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自学教程:C++ GetActorLocation函数代码示例

51自学网 2021-06-01 21:03:34
  C++
这篇教程C++ GetActorLocation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GetActorLocation函数的典型用法代码示例。如果您正苦于以下问题:C++ GetActorLocation函数的具体用法?C++ GetActorLocation怎么用?C++ GetActorLocation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GetActorLocation函数的30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: GetWorld

void ASpawnerTrigger::spawn(){	if(whatToSpawn!=NULL){		UWorld* world = GetWorld();		if (world) {			FActorSpawnParameters params;			params.Owner = this;			params.bNoCollisionFail = true;			FVector loc = GetActorLocation()+offset;			FRotator rotation = FRotator::ZeroRotator;			rotation.Yaw = 90.f;			AActor *a = world->SpawnActor<AActor>(whatToSpawn, loc, rotation, params);			++nbSpawned;			if( nbSpawned < numToSpawn){ 				FTimerHandle timerHandler;				GetWorldTimerManager().SetTimer(timerHandler, this, &ASpawnerTrigger::spawn, timeBetweenSpawn, false);			}		}		if(bDestroyWhenFinished && nbSpawned >= numToSpawn){ Destroy(); }	}}
开发者ID:yongaro,项目名称:Borderlands,代码行数:20,


示例2: GetWorld

void AWeapon::FireFunction(){		if (firedObject){		UWorld* world = GetWorld();		if (world){			FActorSpawnParameters parameters = FActorSpawnParameters(); 			parameters.bNoCollisionFail = true;			parameters.Instigator = Owner;			parameters.Name = GetProjectileName();			FVector spawnLocation = GetActorLocation();			FRotator spawnRotation = GetActorRotation();			AActor* Spawned = world->SpawnActor(*firedObject, &spawnLocation, &spawnRotation,parameters);			AFirable* firable = Cast<AFirable>(Spawned);			firable->SetColor(ProjectileColor);			firable->Instigator = Owner->GetController();			firable->Damage = damage;			firable->OwnerID = OwnerShipNumber;		}	}}
开发者ID:AlexZhangji,项目名称:ShootingStar,代码行数:20,


示例3: GetActorLocation

TArray<RobotDataTypes::PlayerLocation>* ARobot::getVisiblePlayers(){	FVector ownLocation = GetActorLocation();	FRotator ownRotation = GetActorRotation();	TArray<RobotDataTypes::PlayerLocation>* visiblePlayerLocations = new TArray<RobotDataTypes::PlayerLocation>();	//Iterate through all Robots		for (TActorIterator<ARobot> ActorItr(GetWorld()); ActorItr; ++ActorItr)	{		ARobot* robot = Cast<ARobot>(*ActorItr);		if (this == robot) continue;				if (isObjectVisible(robot->getPosition()))		{			visiblePlayerLocations->Add(RobotDataTypes::PlayerLocation{ robot->getTeamId(), robot->getPlayerId(), new FVector(robot->getPosition()) });		}	}	return visiblePlayerLocations;}
开发者ID:RocketRider,项目名称:UnrealCup,代码行数:20,


示例4: GetActorLocation

void APlayerOvi::AjustPosition() {  FVector location = GetActorLocation();  if (location.X > m_limit)    location.X = m_limit;  else if (location.X < -m_limit)    location.X = -m_limit;  if (location.Y > m_limit)    location.Y = m_limit;  else if (location.Y < -m_limit)    location.Y = -m_limit;  if (location.Z > m_limit)    location.Z = m_limit;  else if (location.Z < -m_limit)    location.Z = -m_limit;  SetActorLocation(location);}
开发者ID:alfreSosa,项目名称:TowardTheLight,代码行数:20,


