示例#1
0
	virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
	{
		NL3D::UInstance inst = Scene->createInstance("wind.ps");
		if (!inst.empty())
		{
			inst.setPos(MainCam.getPos());
		}
	}
示例#2
0
void initInventoryScene()
{
	map<uint32, NL3D::UInstance*>::iterator	itu;
	for(itu = InventoryItems.begin(); itu!=InventoryItems.end(); itu++)
	{
		InventoryScene->deleteInstance( (*itu).second);
	}
	InventoryItems.clear();
//	invSelectPS->setPos (0.0f, 0.0f, 0.0f);
//	invSelectPS->setScale( 1.0f, 1.0f, 1.0f );
	if (ShowDebugInChat) nlinfo("InvScene cleared");
	placeInList=0;
	map<uint32,uint8>::iterator	it;
	for(it = CharacterInventory._Inventory.begin(); it!=CharacterInventory._Inventory.end(); it++)
	{
	if (ShowDebugInChat) nlinfo(". %d",placeInList);
		placeInList++;
		if ((*it).second==1)
		{
//			DIT dynamicObject = DynamicObjects.find ((*it).first);
//			CClientDynamicObject	&dynamicObjecta = dynamicObject->second; // hack
//			if (dynamicObjecta.MeshName=="") dynamicObjecta.MeshName = "MagicWand01.shape";
//			UInstance* dynamicInventoryItem = InventoryScene->createInstance( dynamicObjecta.MeshName );
//			dynamicInventoryItem->setPos (-1.0f, 3.5f, placeInList*-0.5f);
//			dynamicInventoryItem->setScale( CVector(0.2f, 0.2f, 0.2f	 ));
//			InventoryItems.insert(make_pair (dynamicObjecta.Id, dynamicInventoryItem));
//			PlaceInInventoryList.insert(make_pair (dynamicObjecta.Id, placeInList));
		}
		else if ((*it).second==2)
		{
			FIT dynamicFirearmObject = Firearms.find ((*it).first);
			CClientFirearm &dynamicFirearmObjecta = dynamicFirearmObject->second; // hack
			if (dynamicFirearmObjecta.MeshName=="") dynamicFirearmObjecta.MeshName = "handgun.shape";
			NL3D::UInstance* dynamicInventoryItem = InventoryScene->createInstance( dynamicFirearmObjecta.MeshName );
			dynamicInventoryItem->setPos (-2.0f, 4.5f, placeInList*-0.4f);
			InventoryItems.insert(make_pair (dynamicFirearmObjecta.Id, dynamicInventoryItem));
			PlaceInInventoryList.insert(make_pair (dynamicFirearmObjecta.Id, placeInList));
		}
		if ((*it).first==CharacterInventory.getSelected())
		{
//			nlinfo("setting select particle system");
//			invSelectPS->show();
//			invSelectPS->setPos (-2.0f, 4.5f, (placeInList*-1.0f)+0.7f);
//			invSelectPS->setScale( 0.3f, 0.3f, 0.3f );
		}

	}
	sendSelectedInInventory( CharacterInventory.getSelected() );
	
}