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C++ GetWorld函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetWorld函数的典型用法代码示例。如果您正苦于以下问题:C++ GetWorld函数的具体用法?C++ GetWorld怎么用?C++ GetWorld使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetWorld函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetMesh

void AZombieCharacter::Attack()
{
	//This function is used only when it's permitted by the zombie's animation instance
	//It creates a raycast in a sphere shape and checks for possible hits
	//If the hits contain our player it makes sure it applies damage to him

	//Setting up the start and end location of the raycast
	FVector StartLocation = GetMesh()->GetSocketLocation(FName("MeleeStartSocket"));
	FVector EndLocation = GetMesh()->GetSocketLocation(FName("MeleeEndSocket"));


	//Raycasting in a sphere to detect collisions
	TArray<FHitResult> HitResults;

	//Setting up the shape of the raycast
	FCollisionShape CollisionShape;
	CollisionShape.ShapeType = ECollisionShape::Sphere;
	CollisionShape.SetSphere(AttackRaycastRadius);

	//Object query parameters
	FCollisionObjectQueryParams ObjectQueryParams;
	ObjectQueryParams.AllDynamicObjects;

	//Handling ignored actors
	FCollisionQueryParams QueryParams;
	QueryParams.AddIgnoredActor(this);

	UWorld* World = GetWorld();
	if (World && ZAnimInstance->bEligibleForAttack)
	{
		//Raycasting...
		bool bHit = World->SweepMultiByObjectType(HitResults, StartLocation, EndLocation, FQuat::Identity, ObjectQueryParams, CollisionShape, QueryParams);

		//Raycast visualization
		/*FVector Center = ((EndLocation - StartLocation) / 2) + StartLocation;
		DrawDebugSphere(World, Center, AttackRaycastRadius, 20, FColor::Green, false, 2.f);*/

		//Checking for possible hits
		if (bHit)
		{
			for (auto It = HitResults.CreateIterator(); It; It++)
			{
				ARoguelikeChar* Char = Cast<ARoguelikeChar>(It->GetActor());
				if (Char && ZAnimInstance && GetCharacterMovement())
				{
					//Calling the attack function from character
					Char->TakeDamageFromZombie(Damage);
					
					//Closing the flag which checks for the attack function
					ZAnimInstance->bEligibleForAttack = false;

					//Updating with new movement speed
					GetCharacterMovement()->MaxWalkSpeed = InitialMaxWalkSpeed;
					ZAnimInstance->Speed = InitialMaxWalkSpeed;
					break;
				}
			}
		}
	}

}
开发者ID:AbDoMoHaMmEd,项目名称:PortfolioSnippets,代码行数:61,代码来源:ZombieCharacter.cpp


示例2: AddControllerPitchInput

// look up rate
void AClashOfBallsBall::LookUpAtRate(float Rate)
{
	//UE_LOG(LogTemp, Warning, TEXT("LookUp/Down"));
	// calculate delta for this frame from the rate information
	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:eternalst0rm,项目名称:ClashOfBalls,代码行数:7,代码来源:ClashOfBallsBall.cpp


示例3: TEXT

void ASpawnEnemy::SpawnRandomEnemy()
{
	TArray<FString> Parsed;
	TArray<FString> HowMuch;
	TArray<FString> TypeEnemy;
	const TCHAR* Delims[] = { TEXT(":"), TEXT(";") };

	float RandomNumber = (float)rand() / (float)RAND_MAX;
	int SetNumber = RandomNumber * (Enemies.Num());

	Enemies[SetNumber].ParseIntoArray(&Parsed, Delims, 2);

	int SizeOfArrayParsed = Parsed.Num() - 1;

	for (int x = 0; x <= SizeOfArrayParsed; x = x + 2) {
		HowMuch.Add(Parsed[x]);
	}
	for (int x = 1; x <= SizeOfArrayParsed; x = x + 2) {
		TypeEnemy.Add(Parsed[x]);
	}
	
	for (auto Itr(HowMuch.CreateIterator()); Itr; Itr++) {
		APawn* NewPawn = NULL;
		FVector BoxOnWorld = GetActorLocation();
		FRotator RotatorBoxOnWorld = GetActorRotation();
		FBox BoxInfo = GetComponentsBoundingBox();
		FVector BoxSize = BoxInfo.GetSize();

		if (TypeEnemy[Itr.GetIndex()] == "PegEnemyLight") 
		{
			EnemyClass = PegLightEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "PegDarkEnemy") {
			EnemyClass = PegDarkEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "GarbageEnemy") {
			EnemyClass = GarbageEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "MeleeBookEnemy") {
			EnemyClass = MeleeBookEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "RangeBookEnemy") {
			EnemyClass = RangeBookEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "PianoChargeEnemy") {
			EnemyClass = PianoEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "BarrelChargeEnemy") {
			EnemyClass = BarrelEnemyClass;
		}
		else if (TypeEnemy[Itr.GetIndex()] == "FridgeChargeEnemy") {
			EnemyClass = FridgeEnemyClass;
		}

		if (GetWorld())
		{
			int32 MyShinyNewInt = FCString::Atoi(*HowMuch[Itr.GetIndex()]);
			for (int x = 1; x <= MyShinyNewInt; x++) {

				float random = (float)rand() / (float)RAND_MAX;
				float randomy = (float)rand() / (float)RAND_MAX;

				int xValue = 1 + random * ((3) - (1));
				int yValue = 1 + randomy * ((3) - (1));

				float z, y;

				if (xValue == 1)
					z = random * (0 + (BoxSize[0] / 2));
				else
					z = random * (0 - (BoxSize[0] / 2));
				if (yValue == 1)
					y = random * (0 + (BoxSize[1] / 2));
				else
					y = random * (0 - (BoxSize[1] / 2));