示例5: AttachDriver_Implementation

void AUTWeaponPawn::AttachDriver_Implementation(APawn* P){	AUTCharacter* Char = Cast<AUTCharacter>(P);	if (Char != NULL)	{		// UTP.SetWeaponAttachmentVisibility(false); // TODO: FIXME: Weapon attachement visibility // TODO: PR for SetWeaponAttachmentVisibility		if (MyVehicle->bAttachDriver)		{			// UC: UTP.SetCollision(false, false);			// UC: UTP.bCollideWorld = false;			Char->SetActorEnableCollision(false);			//UTP.SetHardAttach(true);  // TODO: FIXME: add hard attach			Char->SetActorLocation(GetActorLocation());			//UTP.SetPhysics(PHYS_None); // TODO: FIXME: Set Physics state			MyVehicle->SitDriver(Char, MySeatIndex);		}	}}
开发者ID:UTCommunity,项目名称:UTVehicles,代码行数:21,


示例6: GetActorLocation

/** Update the modifier */void AFluidSurfaceOscillator::Update( float DeltaTime ){	if( !FluidActor )		return;	OscTime += DeltaTime;	// If frequency is zero - just set velocity to strength	float Period, Amp, CurrPhase;	if( Frequency > 0.0001f )	{		Period = 1.f / Frequency;		CurrPhase = ( FMath::Fmod( OscTime, Period ) * Frequency ) + (float) Phase / 255.f;		Amp = Strength * FMath::Sin( CurrPhase * PI * 2 );	}	else		Amp = Strength;	FluidActor->FluidSurfaceComponent->Pling( GetActorLocation( ), Amp, Radius );}
开发者ID:Kthulhu,项目名称:FluidSurface,代码行数:22,


示例7: GetWorld

void ATankAIController::Tick(float DeltaTime){        Super::Tick(DeltaTime);        auto PlayerTank = GetWorld()->GetFirstPlayerController()->GetPawn();        auto ControlledTank = GetPawn();        if(!ensure(PlayerTank && ControlledTank)){return ; }                //move towards player        MoveToActor(PlayerTank, AcceptanceRadius);        //aim towards the player    auto AimingComponent = ControlledTank->FindComponentByClass<UTankAimingComponent>();        AimingComponent->AimAt(PlayerTank->GetActorLocation());        //Fire if ready    if(AimingComponent->GetFiringStatus() == EFiringStatus::Locked)    {    AimingComponent->Fire();    }}
开发者ID:brolol07,项目名称:04_BattleTanks,代码行数:21,


示例8: SetRootComponent

void AProjectile::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit){	LaunchBlast->Deactivate();	ImpactBlast->Activate();	ExplosionForce->FireImpulse();	SetRootComponent(ImpactBlast);	CollisionMesh->DestroyComponent();	UGameplayStatics::ApplyRadialDamage(		this,		ProjectileDamage,		GetActorLocation(),		ExplosionForce->Radius,		UDamageType::StaticClass(),		TArray<AActor*>() // don't ignore any actors	);	auto Timer = FTimerHandle();	GetWorld()->GetTimerManager().SetTimer(Timer, this, &AProjectile::OnTimerExpire, DestroyDelay, false);}
开发者ID:mrharris,项目名称:BattleTank,代码行数:21,


示例9: Reload

void AHunterMarxo::Attack(){		if (MainProjectile != NULL)		{				if (Ammo < 1)				{						Reload();						return;				}				MainProjectile ->GetDefaultObject<ABasicProjectile>()->SetDamage(Super::Attack);				const FRotator SpawnRotation = CameraArm->GetComponentRotation();				const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(MainOffset);				UWorld* const World = GetWorld();				if (World != NULL)				{						World->SpawnActor<ABasicProjectile>(MainProjectile, SpawnLocation, SpawnRotation);				}				Ammo--;		}}
开发者ID:kcnklub,项目名称:In-The-Palms3d,代码行数:21,


