Example #1
0
void KUiParadeItem::UpdateAllEquips(KUiPlayerItem* pDest)
{
	if (!g_pCoreShell)
		return;

	KUiObjAtRegion	Equips[_ITEM_COUNT];
	int nCount = g_pCoreShell->GetGameData(GDI_PARADE_EQUIPMENT, (unsigned int)&Equips, 0);
	int	i;
	for (i = 0; i < _ITEM_COUNT; i++)
		m_EquipBox[i].Celar();
	for (i = 0; i < nCount; i++)
	{
		if (Equips[i].Obj.uGenre != CGOG_NOTHING)
			UpdateEquip(&Equips[i], true);
	}
}
Example #2
0
VOID CObject_PlayerOther::CreateRenderInterface(VOID)
{
	if(m_pCharRace != NULL)
	{
		//模型定义
		DBC_DEFINEHANDLE(s_pCharModelDBC, DBC_CHARACTER_MODEL)

		LPCSTR lpszModelFileName = NULL;
		INT nModelID = GetCharModelID();
		const _DBC_CHARACTER_MODEL *pCharModel = (const _DBC_CHARACTER_MODEL*)(s_pCharModelDBC->Search_Index_EQU(nModelID));
		if(pCharModel != NULL)
		{
			lpszModelFileName = pCharModel->m_pszModelName;
		}

		if(lpszModelFileName != NULL)
		{
			m_pRenderInterface = CGameProcedure::s_pGfxSystem->New_EntityObject(tEntityNode::ETYPE_ACTOR);
			m_pRenderInterface->SetData(GetID());

			//设置ActorFile
			m_pRenderInterface->Actor_SetFile( lpszModelFileName );

			if (GetConstCharacterData()->Get_ModelID() == -1)
			{
				UpdateFaceMesh();
				UpdateHairMesh();
				UpdateHairColor();

				//重新刷新装备
				UpdateEquip( HEQUIP_WEAPON );
				UpdateEquip( HEQUIP_CAP );
				UpdateEquip( HEQUIP_ARMOR );
				UpdateEquip( HEQUIP_CUFF );
				UpdateEquip( HEQUIP_BOOT );
				UpdateEquip( HEQUIP_SASH );
			}

			SendEuipRequest();
		}
	}
	CObject_Character::CreateRenderInterface();
}
UseEquipWidget::UseEquipWidget(): Gui::Fixed(400,100)
{
	m_onPlayerEquipChangedCon = Pi::onPlayerChangeEquipment.connect(sigc::mem_fun(this, &UseEquipWidget::UpdateEquip));
	UpdateEquip();
}
Example #4
0
VOID CObject_PlayerOther::OnDataChanged_Equip(HUMAN_EQUIP point)
{
	UpdateEquip(point);
}
Example #5
0
VOID CObject_PlayerOther::OnShowWeapon(VOID)
{
	UpdateEquip(HEQUIP_WEAPON);
}