				BoxOnWorld[0] += z;
				BoxOnWorld[1] += y;

				if (ShouldSpawnEnemies)
				{
					if (BoxInfo.IsInside(BoxOnWorld))
					{
						NewPawn = GetWorld()->SpawnActor<AAI_BasicEnemy>(EnemyClass, BoxOnWorld, RotatorBoxOnWorld);
						FVector BoxOnWorld = GetActorLocation();
						if (NewPawn != NULL)
						{
							if (NewPawn->Controller == NULL)
							{
								NewPawn->SpawnDefaultController();
							}
							if (BehaviorTree != NULL)
							{
								AAIController* AIController = Cast<AAIController>(NewPawn->Controller);
								if (AIController != NULL)
								{
									AIController->RunBehaviorTree(BehaviorTree);
								}
							}
						}
//.........这里部分代码省略.........
开发者ID:pcerioli,项目名称:MOOnshineWorks,代码行数:101,代码来源:SpawnEnemy.cpp


示例4: GetWorld

float APhysicsVolume::GetGravityZ() const
{
	return GetWorld()->GetGravityZ();
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:4,代码来源:PhysicsVolume.cpp


示例5: PostNetReceiveLocationAndRotation

void APawn::PostNetReceiveLocationAndRotation()
{
	// always consider Location as changed if we were spawned this tick as in that case our replicated Location was set as part of spawning, before PreNetReceive()
	if( (ReplicatedMovement.Location == GetActorLocation() && ReplicatedMovement.Rotation == GetActorRotation()) && (CreationTime != GetWorld()->TimeSeconds) )
	{
		return;
	}

	if( Role == ROLE_SimulatedProxy )
	{
		// Correction to make sure pawn doesn't penetrate floor after replication rounding
		ReplicatedMovement.Location.Z += 0.01f;

		const FVector OldLocation = GetActorLocation();
		const FQuat OldRotation = GetActorQuat();
		SetActorLocationAndRotation(ReplicatedMovement.Location, ReplicatedMovement.Rotation, /*bSweep=*/ false);

		INetworkPredictionInterface* PredictionInterface = Cast<INetworkPredictionInterface>(GetMovementComponent());
		if (PredictionInterface)
		{
			PredictionInterface->SmoothCorrection(OldLocation, OldRotation, ReplicatedMovement.Location, ReplicatedMovement.Rotation.Quaternion());
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:24,代码来源:Pawn.cpp


示例6: AddControllerPitchInput

void APluginsCharacter::LookUpAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:ZioYuri78,项目名称:Unreal-Engine-4-Plugins,代码行数:5,代码来源:PluginsCharacter.cpp


示例7: GetNavData

bool UNavigationComponent::GeneratePathTo(const FVector& GoalLocation, TSharedPtr<const FNavigationQueryFilter> QueryFilter)
{
	if (GetWorld() == NULL || GetWorld()->GetNavigationSystem() == NULL || GetOuter() == NULL)
	{
		return false;
	}

	// Make sure we're trying to path to the closest valid location TO that location rather than the absolute location.
	// After talking with Steve P., if we need to ever allow pathing WITHOUT projecting to nav-mesh, it will probably be
	// best to do so using a flag while keeping this as the default behavior.  NOTE:` If any changes to this behavior
	// are made, you should search for other places in UNavigationComponent using NavMeshGoalLocation and make sure the
	// behavior remains consistent.
	
	// make sure that nav data is updated
	GetNavData();

	const FNavAgentProperties* NavAgentProps = MyNavAgent ? MyNavAgent->GetNavAgentProperties() : NULL;
	if (NavAgentProps != NULL)
	{
		FVector NavMeshGoalLocation;

#if ENABLE_VISUAL_LOG
		UE_VLOG_LOCATION(GetOwner(), GoalLocation, 34, FColor(0,127,14), TEXT("GoalLocation"));
		const FVector ProjectionExtent = MyNavData ? MyNavData->GetDefaultQueryExtent() : FVector(DEFAULT_NAV_QUERY_EXTENT_HORIZONTAL, DEFAULT_NAV_QUERY_EXTENT_HORIZONTAL, DEFAULT_NAV_QUERY_EXTENT_VERTICAL);
		UE_VLOG_BOX(GetOwner(), FBox(GoalLocation - ProjectionExtent, GoalLocation + ProjectionExtent), FColor::Green, TEXT_EMPTY);
#endif

		if (ProjectPointToNavigation(GoalLocation, NavMeshGoalLocation) == QuerySuccess)
		{
			UE_VLOG_SEGMENT(GetOwner(), GoalLocation, NavMeshGoalLocation, FColor::Blue, TEXT_EMPTY);
			UE_VLOG_LOCATION(GetOwner(), NavMeshGoalLocation, 34, FColor::Blue, TEXT_EMPTY);
			
			UNavigationSystem* NavSys = GetWorld()->GetNavigationSystem();
			FPathFindingQuery Query(MyNavData, MyNavAgent->GetNavAgentLocation(), NavMeshGoalLocation, QueryFilter);

			const EPathFindingMode::Type Mode = bDoHierarchicalPathfinding ? EPathFindingMode::Hierarchical : EPathFindingMode::Regular;
			FPathFindingResult Result = NavSys->FindPathSync(*MyNavAgent->GetNavAgentProperties(), Query, Mode);

			// try reversing direction
			if (bSearchFromGoalWhenOutOfNodes && !bDoHierarchicalPathfinding &&
				Result.Path.IsValid() && Result.Path->DidSearchReachedLimit())
			{
				// quick check if path exists
				bool bPathExists = false;
				{
					DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Pathfinding: HPA* test time"), STAT_Navigation_PathVerifyTime, STATGROUP_Navigation);
					bPathExists = NavSys->TestPathSync(Query, EPathFindingMode::Hierarchical);
				}

				UE_VLOG(GetOwner(), LogNavigation, Log, TEXT("GeneratePathTo: out of nodes, HPA* path: %s"),
					bPathExists ? TEXT("exists, trying reversed search") : TEXT("doesn't exist"));

				// reverse search
				if (bPathExists)
				{
					DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Pathfinding: reversed test time"), STAT_Navigation_PathReverseTime, STATGROUP_Navigation);

