigned long int nTime)
{
ZObject* pObj = ZGetObjectManager()->GetObject(m_uid);
if(pObj) {
if(pObj->m_pVMesh) {
if(pObj->IsDie())
return false;
m_Pos = pObj->m_pVMesh->GetBipTypePosition(m_type);
// m_DirOrg = pObj->m_Direction;
return ZEffectAniMesh::Draw(nTime);
}
}
return false;
}
示例3: 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.........