本文整理汇总了C++中GetController函数的典型用法代码示例。如果您正苦于以下问题:C++ GetController函数的具体用法?C++ GetController怎么用?C++ GetController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GetController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: SendMilestone
SafeTrajClient::MotionResult CommandInterface::SendMilestone(const Config& x)
{
if(sim) GetController(sim->robotControllers[0])->AddMilestone(x);
else if(val3) {
return val3->MoveTo(x);
}
return SafeTrajClient::Success;
}
开发者ID:bbgw,项目名称:RobotSim,代码行数:8,代码来源:userinterface.cpp
示例2: GetController
void CEditWidget::GetController(QDomLiteElement* data)
{
int Controller;
int Value;
GetController(Controller,Value);
data->setAttribute("Controller",Controller);
data->setAttribute("Value",Value);
}
开发者ID:vemod-,项目名称:ObjectComposerXML,代码行数:8,代码来源:ceditwidget.cpp
示例3: Turn
// @TODO: DEPRECATED, remove.
void ADefaultPawn::Turn(float Val)
{
APlayerController* PC = Cast<APlayerController>(GetController());
if (PC)
{
PC->AddYawInput(Val);
}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:9,代码来源:DefaultPawn.cpp
示例4: LookUp
// @TODO: DEPRECATED, remove.
void ADefaultPawn::LookUp(float Val)
{
APlayerController* PC = Cast<APlayerController>(GetController());
if (PC)
{
PC->AddPitchInput(Val);
}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:DefaultPawn.cpp
示例5: OnTrackPointReached
void AVehiclePawn::OnTrackPointReached(class AVehicleTrackPoint* NewCheckpoint)
{
AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController());
if (MyPC)
{
MyPC->OnTrackPointReached(NewCheckpoint);
}
}
开发者ID:WesMC,项目名称:UnrealVehicleExampleNetworked,代码行数:8,代码来源:VehiclePawn.cpp
示例6: PossessedBy
void AARCharacter::PossessedBy(class AController* NewController)
{
Super::PossessedBy(NewController);
Equipment->TargetCharacter = this;
Equipment->TargetController = Cast<AARPlayerController>(GetController());
if (Equipment->TargetController)
{
Equipment->Inventory = Equipment->TargetController->Inventory;
}
Abilities->OwningCharacter = this;
Abilities->OwningController = Cast<AARPlayerController>(GetController());
Attributes->PlayerController = Cast<AARPlayerController>(GetController());
Attributes->PlayerCharacter = this;
Attributes->Initialize();
}
开发者ID:Aboutdept,项目名称:ActionRPGGame,代码行数:17,代码来源:ARCharacter.cpp
示例7: GetOtherCharacterInfo
void AMMO_Character::GetOtherCharacterInfo()
{
// Feed Party stuff to your UI
if (Role < ROLE_Authority)
{
if (GetController() && OtherCharacter)
{
if (Cast<AMMO_Player_Controller>(GetController()))
{
Cast<AMMO_Player_Controller>(GetController())->MainHUD->OtherCharName = OtherCharacter->CharacterName;
if (OtherCharacter->MaxHealth != 0)
Cast<AMMO_Player_Controller>(GetController())->MainHUD->OtherHPBarVal = OtherCharacter->CurrentHealth / OtherCharacter->MaxHealth;
}
}
}
}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:17,代码来源:MMO_Character.cpp
示例8: GetController
void AHair::SetSelectedQuality(float InVal)
{
AMyPlayerController* Controller = GetController();
for (int i = 0; i < Controller->TargetSegments.Num(); i++)
{
Controller->TargetSegments[i]->NumSegments = InVal;
}
}
开发者ID:ArchDD,项目名称:Archs-HairyLab-UE4,代码行数:8,代码来源:Hair.cpp
示例9: GetController
void GActionDie::Update(float fTime)
{
Gn2DSequence* sequence = GetController()->GetActor()->GetCurrentSequence();
//GnAssert( sequence->IsLoop() == false );
if( sequence && sequence->IsStop() )
{
mAcumTime += fTime;
gint alpha = 255 - ( (mAcumTime / mAlphaTime) * 255 );
if( alpha <= 0 )
{
GetController()->SetIsDestory( true );
return;
}
Gn2DMeshObject* mesh = GetController()->GetMesh();
mesh->SetAlpha( (guchar)alpha );
}
}
开发者ID:daoopp,项目名称:WebGame,代码行数:17,代码来源:GActionDie.cpp
示例10: NOFF_BlastObject
global func NOFF_BlastObject(int level, int caused_by, ...)
{
var w_controller = caused_by;
var t_controller = GetController();
if (w_controller >= 0) // NO_OWNER is probably lost controller management (e.g. chain reactions). Always hit.
if ((t_controller == ENEMY) == (w_controller == ENEMY)) // ENEMY can't hit ENEMY and others can't hit others.