					TSharedPtr<FNavigationQueryFilter> Filter = QueryFilter.IsValid() ? QueryFilter->GetCopy() : MyNavData->GetDefaultQueryFilter()->GetCopy();					
					Filter->SetBacktrackingEnabled(true);

					FPathFindingQuery ReversedQuery(MyNavData, Query.EndLocation, Query.StartLocation, Filter);
					Result = NavSys->FindPathSync(*MyNavAgent->GetNavAgentProperties(), Query, Mode);
				}
			}

			if (Result.IsSuccessful() || Result.IsPartial())
			{
				CurrentGoal = NavMeshGoalLocation;
				SetPath(Result.Path);

				if (IsFollowing() == true)
				{
					// make sure ticking is enabled (and it shouldn't be enabled before _first_ async path finding)
					SetComponentTickEnabledAsync(true);
				}

				NotifyPathUpdate();
				return true;
			}
			else
			{
				UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("Failed to generate path to destination"));
			}
		}
		else
		{
			UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("Destination not on navmesh (and nowhere near!)"));
		}
	}
	else
	{
		UE_VLOG(GetOwner(), LogNavigation, Display, TEXT("UNavigationComponent::GeneratePathTo: NavAgentProps == NULL (Probably Pawn died)"));
	}

	return false;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:96,代码来源:NavigationComponent.cpp


示例8: UE_LOG

bool ANUTActor::NotifyControlMessage(UNetConnection* Connection, uint8 MessageType, FInBunch& Bunch)
{
	bool bHandledMessage = false;

	if (MessageType == NMT_NUTControl)
	{
		uint8 CmdType = 0;
		FString Command;
		FNetControlMessage<NMT_NUTControl>::Receive(Bunch, CmdType, Command);

		// Console command
		if (CmdType == ENUTControlCommand::Command_NoResult || CmdType == ENUTControlCommand::Command_SendResult)
		{
			UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Executing command: %s"), *Command);

			FStringOutputDevice CmdResult;
			CmdResult.SetAutoEmitLineTerminator(true);

			bool bCmdSuccess = false;

			bCmdSuccess = GEngine->Exec(GetWorld(), *Command, CmdResult);

			UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Command result: %s"), *CmdResult);


			bool bSendResult = CmdType == ENUTControlCommand::Command_SendResult;

			if (bSendResult)
			{
				uint8 ReturnCmdType = (bCmdSuccess ? ENUTControlCommand::CommandResult_Success :
										ENUTControlCommand::CommandResult_Failed);

				FNetControlMessage<NMT_NUTControl>::Send(Connection, ReturnCmdType, CmdResult);
			}
		}
		// Console command result
		else if (CmdType == ENUTControlCommand::CommandResult_Failed || CmdType == ENUTControlCommand::CommandResult_Success)
		{
			bool bCmdSuccess = CmdType == ENUTControlCommand::CommandResult_Success;

			if (bCmdSuccess)
			{
				UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Got command result:"));
				UE_LOG(LogUnitTest, Log, TEXT("%s"), *Command);
			}
			else
			{
				UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Failed to execute command"));
			}
		}
		// Ping request
		else if (CmdType == ENUTControlCommand::Ping)
		{
			uint8 TempCmdType = ENUTControlCommand::Pong;
			FString Dud;

			FNetControlMessage<NMT_NUTControl>::Send(Connection, TempCmdType, Dud);
		}
		// Pong reply - this should only be implemented by custom unit tests; hence the assert
		else if (CmdType == ENUTControlCommand::Pong)
		{
			UNIT_ASSERT(false);
		}
		// Custom implemented events, with the result triggered through 'NotifyEvent'
		else if (CmdType == ENUTControlCommand::WatchEvent)
		{
			// NOTE: Only the last NetConnection to request a WatchEvent, will receive notifications
			EventWatcher = Connection;

			// Watch for the end of seamless travel
			if (Command == TEXT("SeamlessTravelEnd"))
			{
				FCoreUObjectDelegates::PostLoadMap.AddStatic(&ANUTActor::NotifyPostLoadMap);
			}
		}
		// Event watch notification - should only be implemented by custom unit tests
		else if (CmdType == ENUTControlCommand::NotifyEvent)
		{
			UNIT_ASSERT(false);
		}
		// Create an actor instance (the 'summon' console command, doesn't work without a cheat manager)
		else if (CmdType == ENUTControlCommand::Summon)
		{
			const TCHAR* Cmd = *Command;
			FString SpawnClassName = FParse::Token(Cmd, false);
			bool bForceBeginPlay = FParse::Param(Cmd, TEXT("ForceBeginPlay"));

			// Hack specifically for getting the GameplayDebugger working - think the mainline code is broken
			bool bGameplayDebuggerHack = FParse::Param(Cmd, TEXT("GameplayDebuggerHack"));

			UClass* SpawnClass = FindObject<UClass>(NULL, *SpawnClassName);

			if (SpawnClass != NULL)
			{
				FActorSpawnParameters SpawnParms;
				SpawnParms.Owner = GetOwner();

				AActor* NewActor = GetWorld()->SpawnActor<AActor>(SpawnClass, SpawnParms);

				if (NewActor != NULL)
//.........这里部分代码省略.........
开发者ID:frobro98,项目名称:UnrealSource,代码行数:101,代码来源:NUTActor.cpp


