コード例 #1
0
 void Reset() override
 {
     me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
     me->SetReactState(REACT_PASSIVE);
     me->SetDisableGravity(true);
     me->SetCanFly(true);
     SetCombatMovement(false);
     MoveToNextPoint();
     Initialize();
 }
コード例 #2
0
ファイル: boss_twin_valkyr.cpp プロジェクト: Fose/TrinityCore
 void Reset()
 {
     me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
     me->SetReactState(REACT_PASSIVE);
     me->SetDisableGravity(true);
     me->SetCanFly(true);
     SetCombatMovement(false);
     MoveToNextPoint();
     RangeCheckTimer = 0.5*IN_MILLISECONDS;
 }
コード例 #3
0
 void Reset()
 {
     me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NOT_SELECTABLE);
     me->SetReactState(REACT_PASSIVE);
     me->SetLevitate(true);
     me->SetFlying(true);
     SetCombatMovement(false);
     MoveToNextPoint();
     m_uiRangeCheckTimer = IN_MILLISECONDS;
 }
コード例 #4
0
 void Reset()
 {
     me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NOT_SELECTABLE);
     me->SetReactState(REACT_PASSIVE);
     me->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
     me->SetFlying(true);
     SetCombatMovement(false);
     MoveToNextPoint();
     m_uiRangeCheckTimer = 500;
 }
コード例 #5
0
    void MovementInform(uint32 uiType, uint32 uiId) {
        if (uiType != POINT_MOTION_TYPE)
            return;

        switch (uiId) {
        case 0:
            if (urand(0, 3) == 0)
                MoveToNextPoint();
            else
                me->DisappearAndDie();
            break;
        }
    }
コード例 #6
0
    void MovementInform(uint32 uiType, uint32 uiId)
    {
        if (uiType != POINT_MOTION_TYPE) return;

        switch (uiId)
        {
            case 0:
                if (urand(0, 3) == 0)
                    MoveToNextPoint();
                else
                    me->DespawnOrUnsummon();
                break;
        }
    }
コード例 #7
0
ファイル: Test.cpp プロジェクト: vilonosec/dava.framework
void Test::LoadResources()
{
	time = 0.f;
	isFinished = false;
	skipFrames = 100;

	Scene *scene = new Scene();
	scene->AddNode(scene->GetRootNode(fullName));
	DVASSERT_MSG(scene, "Could not load the scene");

	Camera* cam = new Camera();
	scene->AddCamera(cam);

	Core* core = DAVA::Core::Instance();
	float32 aspect = core->GetVirtualScreenHeight() / core->GetVirtualScreenWidth();

	cam->Setup(70.f, aspect, 1.f, 5000.f);
	cam->SetLeft(Vector3(1, 0, 0));
	cam->SetUp(Vector3(0, 0, 1));
    
    scene->SetCurrentCamera(cam);
	SafeRelease(cam);

	UI3DView *sceneView = new UI3DView(Rect(0, 0, GetSize().x, GetSize().y));
	sceneView->SetScene(scene);
	AddControl(sceneView);
	SafeRelease(sceneView);

	Landscape* landscape = GetLandscape();
	DVASSERT_MSG(scene, "There is no landscape in a scene");
	landscape->SetTiledShaderMode(Landscape::TILED_MODE_TEXTURE);

	uint32 textureMemory = TextureHelper::GetSceneTextureMemory(scene, GetFilePath());
	testData.SetTextureMemorySize(textureMemory);

	File* file = File::Create(fullName, File::OPEN | File::READ);
	DVASSERT_MSG(file, "Could not open file scene file");
	testData.SetSceneFileSize(file->GetSize());
	SafeRelease(file);

	PreparePath();
    PrepareFpsStat();
    PrepareCameraAnimation();
    ZeroCurFpsStat();
    MoveToNextPoint();

    SafeRelease(scene);
}
コード例 #8
0
ファイル: Test.cpp プロジェクト: vilonosec/dava.framework
void Test::AnimationFinished(DAVA::BaseObject *, void *, void *)
{
    MoveToNextPoint();
    camMoveAnimation = NULL;
}