return true; // reject
return this->NOFF_backup_bo(level, caused_by, ...);
}
开发者ID:TheBlackJokerDevil,项目名称:openclonk,代码行数:9,代码来源:NoFriendlyFire_Clonk.c
示例11: GetOwnerPawn
APlayerController* UBerserkCameraComponent::GetPlayerController()
{
APlayerController* playerController = nullptr;
auto ownerPawn = GetOwnerPawn();
if (ownerPawn != nullptr)
playerController = Cast<APlayerController>(ownerPawn->GetController());
return playerController;
}
开发者ID:Elringus,项目名称:UeRtsCamera,代码行数:9,代码来源:BerserkCameraComponent.cpp
示例12: FString
void AProtherer::MoveOrc()
{
this->sayDialog(&((new FString("Responding to transportation type: "))->Append(*(TransportUsed.Last(0)))));
this->CurrentLocation = GetNextWaypoint();
UNavigationSystem::SimpleMoveToLocation(GetController(), this->CurrentLocation->GetActorLocation());
this->IsMoving = true;
}
开发者ID:krishnasHub,项目名称:Game-AI,代码行数:9,代码来源:Protherer.cpp
示例13: ShowMouse
void AOverseer::ShowMouse()
{
APlayerController* PlayerController = Cast<APlayerController>(GetController());
if (PlayerController){
PlayerController->bEnableClickEvents = true;
PlayerController->bShowMouseCursor = true;
PlayerController->bEnableMouseOverEvents = true;
}
}
开发者ID:mcseyyy,项目名称:ParallaxTD,代码行数:9,代码来源:Overseer.cpp
示例14: NOFF_DoShockwaveCheck
global func NOFF_DoShockwaveCheck(int x, int y, int caused_by, ...)
{
var w_controller = caused_by;
var t_controller = GetController();
if (w_controller >= 0) // NO_OWNER is probably lost controller management (e.g. chain reactions). Always hit.
if ((t_controller == ENEMY) == (w_controller == ENEMY)) // ENEMY can't hit ENEMY and others can't hit others.
return false; // reject
return this->NOFF_backup_sw(x, y, caused_by, ...);
}
开发者ID:TheBlackJokerDevil,项目名称:openclonk,代码行数:9,代码来源:NoFriendlyFire_Clonk.c
示例15: ControlThrow
func ControlThrow(object caller)
{
if(DenyContainedDirectCom())
{
return false;
}
SendObjectThroughTube();
return ClearLastPlrCom(GetController(caller)) || true;
}
开发者ID:Fulgen301,项目名称:SGGP,代码行数:9,代码来源:Script.c
示例16: SendMilestoneImmediate
SafeTrajClient::MotionResult CommandInterface::SendMilestoneImmediate(const Config& x)
{
if(sim) GetController(sim->robotControllers[0])->SetMilestone(x);
else if(val3) {
double delay = Max(minimumLatency,val3->client.GetAverageLatency()*resetLatencyMultiplier);
return val3->MoveToImmediate(delay,x);
}
return SafeTrajClient::Success;
}
开发者ID:bbgw,项目名称:RobotSim,代码行数:9,代码来源:userinterface.cpp
示例17: BeginPlay
void AKappaPawn::BeginPlay()
{
APlayerController* const P1 = Cast<APlayerController>(GetController());
if (P1 != nullptr)
{
P1->bShowMouseCursor = true;
P1->bEnableClickEvents = true;
}
}
开发者ID:RobertMic,项目名称:TestRepo,代码行数:9,代码来源:KappaPawn.cpp
示例18: OnHandbrakePressed
void AVehiclePawn::OnHandbrakePressed()
{
AVehiclePlayerController *VehicleController = Cast<AVehiclePlayerController>(GetController());
UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent();
if (VehicleMovement != NULL)
{
VehicleMovement->SetHandbrakeInput(true);
}
}
开发者ID:WesMC,项目名称:UnrealVehicleExampleNetworked,代码行数:9,代码来源:VehiclePawn.cpp
示例19: OnHearNoise
// Called when hearing noise
void APreyCharacter::OnHearNoise(APawn* PawnInstigator, const FVector& Location, float Volume)
{
APreyAIController* PreyAIController = Cast<APreyAIController>(GetController());
if (PreyAIController && PawnInstigator != this)
{
PreyAIController->SetNoiseLocation(Location);
}
}
开发者ID:dingjun,项目名称:RunForLife,代码行数:10,代码来源:PreyCharacter.cpp
示例20: GameUpdateAndRender
internal void GameUpdateAndRender(game_memory *Memory, game_input *Input,
game_offscreen_buffer *Buffer)
{
Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
game_state *GameState = (game_state *) Memory->PermanentStorage;
if (!Memory->IsInitialized)
{
char *Filename = __FILE__;
debug_read_file_result File = DEBUGPlatformReadEntireFile(Filename);
if (File.Contents)
{
DEBUGPlatformWriteEntireFile("test.out", File.ContentsSize, File.Contents);
DEBUGPlatformFreeFileMemory(File.Contents);
}
GameState->ToneHz = 512;
Memory->IsInitialized = true;
}
for (int ControllerIndex = 0; ControllerIndex < ArrayCount(Input->Controllers); ++ControllerIndex)
{
game_controller_input *Controller = GetController(Input, ControllerIndex);
if (Controller->IsAnalog)
{
// Use analog movement tuning.
GameState->BlueOffset += (int) (4.0f * Controller->StickAverageX);
GameState->ToneHz = 512 + (int) (128.0f * Controller->StickAverageY);
}
else
{
// Use digital movement tuning.
if (Controller->MoveLeft.EndedDown)
{
GameState->BlueOffset -= 1;
}
if (Controller->MoveRight.EndedDown)
{
GameState->BlueOffset += 1;
}
}
// Input.AButtonEndedDown;
// Input.AButtonHalfTransitionCount;
if (Controller->ActionDown.EndedDown)
{
GameState->GreenOffset += 1;
}
}
RenderWeirdGradient(Buffer, GameState->BlueOffset, GameState->GreenOffset);
}
开发者ID:chris-horner,项目名称:HandmadeHero,代码行数:56,代码来源:handmade.cpp
注:本文中的GetController函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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