示例9: GetActorLocation

void ALaser::checkLaserCollisions(float dt)
{
	FHitResult hit;
	FCollisionQueryParams queryParam;
	queryParam.bFindInitialOverlaps = false;
	queryParam.bReturnFaceIndex = true;
	FCollisionObjectQueryParams objectParam = objectParam.DefaultObjectQueryParam;
	if ( !canHitBall ) queryParam.AddIgnoredActor( GetWorld()->GetGameState<AProjectTapGameState>()->GetPlayer() );
	auto pos = GetActorLocation();
	auto rayStart = pos + dir * 5.0f;
	auto laserVector = dir * length;
	auto laserEmitter = laserParticle->EmitterInstances[0];
	//ray cast to see if laser hits anything
	GetWorld()->LineTraceSingleByObjectType(hit,rayStart, pos + laserVector, objectParam,queryParam);
	auto hitActor = hit.Actor.Get();

	if (hitActor != nullptr)
	{
		currHitPoint = hit.ImpactPoint;
		if(!laserSparkParticle->bIsActive) laserSparkParticle->ActivateSystem();
		//kills ball if laser hits it
		auto ball = Cast<ABallPawn>(hitActor);

		if (ball != nullptr)
		{
			ball->Kill();
			laserEmitter->SetBeamTargetPoint(hit.ImpactPoint, 0);
			KillSubLaser();
		}
		else
		{
			//if not set laser end point
			laserEmitter->SetBeamTargetPoint(hit.ImpactPoint, 0);

			bool typeFound = false;
			//if hits deflective tile then spawn a new laser object
			auto tile = Cast<ADeflectiveTile>(hitActor);
			bool isFrame = false;
			if (tile != nullptr)
			{
				typeFound = true;
				TArray<USceneComponent*> Children;
				tile->frameCollisionsComponent->GetChildrenComponents(true, Children);
				for(int i = 0; i < Children.Num() && typeFound ; ++i)
				{
//					printonscreen(hit.Component.Get()->GetName());
//					printonscreen(Children[i]->GetName());
					if(hit.Component.Get() == Children[i])
					{
						typeFound = false;
						isFrame = true;
					}
				}
				//cut the laser length to make sure new sub laser start doesn't hit the same object
				if (typeFound && CanSpawnSubLaser()) SpawnSubLaser(hit.ImpactPoint + hit.ImpactNormal * 10.0f, hit.ImpactNormal);
			}


			//if sub laser already exists then keep updating its rotation and position
			auto subLaserExistsHitDeflectiveTile = currentDepth < MAX_DEPTH && nextLaser != nullptr && tile != nullptr;
			if (subLaserExistsHitDeflectiveTile)
			{
				auto incomingVector = hit.ImpactPoint - GetActorLocation();

				//if the incoming vector's angle is too small then kill sublasers to avoid laser flickering
				auto dot = FVector::DotProduct(-incomingVector.GetSafeNormal(), hit.ImpactNormal);

				auto angle = FMath::RadiansToDegrees(FMath::Acos(dot));
				if (angle < 70.0f)
				{
					auto newDir = FMath::GetReflectionVector(incomingVector, hit.ImpactNormal);

					auto start = hit.ImpactPoint + newDir * 2.0f;
					nextLaser->SetActorLocation(hit.ImpactPoint);
					nextLaser->dir = newDir.IsNormalized() ? newDir : newDir.GetSafeNormal();
					nextLaser->laserParticle->EmitterInstances[0]->SetBeamSourcePoint(hit.ImpactPoint, 0);
					nextLaser->laserParticle->EmitterInstances[0]->SetBeamTargetPoint(start + newDir * length, 0);
				}
				else
				{
					KillSubLaser();
				}
			}

			//if the laser hits turret then kills it
			if (!typeFound)
			{
				auto turret = Cast<ATurretPawn>(hitActor);
				if (turret != nullptr)
				{
					typeFound = true;
					turret->Damage(2.0f);
				}
			}

			APortalTile* portal = nullptr;
			if (!typeFound)
			{
				portal = Cast<APortalTile>(hitActor);
				if (CanSpawnSubLaser() && portal != nullptr)
//.........这里部分代码省略.........
开发者ID:pokelege,项目名称:ProjectTap_Code,代码行数:101,代码来源:Laser.cpp


示例10: GetWorld

void ANUTActor::ServerClientStillAlive_Implementation()
{
	LastAliveTime = GetWorld()->RealTimeSeconds;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:4,代码来源:NUTActor.cpp


示例11: ServerAddItemOnSlot

void UGISInventoryBaseComponent::AddItemOnSlot(const FGISSlotInfo& TargetSlotType, const FGISSlotInfo& LastSlotType)
{
	//Before we start swapping item, let's check if tags match!
	if (GetOwnerRole() < ROLE_Authority)
	{
		ServerAddItemOnSlot(TargetSlotType, LastSlotType);
		return;
	}

	//check if all data is valid.
	if (!TargetSlotType.IsValid() || !LastSlotType.IsValid())
		return;

	//next check should be against item tags, but that's later!
	if (LastSlotType.CurrentInventoryComponent->bRemoveItemsFromInvetoryOnDrag)
	{
		//Tabs.InventoryTabs[TargetSlotType.SlotTabIndex].TabSlots[TargetSlotType.SlotTabIndex].ItemData
		if (TargetSlotType.GetItemData() == nullptr)
		{
			UGISItemData* TargetItem = LastSlotType.GetItemData();
			UGISItemData* LastItem = TargetSlotType.GetItemData();
			if (!CheckIfCanAddItemToSlot(TargetItem, TargetSlotType.SlotTabIndex, TargetSlotType.SlotIndex, LastItem))
				return;

			if (!TargetItem->HasAnyMatchingGameplayTags(TargetSlotType.GetTags()))
				return;

			if (TargetItem)
				if (!TargetItem->CanItemBeSwapped())
					return;
			if (LastItem)
				if (!LastItem->CanItemBeSwapped())
					return;

			TargetItem->AssignInventory(LastSlotType, TargetSlotType);

			LastSlotType.DecrementItemCount();
			TargetSlotType.IncrementItemCount();

			TargetSlotType.SetItemData(TargetItem);
			LastSlotType.SetItemData(nullptr);
			
			if ((LastTargetTab != INDEX_NONE) && (LastOtherOriginTab != INDEX_NONE)
				&& LastOtherOriginInventory)
			{
				LastOtherOriginInventory->CopyItemsFromOtherInventoryTab(this, LastOtherOriginTab, LastTargetTab);
			}

