示例#1
0
SafeTrajClient::MotionResult CommandInterface::SendMilestone(const Config& x)
{
  if(sim) GetController(sim->robotControllers[0])->AddMilestone(x);
  else if(val3) {
    return val3->MoveTo(x);
  }
  return SafeTrajClient::Success;
}
示例#2
0
void CEditWidget::GetController(QDomLiteElement* data)
{
    int Controller;
    int Value;
    GetController(Controller,Value);
    data->setAttribute("Controller",Controller);
    data->setAttribute("Value",Value);
}
示例#3
0
// @TODO: DEPRECATED, remove.
void ADefaultPawn::Turn(float Val)
{
	APlayerController* PC = Cast<APlayerController>(GetController());
	if (PC)
	{
		PC->AddYawInput(Val);
	}
}
示例#4
0
// @TODO: DEPRECATED, remove.
void ADefaultPawn::LookUp(float Val)
{
	APlayerController* PC = Cast<APlayerController>(GetController());
	if (PC)
	{
		PC->AddPitchInput(Val);
	}
}
void AVehiclePawn::OnTrackPointReached(class AVehicleTrackPoint* NewCheckpoint)
{
	AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController());
	if (MyPC)
	{
		MyPC->OnTrackPointReached(NewCheckpoint);
	}
}
示例#6
0
void AARCharacter::PossessedBy(class AController* NewController)
{
	Super::PossessedBy(NewController);
	Equipment->TargetCharacter = this;
	Equipment->TargetController = Cast<AARPlayerController>(GetController());
	if (Equipment->TargetController)
	{
		Equipment->Inventory = Equipment->TargetController->Inventory;
	}
	Abilities->OwningCharacter = this;
	Abilities->OwningController = Cast<AARPlayerController>(GetController());

	Attributes->PlayerController = Cast<AARPlayerController>(GetController());
	Attributes->PlayerCharacter = this;

	Attributes->Initialize();
}
void AMMO_Character::GetOtherCharacterInfo()
{
	// Feed Party stuff to your UI
	if (Role < ROLE_Authority)
	{
		if (GetController() && OtherCharacter)
		{
			if (Cast<AMMO_Player_Controller>(GetController()))
			{
				Cast<AMMO_Player_Controller>(GetController())->MainHUD->OtherCharName = OtherCharacter->CharacterName;

				if (OtherCharacter->MaxHealth != 0)
					Cast<AMMO_Player_Controller>(GetController())->MainHUD->OtherHPBarVal = OtherCharacter->CurrentHealth / OtherCharacter->MaxHealth;
			}
		}
	}
}
示例#8
0
void AHair::SetSelectedQuality(float InVal)
{
	AMyPlayerController* Controller = GetController();
	for (int i = 0; i < Controller->TargetSegments.Num(); i++)
	{
		Controller->TargetSegments[i]->NumSegments = InVal;
	}
}
示例#9
0
void GActionDie::Update(float fTime)
{
	Gn2DSequence* sequence = GetController()->GetActor()->GetCurrentSequence();
	//GnAssert( sequence->IsLoop() == false );
	if( sequence && sequence->IsStop() )
	{
		mAcumTime += fTime;
		gint alpha = 255 - ( (mAcumTime / mAlphaTime) * 255 );
		if( alpha <= 0 )
		{
			GetController()->SetIsDestory( true );
			return;
		}
		Gn2DMeshObject* mesh = GetController()->GetMesh();
		mesh->SetAlpha( (guchar)alpha );
	}
}
示例#10
0
void AHair::SetSelectedSegmentFallOff(float InVal)
{
	AMyPlayerController* Controller = GetController();
	for (int i = 0; i < Controller->TargetSegments.Num(); i++)
	{
		Controller->TargetSegments[i]->FallOff = InVal;
	}
}
示例#11
0
void AHair::DeselectSegment(AHairSegment* Segment)
{
	AMyPlayerController* Controller = GetController();
	if (!Controller) return;
	Segment->OutlineMesh->SetRenderCustomDepth(false);
	Controller->TargetSegments.Remove(Segment);
	SetNodeVisibility(Segment, false);
}
示例#12
0
void AHair::SelectNode(AHairNode* Node)
{
	AMyPlayerController* Controller = GetController();
	if (!Controller) return;

