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自学教程:C++ DespawnObject函数代码示例

51自学网 2021-06-01 20:26:57
  C++
这篇教程C++ DespawnObject函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中DespawnObject函数的典型用法代码示例。如果您正苦于以下问题:C++ DespawnObject函数的具体用法?C++ DespawnObject怎么用?C++ DespawnObject使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了DespawnObject函数的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: RollOne

void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit,		uint32 triggerFrom) {	uint32 lastDespawned = 0;	int count = limit - spawns.GetActiveObjectCount(poolId);	// If triggered from some object respawn this object is still marked as spawned	// and also counted into m_SpawnedPoolAmount so we need increase count to be	// spawned by 1	if (triggerFrom)		++count;	// This will try to spawn the rest of pool, not guaranteed	for (int i = 0; i < count; ++i) {		PoolObject* obj = RollOne(spawns, triggerFrom);		if (!obj)			continue;		if (obj->guid == lastDespawned)			continue;		if (obj->guid == triggerFrom) {			ReSpawn1Object(obj);			triggerFrom = 0;			continue;		}		spawns.ActivateObject<T>(obj->guid, poolId);		Spawn1Object(obj);		if (triggerFrom) {			// One spawn one despawn no count increase			DespawnObject(spawns, triggerFrom);			lastDespawned = triggerFrom;			triggerFrom = 0;		}	}}
开发者ID:ProjectStarGate,项目名称:StarGate-Plus-EMU,代码行数:35,


示例2: RollOne

void PoolGroup<T>::SpawnObject(MapPersistentState& mapState, uint32 limit, uint32 triggerFrom, bool instantly){    SpawnedPoolData& spawns = mapState.GetSpawnedPoolData();    uint32 lastDespawned = 0;    int count = limit - spawns.GetSpawnedObjects(poolId);    // If triggered from some object respawn this object is still marked as spawned    // and also counted into m_SpawnedPoolAmount so we need increase count to be    // spawned by 1    if (triggerFrom)    {        if (spawns.IsSpawnedObject<T>(triggerFrom))            ++count;        else            triggerFrom = 0;    }    // This will try to spawn the rest of pool, not guaranteed    for (int i = 0; i < count; ++i)    {        PoolObject* obj = RollOne(spawns, triggerFrom);        if (!obj)            continue;        if (obj->guid == lastDespawned)            continue;        if (obj->guid == triggerFrom)        {            MANGOS_ASSERT(spawns.IsSpawnedObject<T>(obj->guid));            MANGOS_ASSERT(spawns.GetSpawnedObjects(poolId) > 0);            ReSpawn1Object(mapState, obj);            triggerFrom = 0;            continue;        }        spawns.AddSpawn<T>(obj->guid, poolId);        Spawn1Object(mapState, obj, instantly);        if (triggerFrom)        {            // One spawn one despawn no count increase            DespawnObject(mapState, triggerFrom);            lastDespawned = triggerFrom;            triggerFrom = 0;        }    }}
开发者ID:MrRoggers,项目名称:mangos-mop,代码行数:48,


示例3: RollOne

void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom){    uint32 lastDespawned = 0;    int count = limit - m_SpawnedPoolAmount;    // If triggered from some object respawn this object is still marked as spawned    // and also counted into m_SpawnedPoolAmount so we need increase count to be     // spawned by 1    if (triggerFrom)        ++count;    // This will try to spawn the rest of pool, not guaranteed    for (int i = 0; i < count; ++i)    {        int index;        PoolObjectList* store;        RollOne(index, &store, triggerFrom);        if (index == -1)            continue;        if ((*store)[index].guid == lastDespawned)            continue;        if ((*store)[index].guid == triggerFrom)        {            (*store)[index].spawned = ReSpawn1Object(triggerFrom);            triggerFrom = 0;            continue;        }        else            (*store)[index].spawned = Spawn1Object((*store)[index].guid);        if (triggerFrom)        {            // One spawn one despawn no count increase            DespawnObject(triggerFrom);            lastDespawned = triggerFrom;            triggerFrom = 0;        }        else            ++m_SpawnedPoolAmount;    }}
开发者ID:Corenex,项目名称:mangoszero,代码行数:43,


示例4: tempObj

void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom){    sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Spawning pool %u", poolId);    // load state from db    if (!triggerFrom)    {        QueryResult result = CharacterDatabase.PQuery("SELECT quest_id FROM pool_quest_save WHERE pool_id = %u", poolId);        if (result)        {            do            {                uint32 questId = result->Fetch()[0].GetUInt32();                spawns.ActivateObject<Quest>(questId, poolId);                PoolObject tempObj(questId, 0.0f);                Spawn1Object(&tempObj);                --limit;            } while (result->NextRow() && limit);            return;        }    }    ActivePoolObjects currentQuests = spawns.GetActiveQuests();    ActivePoolObjects newQuests;    // always try to select different quests    for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)    {        if (spawns.IsActiveObject<Quest>(itr->guid))            continue;        newQuests.insert(itr->guid);    }    // clear the pool    DespawnObject(spawns);    // recycle minimal amount of quests if possible count is lower than limit    if (limit > newQuests.size() && !currentQuests.empty())    {        do        {            uint32 questId = SelectRandomContainerElement(currentQuests);            newQuests.insert(questId);            currentQuests.erase(questId);        } while (newQuests.size() < limit && !currentQuests.empty()); // failsafe    }    if (newQuests.empty())        return;    // activate <limit> random quests    do    {        uint32 questId = SelectRandomContainerElement(newQuests);        spawns.ActivateObject<Quest>(questId, poolId);        PoolObject tempObj(questId, 0.0f);        Spawn1Object(&tempObj);        newQuests.erase(questId);        --limit;    } while (limit && !newQuests.empty());    // if we are here it means the pool is initialized at startup and did not have previous saved state    if (!triggerFrom)        sPoolMgr->SaveQuestsToDB();}
开发者ID:Darkelmo,项目名称:HD-TCore,代码行数:64,



注:本文中的DespawnObject函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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