			TargetItem->SetWorld(GetWorld());
			TargetItem->SetCurrentOwner(GetOwner());
			OnItemAddedToSlot(TargetItem);

			SlotSwapInfo.ReplicationCounter++;
			SlotSwapInfo = FGISSlotSwapInfo(LastSlotType, LastItem, TargetSlotType, TargetItem);

			if (GetNetMode() == ENetMode::NM_Standalone)
			{
				OnItemSlotSwapped.Broadcast(SlotSwapInfo);
				LastSlotType.CurrentInventoryComponent->OnItemSlotSwapped.Broadcast(SlotSwapInfo);
			}
			//we will do it on server, to give chance for other
			//componenets/actors to do something if item is removed/swapped in inventory.
			if (GetNetMode() == ENetMode::NM_DedicatedServer)
			{
				OnItemSlotSwapped.Broadcast(SlotSwapInfo);
				LastSlotType.CurrentInventoryComponent->OnItemSlotSwapped.Broadcast(SlotSwapInfo);
			}
		}
		else
		{

			/*
				Last copy item from last inventory, to be placed in Target inventory.
			*/
			UGISItemData* TargetItem = LastSlotType.GetItemData();
			/*
				Copy item from target inventory, to be placed in last inventory.
			*/
			UGISItemData* LastItem = TargetSlotType.GetItemData();
			
			if (!CheckIfCanAddItemToSlot(TargetItem, TargetSlotType.SlotTabIndex, TargetSlotType.SlotIndex, LastItem))
				return;

			if (!TargetItem->HasAnyMatchingGameplayTags(TargetSlotType.GetTags()))
				return;
			
			if (!LastItem->HasAnyMatchingGameplayTags(LastSlotType.GetTags()))
				return;

			if (TargetItem)
				if (!TargetItem->CanItemBeSwapped())
					return;
			if (LastItem)
				if (!LastItem->CanItemBeSwapped())
					return;

			/*
				Assign current inventory to current item.
			*/
			TargetItem->AssignInventory(LastSlotType, TargetSlotType);
//.........这里部分代码省略.........
开发者ID:Chooka,项目名称:ActionRPGGame,代码行数:101,代码来源:GISInventoryBaseComponent.cpp


示例12: CreateRagdollExperiment_0

	void CreateRagdollExperiment_0(const dMatrix& location)
	{
		static dJointDefinition jointsDefinition[] =
		{
			{ "body" },
			{ "leg", 100.0f,{ -15.0f, 15.0f, 30.0f },{ 0.0f, 0.0f, 180.0f }, dAnimationRagdollJoint::m_threeDof },
			{ "foot", 100.0f,{ -15.0f, 15.0f, 30.0f },{ 0.0f, 90.0f, 0.0f }, dAnimationRagdollJoint::m_twoDof },
		};
		const int definitionCount = sizeof (jointsDefinition)/sizeof (jointsDefinition[0]);

		NewtonWorld* const world = GetWorld();
		DemoEntityManager* const scene = (DemoEntityManager*)NewtonWorldGetUserData(world);

		DemoEntity* const modelEntity = DemoEntity::LoadNGD_mesh("selfbalance_01.ngd", GetWorld(), scene->GetShaderCache());

		dMatrix matrix0(modelEntity->GetCurrentMatrix());
		//matrix0.m_posit = location;
		//modelEntity->ResetMatrix(*scene, matrix0);
		scene->Append(modelEntity);

		// add the root childBody
		NewtonBody* const rootBody = CreateBodyPart(modelEntity);

		// build the rag doll with rigid bodies connected by joints
		dDynamicsRagdoll* const dynamicRagdoll = new dDynamicsRagdoll(rootBody, dGetIdentityMatrix());
		AddModel(dynamicRagdoll);
		dynamicRagdoll->SetCalculateLocalTransforms(true);

		// save the controller as the collision user data, for collision culling
		NewtonCollisionSetUserData(NewtonBodyGetCollision(rootBody), dynamicRagdoll);

		int stackIndex = 0;
		DemoEntity* childEntities[32];
		dAnimationJoint* parentBones[32];

		for (DemoEntity* child = modelEntity->GetChild(); child; child = child->GetSibling()) {
			parentBones[stackIndex] = dynamicRagdoll;
			childEntities[stackIndex] = child;
			stackIndex++;
		}

		// walk model hierarchic adding all children designed as rigid body bones. 
		while (stackIndex) {
			stackIndex--;
			DemoEntity* const entity = childEntities[stackIndex];
			dAnimationJoint* parentNode = parentBones[stackIndex];

			const char* const name = entity->GetName().GetStr();
			for (int i = 0; i < definitionCount; i++) {
				if (!strcmp(jointsDefinition[i].m_boneName, name)) {
					NewtonBody* const childBody = CreateBodyPart(entity);
					// connect this body part to its parent with a rag doll joint
					parentNode = CreateChildNode(childBody, parentNode, jointsDefinition[i]);

					NewtonCollisionSetUserData(NewtonBodyGetCollision(childBody), parentNode);
					break;
				}
			}

			for (DemoEntity* child = entity->GetChild(); child; child = child->GetSibling()) {
				parentBones[stackIndex] = parentNode;
				childEntities[stackIndex] = child;
				stackIndex++;
			}
		}

		SetModelMass (100.0f, dynamicRagdoll);

		// set the collision mask
		// note this container work best with a material call back for setting bit field 
		//dAssert(0);
		//controller->SetDefaultSelfCollisionMask();

		// transform the entire contraction to its location
		dMatrix worldMatrix(modelEntity->GetCurrentMatrix() * location);
		worldMatrix.m_posit = location.m_posit;
		NewtonBodySetMatrixRecursive(rootBody, &worldMatrix[0][0]);

		// attach effectors here
		for (dAnimationJoint* joint = GetFirstJoint(dynamicRagdoll); joint; joint = GetNextJoint(joint)) {
			if (joint->GetAsRoot()) {
				dAssert(dynamicRagdoll == joint);
				dynamicRagdoll->SetHipEffector(joint);
			} else if (joint->GetAsLeaf()) {
				dynamicRagdoll->SetFootEffector(joint);
			}
		}

		dynamicRagdoll->Finalize();
		//return controller;
	}
开发者ID:MADEAPPS,项目名称:newton-dynamics,代码行数:91,代码来源:DynamicRagdoll.cpp


