Пример #1
0
// this method is called when no players remains in battleground
void BattleGround::Reset()
{
    SetWinner(TEAM_NONE);
    SetStatus(STATUS_WAIT_QUEUE);
    SetStartTime(0);
    SetEndTime(0);

    m_Events = 0;

    // door-event2 is always 0
    m_ActiveEvents[BG_EVENT_DOOR] = 0;

    if (m_InvitedAlliance > 0 || m_InvitedHorde > 0)
        sLog.outError("BattleGround system: bad counter, m_InvitedAlliance: %d, m_InvitedHorde: %d", m_InvitedAlliance, m_InvitedHorde);

    m_InvitedAlliance = 0;
    m_InvitedHorde = 0;
    m_InBGFreeSlotQueue = false;

    m_Players.clear();

    for (BattleGroundScoreMap::const_iterator itr = m_PlayerScores.begin(); itr != m_PlayerScores.end(); ++itr)
        delete itr->second;
    m_PlayerScores.clear();
}
UMovieSceneSection* UMovieSceneSection::SplitSection(float SplitTime)
{
	if (!IsTimeWithinSection(SplitTime))
	{
		return nullptr;
	}

	SetFlags(RF_Transactional);

	if (TryModify())
	{
		float SectionEndTime = GetEndTime();
				
		// Trim off the right
		SetEndTime(SplitTime);

		// Create a new section
		UMovieSceneTrack* Track = CastChecked<UMovieSceneTrack>(GetOuter());
		Track->Modify();

		UMovieSceneSection* NewSection = DuplicateObject<UMovieSceneSection>(this, Track);
		check(NewSection);

		NewSection->SetStartTime(SplitTime);
		NewSection->SetEndTime(SectionEndTime);
		Track->AddSection(*NewSection);

		return NewSection;
	}

	return nullptr;
}
Пример #3
0
void BattleGround::EndNow()
{
    RemoveFromBGFreeSlotQueue();
    SetStatus(STATUS_WAIT_LEAVE);
    SetEndTime(TIME_TO_AUTOREMOVE);
    // inform invited players about the removal
    sBattleGroundMgr.m_BattleGroundQueues[BattleGroundMgr::BGQueueTypeId(GetTypeID())].BGEndedRemoveInvites(this);
}
Пример #4
0
void ContrastDialog::OnGetBackgroundDB( wxCommandEvent & WXUNUSED(event))
{
   SetStartTime(mBackgroundStartT->GetTimeValue());
   SetEndTime(mBackgroundEndT->GetTimeValue());
   backgrounddB = GetDB();
   m_pButton_UseCurrentB->SetFocus();
   results();
}
Пример #5
0
void ContrastDialog::OnGetForegroundDB( wxCommandEvent &event )
{
   SetStartTime(mForegroundStartT->GetTimeValue());
   SetEndTime(mForegroundEndT->GetTimeValue());
   foregrounddB = GetDB();
   m_pButton_UseCurrentF->SetFocus();
   results();
}
Пример #6
0
void ProfileSection::ProfileEnd(){
	if (doDebugProfile){
		SetEndTime();

		SetElapsedTime();

		AddProfileToMap(m_name);
	}
}
	//
	// 加载结束时间
	//
	VOID CAffectorBase::LoadEndTime(TiXmlNode *pAffectorNode)
	{
		ASSERT(pAffectorNode);

		if (TiXmlNode *pEndTimeNode = pAffectorNode->FirstChild("EndTime")) {
			SetEndTime(
				pEndTimeNode->ToElement()->AttributeFloat("min_value"),
				pEndTimeNode->ToElement()->AttributeFloat("max_value"));
		}
	}
Пример #8
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *phoneme - 
//-----------------------------------------------------------------------------
CPhonemeTag::CPhonemeTag( const char *phoneme )
{
	SetStartAndEndBytes( 0, 0 );

	SetStartTime( 0.0f );
	SetEndTime( 0.0f );

	SetSelected( false );

	SetPhonemeCode( 0 );

	m_szPhoneme = NULL;
	SetTag( phoneme );
}
	void EventComponent::AddEvent(shared_ptr<Event> event)
	{
		if (event->GetEventType() != EVT_MOVE)
			mEventList[event->GetEventType()].push_back(event);
		else // Unpack move events.
		{
			auto mov = static_pointer_cast<MoveEvent>(event);
			auto mxe = make_shared<MoveXEvent>();
			auto mye = make_shared<MoveYEvent>();
			
			mxe->SetTime(event->GetTime());
			mye->SetTime(event->GetTime());
			mxe->SetEndTime(event->GetEndTime());
			mye->SetEndTime(event->GetEndTime());

			mxe->SetValue(mov->GetValue().x);
			mye->SetValue(mov->GetValue().y);
			mxe->SetEndValue(mov->GetEndValue().x);
			mye->SetEndValue(mov->GetEndValue().y);

			mEventList[mxe->GetEventType()].push_back(mxe);
			mEventList[mye->GetEventType()].push_back(mye);
		}
	}
void UMovieSceneSection::TrimSection(float TrimTime, bool bTrimLeft)
{
	if (IsTimeWithinSection(TrimTime))
	{
		SetFlags(RF_Transactional);
		if (TryModify())
		{
			if (bTrimLeft)
			{
				SetStartTime(TrimTime);
			}
			else
			{
				SetEndTime(TrimTime);
			}
		}
	}
}
Пример #11
0
// this method is called when no players remains in battleground
void BattleGround::Reset()
{
    SetQueueType(MAX_BATTLEGROUND_QUEUES);
    SetWinner(WINNER_NONE);
    SetStatus(STATUS_WAIT_QUEUE);
    SetStartTime(0);
    SetEndTime(0);
    SetLastResurrectTime(0);

    m_Events = 0;

    if (m_InvitedAlliance > 0 || m_InvitedHorde > 0)
        sLog.outError("BattleGround system ERROR: bad counter, m_InvitedAlliance: %d, m_InvitedHorde: %d", m_InvitedAlliance, m_InvitedHorde);

    m_InvitedAlliance = 0;
    m_InvitedHorde = 0;

    m_Players.clear();
    m_PlayerScores.clear();

    // reset BGSubclass
    this->ResetBGSubclass();
}
Пример #12
0
void BattleGround::EndNow()
{
    RemoveFromBGFreeSlotQueue();
    SetStatus(STATUS_WAIT_LEAVE);
    SetEndTime(0);
}
Пример #13
0
void BattleGround::EndNow()
{
    SetStatus(STATUS_WAIT_LEAVE);
    SetEndTime(TIME_TO_AUTOREMOVE);
}
Пример #14
0
	void SetEndTime(const char* tm)
	{
		if(tm) strncpy(m_Tdr.m_EndTime, tm, 32);
		else SetEndTime();
	}