コード例 #1
0
void Location::AddCharacter(CurrentCharacter* currentCharacter)
{
	char query[256];

	sprintf(query, "INSERT INTO CurrentCharacter(baseId, x, y, locationId) VALUES(%d, %d, %d, %d)", currentCharacter->base->id, currentCharacter->x, currentCharacter->y, currentCharacter->currentLocation->id);
	sqlite3_exec(Game::instance->db, query, NULL, NULL, NULL);
	SpawnCharacter(currentCharacter);
}
コード例 #2
0
ファイル: BossSpawnpoint.cpp プロジェクト: belven/Mech_RPG
void ABossSpawnpoint::BeginPlay() {
	int i;
	GroupEnums::Role role = UGroup::GetRandomRole();
	GroupEnums::Role bossRole = ABoss::GetRandomRole();
	UGroup* group = UGroup::CreateGroup(team);

	bool healerSpawned = false;

	ABoss* boss = dynamic_cast<ABoss*>(SpawnCharacter(bossClass, 400));

	if (bossRole == GroupEnums::Healer) {
		if (!healerSpawned) {
			healerSpawned = true;
		}
	}

	SetUpCharacter(boss, group, bossRole);

	loop(i, amountOfMechanics) {
		ABossMechanic* bossMechanic = dynamic_cast<ABossMechanic*>(SpawnCharacter(mechanicClass, 400)) ;

		if (bossMechanic != nullptr) {
			if (role == GroupEnums::Healer) {
				if (!healerSpawned) {
					healerSpawned = true;
				}
				else {
					while (role == GroupEnums::Healer) {
						role = UGroup::GetRandomRole();
					}
				}
			}

			SetUpCharacter(Cast<AMech_RPGCharacter>(bossMechanic), group, role);
		}
	}