示例13: check

ULocalPlayer* UGameInstance::CreateLocalPlayer(int32 ControllerId, FString& OutError, bool bSpawnActor)
{
	check(GetEngine()->LocalPlayerClass != NULL);

	ULocalPlayer* NewPlayer = NULL;
	int32 InsertIndex = INDEX_NONE;

	const int32 MaxSplitscreenPlayers = (GetGameViewportClient() != NULL) ? GetGameViewportClient()->MaxSplitscreenPlayers : 1;

	if (FindLocalPlayerFromControllerId( ControllerId ) != NULL)
	{
		OutError = FString::Printf(TEXT("A local player already exists for controller ID %d,"), ControllerId);
	}
	else if (LocalPlayers.Num() < MaxSplitscreenPlayers)
	{
		// If the controller ID is not specified then find the first available
		if (ControllerId < 0)
		{
			for (ControllerId = 0; ControllerId < MaxSplitscreenPlayers; ++ControllerId)
			{
				if (FindLocalPlayerFromControllerId( ControllerId ) == NULL)
				{
					break;
				}
			}
			check(ControllerId < MaxSplitscreenPlayers);
		}
		else if (ControllerId >= MaxSplitscreenPlayers)
		{
			UE_LOG(LogPlayerManagement, Warning, TEXT("Controller ID (%d) is unlikely to map to any physical device, so this player will not receive input"), ControllerId);
		}

		NewPlayer = NewObject<ULocalPlayer>(GetEngine(), GetEngine()->LocalPlayerClass);
		InsertIndex = AddLocalPlayer(NewPlayer, ControllerId);
		if (bSpawnActor && InsertIndex != INDEX_NONE && GetWorld() != NULL)
		{
			if (GetWorld()->GetNetMode() != NM_Client)
			{
				// server; spawn a new PlayerController immediately
				if (!NewPlayer->SpawnPlayActor("", OutError, GetWorld()))
				{
					RemoveLocalPlayer(NewPlayer);
					NewPlayer = NULL;
				}
			}
			else
			{
				// client; ask the server to let the new player join
				NewPlayer->SendSplitJoin();
			}
		}
	}
	else
	{
		OutError = FString::Printf(TEXT( "Maximum number of players (%d) already created.  Unable to create more."), MaxSplitscreenPlayers);
	}

	if (OutError != TEXT(""))
	{
		UE_LOG(LogPlayerManagement, Log, TEXT("UPlayer* creation failed with error: %s"), *OutError);
	}

	return NewPlayer;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:64,代码来源:GameInstance.cpp


示例14: GetCharacterMovement

void AMMO_Character::BeginPlay()
{
	Super::BeginPlay();
	
	GetCharacterMovement()->MaxWalkSpeed = MovementSpeed;
	Player_SkeletalMeshComponent = FindComponentByClass<class USkeletalMeshComponent>();
	Player_SpringArmComponent = FindComponentByClass<class USpringArmComponent>();
	Player_Widget = FindComponentByClass<class UWidgetComponent>();

	CurrentHealth = MaxHealth;

	OverheadUI = Cast<UMMO_OverheadUI_HUD>(Player_Widget->GetUserWidgetObject());
	OverheadUI->CharName = CharacterName;
	float TempPercetage = CurrentHealth / MaxHealth;
	OverheadUI->HPBarValue = TempPercetage;

	AnimInstance = Cast<UMMO_Char_AnimInstance>(Player_SkeletalMeshComponent->GetAnimInstance());
	MyController = Cast<AMMO_Player_Controller>(GetController());

	TArray<UCameraComponent*> Cameras;
	GetComponents<UCameraComponent>(Cameras);
	for (size_t i = 0; i < Cameras.Num(); i++)
	{
		if (Cameras[i]->ComponentHasTag("MainCam"))
		{
			MainCam = Cameras[i];
		}
		else
		{
			LockOnCam = Cameras[i];
		}
	}

	if (!bIsWarrior)
	{
		TArray<UStaticMeshComponent*> StaticMeshes;
		GetComponents<UStaticMeshComponent>(StaticMeshes);
		for (size_t i = 0; i < StaticMeshes.Num(); i++)
		{
			if (StaticMeshes[i]->ComponentHasTag("HandArrow"))
			{
				HandArrow = StaticMeshes[i];
			}
			else if (StaticMeshes[i]->ComponentHasTag("ArrowShooterLoc"))
			{
				ShootingLocation = StaticMeshes[i];
			}
			else if (StaticMeshes[i]->ComponentHasTag("ShootTarget"))
			{
				ShootTarget = StaticMeshes[i];
			}
		}

		
	}

	//Get Reference to Other Character.
	if (Role < ROLE_Authority)
	{
		for (TActorIterator<AMMO_Character> ActorItr(GetWorld()); ActorItr; ++ActorItr)
		{
			if (*ActorItr != this)
			{
				OtherCharacter = *ActorItr;
			}
		}
	}

	for (TActorIterator<AObjectPool> ActorItr(GetWorld()); ActorItr; ++ActorItr)
	{
		if (ActorItr->ActorHasTag("ObjectPooler"))
		{
			GlobalPool = *ActorItr;
		}
	}

	
}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:78,代码来源:MMO_Character.cpp


示例15: GetWorld

void AWorldSettings::NotifyMatchStarted()
{
    UWorld* World = GetWorld();
    World->bMatchStarted = true;
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:5,代码来源:WorldSettings.cpp


示例16: AttemptToLockOn

void AMMO_Character::AttemptToLockOn()
{
	if (bIsDead)return;
	if (bMantineeHasControl)return;