	Controller->TargetNodes.Add(Node);
	Node->StaticMesh->SetRenderCustomDepth(true);
}
global func NOFF_BlastObject(int level, int caused_by, ...)
{
	var w_controller = caused_by;
	var t_controller = GetController();
	if (w_controller >= 0) // NO_OWNER is probably lost controller management (e.g. chain reactions). Always hit.
		if ((t_controller == ENEMY) == (w_controller == ENEMY)) // ENEMY can't hit ENEMY and others can't hit others.
			return true; // reject
	return this->NOFF_backup_bo(level, caused_by, ...);
}
APlayerController* UBerserkCameraComponent::GetPlayerController()
{
	APlayerController* playerController = nullptr;
	auto ownerPawn = GetOwnerPawn();
	if (ownerPawn != nullptr)
		playerController = Cast<APlayerController>(ownerPawn->GetController());

	return playerController;
}
示例#15
0
void AProtherer::MoveOrc()
{
	this->sayDialog(&((new FString("Responding to transportation type: "))->Append(*(TransportUsed.Last(0)))));
	this->CurrentLocation = GetNextWaypoint();
	

	UNavigationSystem::SimpleMoveToLocation(GetController(), this->CurrentLocation->GetActorLocation());
	this->IsMoving = true;
}
示例#16
0
void AOverseer::ShowMouse()
{
    APlayerController* PlayerController = Cast<APlayerController>(GetController());
    if (PlayerController){
        PlayerController->bEnableClickEvents = true;
        PlayerController->bShowMouseCursor = true;
        PlayerController->bEnableMouseOverEvents = true;
    }
}
global func NOFF_DoShockwaveCheck(int x, int y, int caused_by, ...)
{
	var w_controller = caused_by;
	var t_controller = GetController();
	if (w_controller >= 0) // NO_OWNER is probably lost controller management (e.g. chain reactions). Always hit.
		if ((t_controller == ENEMY) == (w_controller == ENEMY)) // ENEMY can't hit ENEMY and others can't hit others.
			return false; // reject
	return this->NOFF_backup_sw(x, y, caused_by, ...);
}
示例#18
0
文件: Script.c 项目: Fulgen301/SGGP
func ControlThrow(object caller)
{
	if(DenyContainedDirectCom())
	{
		return false;
	}
	SendObjectThroughTube();
	return ClearLastPlrCom(GetController(caller)) || true;
}
示例#19
0
void AHair::SelectSegment(AHairSegment* Segment)
{
	AMyPlayerController* Controller = GetController();
	if (!Controller) return;

	Controller->TargetSegments.Add(Segment);
	Segment->OutlineMesh->SetRenderCustomDepth(true);
	SetNodeVisibility(Segment, true);
}
示例#20
0
SafeTrajClient::MotionResult CommandInterface::SendMilestoneImmediate(const Config& x)
{
  if(sim) GetController(sim->robotControllers[0])->SetMilestone(x);
  else if(val3) {
    double delay = Max(minimumLatency,val3->client.GetAverageLatency()*resetLatencyMultiplier);
    return val3->MoveToImmediate(delay,x);
  }
  return SafeTrajClient::Success;
}
示例#21
0
void AKappaPawn::BeginPlay()
{
    APlayerController* const P1 = Cast<APlayerController>(GetController());
    if (P1 != nullptr)
    {
        P1->bShowMouseCursor = true;
        P1->bEnableClickEvents = true;
    }
}
void AVehiclePawn::OnHandbrakePressed()
{
	AVehiclePlayerController *VehicleController = Cast<AVehiclePlayerController>(GetController());
	UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent();
	if (VehicleMovement != NULL)
	{
		VehicleMovement->SetHandbrakeInput(true);
	}
}
示例#23
0
// Called when hearing noise
void APreyCharacter::OnHearNoise(APawn* PawnInstigator, const FVector& Location, float Volume)
{
	APreyAIController* PreyAIController = Cast<APreyAIController>(GetController());

	if (PreyAIController && PawnInstigator != this)
	{
		PreyAIController->SetNoiseLocation(Location);
	}
}
示例#24
0
internal void GameUpdateAndRender(game_memory *Memory, game_input *Input,
                                  game_offscreen_buffer *Buffer)
{
  Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
  game_state *GameState = (game_state *) Memory->PermanentStorage;

  if (!Memory->IsInitialized)
  {
    char *Filename = __FILE__;
    debug_read_file_result File = DEBUGPlatformReadEntireFile(Filename);

    if (File.Contents)
    {
      DEBUGPlatformWriteEntireFile("test.out", File.ContentsSize, File.Contents);
      DEBUGPlatformFreeFileMemory(File.Contents);
    }

