//------------------------------------------------------------------------ void CReplayActor::SetupActionController(const char *controllerDef, const char *animDB1P, const char *animDB3P) { IMannequin &mannequinSys = gEnv->pGame->GetIGameFramework()->GetMannequinInterface(); const SControllerDef *pContDef = NULL; if (controllerDef) { pContDef = mannequinSys.GetAnimationDatabaseManager().LoadControllerDef(controllerDef); } if (animDB1P) { m_pAnimDatabase1P = mannequinSys.GetAnimationDatabaseManager().Load(animDB1P); } if (animDB3P) { m_pAnimDatabase3P = mannequinSys.GetAnimationDatabaseManager().Load(animDB3P); } if (pContDef) { SAFE_RELEASE(m_pActionController); SAFE_DELETE(m_pAnimContext); m_pAnimContext = new SAnimationContext(*pContDef); m_pActionController = mannequinSys.CreateActionController(GetEntity(), *m_pAnimContext); UpdateCharacter(); } }
GameSocket::~GameSocket() { if(Player.Flags.Ingame) { DespawnMe(); // Tell other players that we're gone. UpdateCharacter(); // Save changes to DB Objects.Players.erase(Player.General.UniqueID); // Delete our map. } }
void ADefyingGravityCharacter::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); if (bActive) { UpdateCharacter(); // Get all overlapping Actors and store them in an array TArray<AActor*> CollectedActors; CollectionSphere->GetOverlappingActors(CollectedActors); // for each Actor we collected for (int32 iCollected = 0; iCollected < CollectedActors.Num(); ++iCollected) { // Cast the actor to ADefyingGravityEndingStageDoor ADefyingGravityEndingStageDoor* const testDoor = Cast<ADefyingGravityEndingStageDoor>(CollectedActors[iCollected]); // if the cast is successful and the Door is valid and active if (testDoor && testDoor->isActive()) { testDoor->endStage(); } } FVector Located = GetActorLocation(); if (isChangingMap()) { // check what map we're going to change to play if (isPast()) { //origin of past map FVector pastMap = FVector(Located.X, 0.0f, 5150.0f); // Z up to the ground SetActorLocation(pastMap, false, nullptr, ETeleportType::None); } else { FVector Located = GetActorLocation(); // origin of default map FVector defMap = FVector(Located.X, 0.0f, 150.0f); SetActorLocation(defMap, false, nullptr, ETeleportType::None); } setbChangeMap(false); } if (isPast()) { power = power - decayrate; } } }
XSceneTrader::XSceneTrader(XGame *pGame) : XSceneBase(pGame, XGAME::xSC_TRADER) , m_Layout(_T("layout_trader.xml")) { XBREAK(SCENE_TRADER != NULL); SCENE_TRADER = this; Init(); // 초기값 for (int i = 0; i < XGAME::xRES_MAX; i++) m_resourceGold[i] = 0; m_totalGold = 0; UILoad(); // 초기 UI 로드 UpdateCharacter(); // 현재 무역상이 있는지 확인 #ifdef _VER_ANDROID JniHelper::ShowAdmob( true, 480, 51 ); #endif // _VER_ANDROID }
//------------------------------------------------------------------------ void CReplayActor::SetFirstPerson(bool firstperson) { m_animationProxy.SetFirstPerson(firstperson); m_animationProxyUpper.SetFirstPerson(firstperson); if (firstperson) { m_flags |= eRAF_FirstPerson; } else { m_flags &= ~eRAF_FirstPerson; } CItem *pItem = static_cast<CItem*>(g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(m_gunId)); if (pItem) { pItem->CheckViewChange(); } UpdateCharacter(); UpdateScopeContexts(); }
void CharacterControl::UpdateObject(FreeMovingGameObject* pCharacter) { UpdateCharacter(pCharacter, CharacterControl::s_stepHeight); }
void ASimonSaysCharacter::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); UpdateCharacter(); }
void AGameJamGameCharacter::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); UpdateCharacter(); }
void XSceneTrader::Update() { XGAME::CreateUpdateTopResource( this ); UpdateCharacter(); XSceneBase::Update(); }
void ATP_2DSideScrollerCharacter::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); UpdateCharacter(); }
void AMyProject3Character::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); UpdateCharacter(); }
void CReplayActor::LoadCharacter(const char *filename) { GetEntity()->LoadCharacter(0, filename); UpdateCharacter(); }
void AOutsiderCharacter::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); UpdateCharacter(); }
void ASpherobotCharacter::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); UpdateCharacter(); }