	// Part 1 of 2: Set / Unset LockOn Target

	if (!LockedTarget)
	{
		TArray<AMMO_Mob_Character*> Enemies;
		for (TActorIterator<AMMO_Mob_Character> ActorItr(GetWorld()); ActorItr; ++ActorItr)
		{
			if(!ActorItr->bIsDead)
			Enemies.Add(*ActorItr);
		}

		int32 Index = -1;
		float Distance = 100000000;
		for (size_t i = 0; i < Enemies.Num(); i++)
		{
			if (FVector::Dist(GetActorLocation(), Enemies[i]->GetActorLocation()) <= PingAreaForLockOn)
			{
				if (FVector::Dist(GetActorLocation(), Enemies[i]->GetActorLocation()) < Distance)
				{
					if (!Enemies[i]->bIsDead && !Enemies[i]->MonsterAnimInstance->bHasDied )
					{
						Distance = FVector::Dist(GetActorLocation(), Enemies[i]->GetActorLocation());
						Index = i;
					}
				}
			}
		}

		if (Index != -1)
		{
			if (bIsInFocusMode)
			{
				bIsInFocusMode = false;
			}

			LockedTarget = Cast<AActor>(Enemies[Index]);
		}
		else
		{
			LockedTarget = nullptr;
		}
	}
	else
	{
		Cast<AMMO_Mob_Character>(LockedTarget)->MyLockOnWidget->PlayersLockedOn[LockOnID]=-1;
		LockedTarget = nullptr;
	}


	// Part 2 of 2: Activate and Deactivate as well as set some helper variables for Rotation of Actor and Camera.

	if (LockedTarget)
	{
		LastKnownRotation = FRotator((LockedTarget->GetActorLocation() - LockOnCam->GetComponentLocation()).Rotation());
		
		Cast<AMMO_Mob_Character>(LockedTarget)->MyLockOnWidget->PlayersLockedOn[LockOnID] = LockOnID;

		SetActorRotation(LastKnownRotation);
		Player_SkeletalMeshComponent->SetWorldRotation(LastKnownRotation);
		
		LockOnCam->Activate();
		MainCam->Deactivate();

		LockOnCam->SetRelativeLocation(FVector(-300, 0, 120));
		LockOnCam->SetRelativeRotation(FRotator(-22.5f, 0, 0));
	}
	else
	{
		GLog->Log(GetActorLabel());

		LockOnCam->Deactivate();
		MainCam->Activate();
	}
}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:79,代码来源:MMO_Character.cpp


示例17: GetWorld

void UShardsMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	FHitResult HitResult;
	FHitResult ShapeTraceResult;
	FCollisionShape shape = FCollisionShape::MakeBox(FVector(0.72f*playerradius, 0.72f*playerradius,10.0f));

	FCollisionQueryParams Params;
	Params.bFindInitialOverlaps = true;
	Params.AddIgnoredActor(UpdatedComponent->GetAttachmentRootActor());

	// Telepads don't count.
	for (TActorIterator<ATelePad> ActorItr(GetWorld()); ActorItr; ++ActorItr) {
		Params.AddIgnoredActor(ActorItr.operator->());
	}

	// Neither do destructibles.
	for (TActorIterator<ADestructibleBox> ActorItr(GetWorld()); ActorItr; ++ActorItr) {
		// When they're broken, that is.
		if (ActorItr->fadetimer >= 0.0f) {
			Params.AddIgnoredActor(ActorItr.operator->());
		}
	}

	if (isclimbing) {
		return;
	}

	TArray<FHitResult> results;
	if (forceregiondirection.Z == 0.0f) {
		GetWorld()->SweepMultiByChannel(results, UpdatedComponent->GetComponentLocation() - 0.0f*45.0f*FVector::UpVector, UpdatedComponent->GetComponentLocation() - 1000.0f*FVector::UpVector, FQuat::Identity, ECC_Visibility, shape, Params); //100
		for (FHitResult r : results) {
			if (r.Normal.Z > 0.6f) {
				ShapeTraceResult = r;
				break;
			}
		}
		if (!ShapeTraceResult.IsValidBlockingHit()) {
			GetWorld()->LineTraceSingleByChannel(ShapeTraceResult, UpdatedComponent->GetComponentLocation(), UpdatedComponent->GetComponentLocation() - 1000.0f*FVector::UpVector, ECC_Visibility, Params);
		}
	}

	FVector PlayerCapsuleBottom = UpdatedComponent->GetComponentLocation() - 45.0f * FVector::UpVector; // 50
	float RequiredDistance = (onground ? 50.0f*grounddetecttfudgefactor : 10.0f)*FMath::Pow(playerhalfheight / 90.0f,4.0f) + playerhalfheight/2.0f; //50,1
	DistanceFromImpact = (PlayerCapsuleBottom - ShapeTraceResult.ImpactPoint).Z;
	overground = ShapeTraceResult.IsValidBlockingHit();

	FHitResult groundhitresult;
	GetWorld()->LineTraceSingleByChannel(groundhitresult, UpdatedComponent->GetComponentLocation(), UpdatedComponent->GetComponentLocation() - 10000.0f*FVector::UpVector, ECC_Visibility, Params);
	groundtracehit = groundhitresult.ImpactPoint;

	if (!onground) {
		offGroundTime += DeltaTime;
	}

	toosteep = false;
	if (enforcementtimer >= 0.0f) {
		enforcementtimer += DeltaTime;
		toosteep = true;
	}
	wasonground = onground;
	onground = false;
	prevgroundvelocity = groundvelocity;
	groundvelocity = FVector::ZeroVector;
	platformangularfrequency = 0.0f;
	platformspindir = 1;
	FloorNormal = FVector::ZeroVector;

	if ((enforcementtimer < timerlimit && ShapeTraceResult.Normal.Z>0.6f) && DistanceFromImpact < RequiredDistance && !justjumped) { // (PlayerVelocity.Z <= 0.0f || wasonground)
		if (ShapeTraceResult.Normal.Z < minnormalz) {
			if (enforcementtimer == -1.0f) {
				enforcementtimer = 0.0f;
			}
		} else {
			enforcementtimer = -1.0f;
		}