示例10: if

void AProjectileSpell::UpdateProjectileVelocity(){	auto character = Cast<ABaseCharacter>(this->GetInstigator());	if (character && character->Controller) {		FVector rotator;		FVector characterRotation = character->Controller->GetControlRotation().Vector();		if (TargetDirection != FVector(0)) {			rotator = TargetDirection;		} 		else if (TargetLocation != FVector(0)) {			auto position = character->GetActorLocation();			rotator = UKismetMathLibrary::FindLookAtRotation(position, TargetLocation).Vector();		}		else {			rotator = characterRotation;		}		MovementComponent->Velocity = rotator * MovementComponent->InitialSpeed;	}}
开发者ID:metsfan,项目名称:thirdpersonproject,代码行数:21,


示例11: GetWorld

void ATankAIController::Tick(float DeltaTime){	Super::Tick(DeltaTime);	auto PlayerTank = GetWorld()->GetFirstPlayerController()->GetPawn();	auto ControlledTank =GetPawn();	if (!ensure(PlayerTank && ControlledTank)) { return; }	//Move Towards the player	MoveToActor(PlayerTank, AcceptanceRadius);	//aim towards the player	auto AimingComponent = ControlledTank->FindComponentByClass<UTankAimingComponent>();	AimingComponent->AimAt(PlayerTank->GetActorLocation());			//if aiming or locked	if (AimingComponent->GetFiringState() == EFiringState::Locked)	{		AimingComponent->Fire(); //TODO dont fire every frame , limit fire rate	}	}
开发者ID:pappszi,项目名称:04_BattleTank,代码行数:21,


示例12: UE_LOG

void AMeteorProjectile::OnHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit){	UE_LOG(LogTemp, Display, TEXT("METEOR HIT"));	TArray<FOverlapResult> res;	if (GetWorld()->OverlapMultiByChannel(res, GetActorLocation(), FQuat::Identity, ECollisionChannel::ECC_Visibility, FCollisionShape::MakeSphere(300)))	{		for (auto a : res)		{			if (a.Actor.IsValid() && Cast<ABaseGamer>(a.Actor.Get()))			{				a.Actor->TakeDamage(FMath::FRandRange(6000, 16000), FDamageEvent(), GetInstigator() ? GetInstigator()->GetController() : nullptr, this);			}		}	}	//DrawDebugSphere(GetWorld(), GetActorLocation(), 300, 16, FColor::Red, false, 1);	Destroy();}
开发者ID:Quadtree,项目名称:LD33,代码行数:21,


示例13: GetRootComponent

void AActor::EditorApplyScale( const FVector& DeltaScale, const FVector* PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown ){	if( RootComponent != NULL )	{		const FVector CurrentScale = GetRootComponent()->RelativeScale3D;		// @todo: Remove this hack once we have decided on the scaling method to use.		FVector ScaleToApply;		if( AActor::bUsePercentageBasedScaling )		{			ScaleToApply = CurrentScale * (FVector(1.0f) + DeltaScale);		}		else		{			ScaleToApply = CurrentScale + DeltaScale;		}		GetRootComponent()->SetRelativeScale3D(ScaleToApply);		if (PivotLocation)		{			const FVector CurrentScaleSafe(CurrentScale.X ? CurrentScale.X : 1.0f,										   CurrentScale.Y ? CurrentScale.Y : 1.0f,										   CurrentScale.Z ? CurrentScale.Z : 1.0f);			FVector Loc = GetActorLocation();			Loc -= *PivotLocation;			Loc *= (ScaleToApply / CurrentScaleSafe);			Loc += *PivotLocation;			GetRootComponent()->SetWorldLocation(Loc);		}	}	else	{		UE_LOG(LogActor, Warning, TEXT("WARNING: EditorApplyTranslation %s has no root component"), *GetName() );	}	FEditorSupportDelegates::UpdateUI.Broadcast();}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:40,