    GameState->ToneHz = 512;

    Memory->IsInitialized = true;
  }

  for (int ControllerIndex = 0; ControllerIndex < ArrayCount(Input->Controllers); ++ControllerIndex)
  {
    game_controller_input *Controller = GetController(Input, ControllerIndex);

    if (Controller->IsAnalog)
    {
      // Use analog movement tuning.
      GameState->BlueOffset += (int) (4.0f * Controller->StickAverageX);
      GameState->ToneHz = 512 + (int) (128.0f * Controller->StickAverageY);
    }
    else
    {
      // Use digital movement tuning.
      if (Controller->MoveLeft.EndedDown)
      {
        GameState->BlueOffset -= 1;
      }

      if (Controller->MoveRight.EndedDown)
      {
        GameState->BlueOffset += 1;
      }
    }

    // Input.AButtonEndedDown;
    // Input.AButtonHalfTransitionCount;
    if (Controller->ActionDown.EndedDown)
    {
      GameState->GreenOffset += 1;
    }
  }

  RenderWeirdGradient(Buffer, GameState->BlueOffset, GameState->GreenOffset);
}
示例#25
0
void U2Node::UpdateRenderContext(U2RenderContext* pRCxt)
{
	for(unsigned int i=0; i < GetNumControllers(); ++i)
	{
		if(!GetController(i)->IsInitialize())
			GetController(i)->Initialize(pRCxt);

		GetController(i)->Update(0.f, pRCxt);
	}

	unsigned childIdx;
	for(childIdx = 0; childIdx < m_childArray.FilledSize(); ++childIdx)
	{
		if(NULL != m_childArray[childIdx])
		{
			m_childArray[childIdx]->UpdateRenderContext(pRCxt);
		}
	}
}
    void DiTextureRotatorControllerObj::InitPropertyTable()
    {
        DiControllerBaseObj::InitPropertyTable();
        
        DiPropertyGroup* g = DI_NEW DiPropertyGroup("Texture Rotator Controller");
        
        g->AddProperty("Own Speed"   , DI_NEW DiBoolProperty([&]{ return GetController()->UseOwnRotationSpeed(); },
                                                                      [&](bool& val){ GetController()->SetUseOwnRotationSpeed(val); }));
        
        g->AddProperty("Rotation"             , DI_NEW DiDynProperty( [&]{ return GetController()->GetRotation(); },
                                                                      [&](DiDynamicAttribute*& val){ GetController()->SetRotation(val); }));
        
        g->AddProperty("Rotation Speed"       , DI_NEW DiDynProperty( [&]{ return GetController()->GetRotationSpeed(); },
                                                                      [&](DiDynamicAttribute*& val){ GetController()->SetRotationSpeed(val); }));
        
        g->CreateUI();

        mPropGroups.push_back(g);
    }
示例#27
0
// Called when seeing a pawn
void APreyCharacter::OnSeePawn(APawn* Pawn)
{
	APreyAIController* PreyAIController = Cast<APreyAIController>(GetController());
	AHunterCharacter* HunterCharacter = Cast<AHunterCharacter>(Pawn);
	
	if (PreyAIController && HunterCharacter)
	{
		PreyAIController->SetHunterLocation(Pawn);
	}
}
void AVehiclePawn::MoveRight(float Val)
{
	AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController());
	UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent();
	if (VehicleMovement == NULL || (MyPC && MyPC->IsHandbrakeForced()))
	{
		return;
	}
	VehicleMovement->SetSteeringInput(Val);
}
示例#29
0
void ADA2UE4Creature::OnHearNoise(APawn* Pawn, const FVector& Location, float Volume)
{
	LastSensedTime = GetWorld()->GetTimeSeconds();

	ADA2UE4CreatureController* AIController = Cast<ADA2UE4CreatureController>(GetController());
	if (AIController)
	{
		AIController->SetActionTarget(Pawn);
	}
}
void ASZombieCharacter::SetBotType(EBotBehaviorType NewType)
{
	BotType = NewType;
	
	ASZombieAIController* AIController = Cast<ASZombieAIController>(GetController());
	if (AIController)
	{
		AIController->SetBlackboardBotType(NewType);
	}
}