		FVector pvel;
		// Handle moving platforms.
		if (ShapeTraceResult.GetActor() != nullptr && ShapeTraceResult.GetComponent() != nullptr && ShapeTraceResult.GetComponent()->IsA(UStaticMeshComponent::StaticClass())) {
			
			// The motion of a point on a rigid body is the combination of its motion about the center of mass...
			FVector angvel = FMath::DegreesToRadians((((UStaticMeshComponent*)ShapeTraceResult.GetComponent())->GetPhysicsAngularVelocity()));
			FVector rr = GetActorLocation() - (((UStaticMeshComponent*)ShapeTraceResult.GetComponent())->GetComponentLocation());
			FVector rvel = FVector::CrossProduct(angvel, rr);

			// ...and the motion of the center of mass itself.
			FVector cmvel = (((UStaticMeshComponent*)ShapeTraceResult.GetComponent())->GetPhysicsLinearVelocity());
			
			groundvelocity = rvel + cmvel;
			platformangularfrequency = -angvel.Z;
		}

		if ((PlayerVelocity.Z <= groundvelocity.Z || wasonground)) {
			onground = true;
			offGroundTime = 0.0f;
		}
	}

//.........这里部分代码省略.........
开发者ID:chris-hamer,项目名称:shards,代码行数:101,代码来源:ShardsMovementComponent.cpp


示例18: ApplyUprightConstraint

void UBuoyancyComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	if (!OceanManager || !UpdatedComponent || !UpdatedPrimitive) return;

	if (!UpdatedComponent->IsSimulatingPhysics())
	{
		FVector waveHeight = OceanManager->GetWaveHeightValue(UpdatedComponent->GetComponentLocation());
		UpdatedPrimitive->SetWorldLocation(FVector(UpdatedComponent->GetComponentLocation().X, UpdatedComponent->GetComponentLocation().Y, waveHeight.Z), true);
		return;
	}

	//ApplyUprightConstraint is apparently needed again at first tick for BP-updated components. 
	//TODO: there has to be a better way than this(?), PostInitialize(?)
	if (!_hasTicked)
	{
		_hasTicked = true;
		ApplyUprightConstraint();
	}

	float TotalPoints = TestPoints.Num();
	if (TotalPoints < 1) return;

	int PointsUnderWater = 0;
	for (int pointIndex = 0; pointIndex < TotalPoints; pointIndex++)
	{
		if (!TestPoints.IsValidIndex(pointIndex)) return; //Array size changed during runtime

		bool isUnderwater = false;
		FVector testPoint = TestPoints[pointIndex];
		FVector worldTestPoint = UpdatedComponent->GetComponentTransform().TransformPosition(testPoint);
		float waveHeight = OceanManager->GetWaveHeightValue(worldTestPoint).Z;

		//If test point radius is touching water add buoyancy force
		if (waveHeight > (worldTestPoint.Z + _SignedRadius))
		{
			PointsUnderWater++;
			isUnderwater = true;

			float DepthMultiplier = (waveHeight - (worldTestPoint.Z + _SignedRadius)) / (TestPointRadius * 2);
			DepthMultiplier = FMath::Clamp(DepthMultiplier, 0.f, 1.f);

			//If we have a point density override, use the overriden value insted of MeshDensity
			float PointDensity = PointDensityOverride.IsValidIndex(pointIndex) ? PointDensityOverride[pointIndex] : MeshDensity;

			/**
			* --------
			* Buoyancy force formula: (Volume(Mass / Density) * Fluid Density * -Gravity) / Total Points * Depth Multiplier
			* --------
			*/
			float BuoyancyForceZ = UpdatedPrimitive->GetMass() / PointDensity * FluidDensity * -GetGravityZ() / TotalPoints * DepthMultiplier;

			//Experimental velocity damping using GetUnrealWorldVelocityAtPoint!
			FVector DampingForce = -GetVelocityAtPoint(UpdatedPrimitive, worldTestPoint) * VelocityDamper * UpdatedPrimitive->GetMass() * DepthMultiplier;

			//Wave push force
			if (EnableWaveForces)
			{
				float waveVelocity = FMath::Clamp(GetVelocityAtPoint(UpdatedPrimitive, worldTestPoint).Z, -20.f, 150.f) * (1 - DepthMultiplier);
				DampingForce += FVector(OceanManager->GlobalWaveDirection.X, OceanManager->GlobalWaveDirection.Y, 0) * UpdatedPrimitive->GetMass() * waveVelocity * WaveForceMultiplier / TotalPoints;
			}

			//Add force for this test point
			UpdatedPrimitive->AddForceAtLocation(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ), worldTestPoint);
		}

		if (DrawDebugPoints)
		{
			FColor DebugColor = FLinearColor(0.8, 0.7, 0.2, 0.8).ToRGBE();
			if (isUnderwater) { DebugColor = FLinearColor(0, 0.2, 0.7, 0.8).ToRGBE(); } //Blue color underwater, yellow out of watter
			DrawDebugSphere(GetWorld(), worldTestPoint, TestPointRadius, 8, DebugColor);
		}
	}

	//Clamp the velocity to MaxUnderwaterVelocity if there is any point underwater
	if (ClampMaxVelocity && PointsUnderWater > 0
		&& UpdatedPrimitive->GetPhysicsLinearVelocity().Size() > MaxUnderwaterVelocity)
	{
		FVector	Velocity = UpdatedPrimitive->GetPhysicsLinearVelocity().GetSafeNormal() * MaxUnderwaterVelocity;
		UpdatedPrimitive->SetPhysicsLinearVelocity(Velocity);
	}

	//Update damping based on number of underwater test points
	UpdatedPrimitive->SetLinearDamping(_baseLinearDamping + FluidLinearDamping / TotalPoints * PointsUnderWater);
	UpdatedPrimitive->SetAngularDamping(_baseAngularDamping + FluidAngularDamping / TotalPoints 

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