示例14: GetActorLocation

void AInteractDoors::Interact(AActor* Interactor){		if (!bIsLocked)		{				if (bIsOpen)				{					bIsOpen = false;				}				else				{					bIsOpen = true;				}				UGameplayStatics::PlaySoundAtLocation(GetWorld(), SoundEffect, GetActorLocation());				UInteractableAnimInstance* DoorAnim = Cast<UInteractableAnimInstance>(SkeletalMesh->GetAnimInstance());								if (DoorAnim)				{					DoorAnim->bActivated = true;				}		}}
开发者ID:Snowman5717,项目名称:SymphonyOfShadows,代码行数:22,


示例15: ServerDropWeapon

void ASCharacter::DropWeapon(){	if (Role < ROLE_Authority)	{		ServerDropWeapon();		return;	}	if (CurrentWeapon)	{		FVector CamLoc;		FRotator CamRot;		if (Controller == nullptr)			return;		/* Find a location to drop the item, slightly in front of the player. */		Controller->GetPlayerViewPoint(CamLoc, CamRot);		const FVector Direction = CamRot.Vector();		const FVector SpawnLocation = GetActorLocation() + (Direction * DropItemDistance);		FActorSpawnParameters SpawnInfo;		SpawnInfo.bNoCollisionFail = true;		ASWeaponPickup* NewWeaponPickup = GetWorld()->SpawnActor<ASWeaponPickup>(CurrentWeapon->WeaponPickupClass, SpawnLocation, FRotator::ZeroRotator, SpawnInfo);		if (NewWeaponPickup)		{			/* Apply torque to make it spin when dropped. */			UStaticMeshComponent* MeshComp = NewWeaponPickup->GetMeshComponent();			if (MeshComp)			{				MeshComp->SetSimulatePhysics(true);				MeshComp->AddTorque(FVector(1, 1, 1) * 4000000);			}		}		RemoveWeapon(CurrentWeapon);	}}
开发者ID:MarcioGeremia,项目名称:EpicSurvivalGameSeries,代码行数:39,


示例16: GetActorLocation

void SELF::RegisterArtifact(){	int i;	AUTCTFFlag* Artifact;	FActorSpawnParameters Params;	Params.Owner = this;	ArtifactNum++;	Artifact = (*GetWorld()).SpawnActor<AUTCTFFlag>(TeamFlagTypes[TeamNum], GetActorLocation() + FVector(0,0,96), GetActorRotation(), Params);	if (Artifact)	{		ArtifactIDs.Add(Artifact);		(*Artifact).Init(this);		// GEm: If not for legacy reasons, could just call Destroy() on the old artifact, but now deactivate the last one		for (i = 0; i < ArtifactIDs.Num(); i++)		{			if (!Cast<AXMPArtifact>(ArtifactIDs[i])->bEnabled)				Cast<AXMPArtifact>(ArtifactIDs[i])->Deactivate();		}		UpdateLegacy();	}}
开发者ID:saiboat,项目名称:UT4XMPGameMode,代码行数:22,


示例17: GetActorForwardVector

void APlayerOvi::BeginPlay() {  Super::BeginPlay();  //tag player  this->Tags.Add("Player");  // time for button animation  m_elapsedAltar = m_elapsedPortal = m_elapsedButton = 0.0f;  // material for capsule  CapsuleComponent->SetMaterial(0, nullptr);  // calculate limit world & initial orientation  float dotForward = FVector::DotProduct(FVector(1, 1, 1), GetActorForwardVector());  if (dotForward < 0)    m_state = States::LEFT;  else    m_state = States::RIGHT;  m_limit = FVector::DotProduct(GetActorLocation(), GetActorRightVector());  m_limit = abs(m_limit);  //GetCaspuleValues for simulate physics  m_capsuleHeight = CapsuleComponent->GetScaledCapsuleHalfHeight();  m_capsuleRadious = CapsuleComponent->GetScaledCapsuleRadius();  m_capsuleHeightPadding = m_capsuleHeight * PADDING_COLLISION_PERCENT;  m_capsuleRadiousPadding = m_capsuleRadious * PADDING_COLLISION_PERCENT_RADIOUS;  m_capsuleHeightPaddingFeet = m_capsuleHeight * PADDING_COLLISION_PERCENT_FEET;  //Set player Stick in the animation socket  if (Mesh) {    m_stick = GetWorld()->SpawnActor<AStick>(AStick::StaticClass());    const USkeletalMeshSocket *socket = Mesh->GetSocketByName("Puntodeacople_Baston");    if (socket)      socket->AttachActor(m_stick, Mesh);    m_colorKey = FLinearColor(FVector(0.5f));    m_stick->SetColor(FLinearColor(FVector(0.5f)), 5.0f);  }  m_inTutorial = false;  m_isValid = false;}
开发者ID:alfreSosa,项目名称:TowardTheLight,代码行数:39,


示例18: GetActorLocation

void ALeafNode::DebugDraw(){	const FVector location = GetActorLocation();	if (UWorld* const a_World = Tree->tidGetWorld())	{		FColor Color = FColor::Red;		//Left		FVector Start = FVector(location.X, location.Y, location.Z);		FVector End = FVector(location.X, location.Y + Dimensions.Y, location.Z);		DrawDebugLine(a_World, Start, End, Color);		//Bottom		Start = FVector(location.X, location.Y, location.Z);		End = FVector(location.X + Dimensions.X, location.Y, location.Z);		DrawDebugLine(a_World, Start, End, Color);		//Right		Start = FVector(location.X + Dimensions.X, location.Y, location.Z);		End = FVector(location.X + Dimensions.X, location.Y + Dimensions.Y, location.Z);		DrawDebugLine(a_World, Start, End, Color);		//Top		Start = FVector(location.X + Dimensions.X, location.Y + Dimensions.Y, location.Z);		End = FVector(location.X, location.Y + Dimensions.Y, location.Z);		DrawDebugLine(a_World, Start, End, Color);		// Draw debug box at center of node		//const FVector2D roomPosition = FVector2D(location.X + Dimensions.X * 0.5f, location.Y + Dimensions.Y * 0.5f);		//DrawDebugBox(a_World, FVector(roomPosition.X, roomPosition.Y, 5.0f), FVector(10.0f), FColor::Blue);	}}
开发者ID:timburrows,项目名称:tid,代码行数:39,


示例19: GetActorUpVector

bool ADraggableMoveTile::cameraRayIntersectWithTilePlane(									 const FVector& camlocation,									 const FVector& dir,									 FVector& hitPoint){	bool hitPlane = false;	auto planeNormal = GetActorUpVector();	auto demon = FMath::Abs(FVector::DotProduct(dir, planeNormal));	if (demon > FLT_EPSILON)	{		auto t = FVector::DotProduct(camlocation - GetActorLocation(), planeNormal) / demon;		hitPlane = t >= 0;		if (hitPlane)		{			hitPoint = camlocation + dir * t;		}	}	return hitPlane;}
开发者ID:pokelege,项目名称:ProjectTap_Code,代码行数:22,


示例20: GetActorLocation

// Called when the game starts or when spawnedvoid AGib::BeginPlay(){	Super::BeginPlay();	FVector Origin = this->GetActorLocation();	//SetActorLocation(FVector(Origin.X, Origin.Y, FloorOffset));	IsAttacked = false;	//Applying Impulse force and setting physics on	GibMesh1->SetSimulatePhysics(true);	GibMesh1->AddRadialImpulse(Origin, ForceRadius, ImpulseForce, ERadialImpulseFalloff::RIF_Linear, true);	GibMesh2->SetSimulatePhysics(true);	GibMesh2->AddRadialImpulse(Origin, ForceRadius, ImpulseForce, ERadialImpulseFalloff::RIF_Linear, true);	GibMesh3->SetSimulatePhysics(true);	GibMesh3->AddRadialImpulse(Origin, ForceRadius, ImpulseForce, ERadialImpulseFalloff::RIF_Linear, true);		GibMesh4->SetSimulatePhysics(true);	GibMesh4->AddRadialImpulse(Origin, ForceRadius, ImpulseForce, ERadialImpulseFalloff::RIF_Linear, true);		GibMesh5->SetSimulatePhysics(true);	GibMesh5->AddRadialImpulse(Origin, ForceRadius, ImpulseForce, ERadialImpulseFalloff::RIF_Linear, true);		GibMesh6->SetSimulatePhysics(true);	GibMesh6->AddRadialImpulse(Origin, ForceRadius, ImpulseForce, ERadialImpulseFalloff::RIF_Linear, true);		//Play sound effect	if (GibSound != NULL)	{		UGameplayStatics::PlaySoundAtLocation(this, GibSound, GetActorLocation(), 1, 1);	}	//Spawn Particle	//if (Particles != NULL)	//{	//}}
开发者ID:TheRealKevinStone,项目名称:Max,代码行数:39,


示例21: if

void AAnchovieCharacter::OnActorOverlaping(AActor* OtherActor){	if (OtherActor != GetOwner())	{		if (OtherActor->GetName().Contains("Lever"))		{			LeverToCollideWith = Cast<ALever>(OtherActor);			if (LeverToCollideWith != NULL)			{				if (LeverToCollideWith->GetIsActivated() == true)				{					LeverToCollideWith->Interact(this);				}			}		}		else if (OtherActor->GetName().Contains("Light"))		{			TheSwitch = Cast<ALightSwitch>(OtherActor);			if (TheSwitch != NULL)			{				if (TheSwitch->GetIsOn() == true)				{					if (LightOn == false)					{						LightOn = true;					}					else					{						LightOn = false;					}				}				UGameplayStatics::PlaySoundAtLocation(GetWorld(), SplashSound, GetActorLocation());			}		}	}}
开发者ID:Snowman5717,项目名称:SymphonyOfShadows,代码行数:38,


示例22: GetActorUpVector

void APlayerOvi::DoJump(float DeltaSeconds){  if (m_hasLanded && !m_doJump) {    m_isJumping = false;    m_headCollision = false;  }  if (m_doJump && !m_isJumping && m_hasLanded) {    m_hasLanded = false;    m_isJumping = true;    m_headCollision = false;    m_doJump = false;  }  FVector up = GetActorUpVector();  FVector location = GetActorLocation();  if (m_isJumping && !m_headCollision) {    if (m_actualJumpSpeed > 0) {      location += m_actualJumpSpeed * DeltaSeconds * up;      m_actualJumpSpeed -= AccelerationJump * DeltaSeconds;      if (m_actualJumpSpeed < 0)        m_actualJumpSpeed = 0;      m_enabledGravity = false;      m_isFalling = false;    }    else {      m_actualJumpSpeed = 0;      m_isJumping = false;    }  }  else {    m_isFalling = !m_hasLanded;    m_enabledGravity = true;  }  SetActorLocation(location);}
开发者ID:alfreSosa,项目名称:TowardTheLight,代码行数:38,


示例23: GetControlRotation

void ASharpShotCharacter::OnFire(){ 	// try and fire a projectile	if (ProjectileClass != NULL)	{		const FRotator SpawnRotation = GetControlRotation();		// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position		const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);		UWorld* const World = GetWorld();		if (World != NULL)		{			// spawn the projectile at the muzzle		//	World->SpawnActor<ASharpShotProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);			this->FireEvent();		}	}	// try and play the sound if specified	if (FireSound != NULL)	{		//UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());	}	// try and play a firing animation if specified	if(FireAnimation != NULL)	{		// Get the animation object for the arms mesh		/*		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();		if(AnimInstance != NULL)		{			AnimInstance->Montage_Play(FireAnimation, 1.f);		}		*/	}}
开发者ID:Gigakaiser,项目名称:SShot,代码行数:38,


示例24: GetActorLocation

void ABETCharacter::OnFire(){ 	if (Weapon){		Weapon->Fire();	}	// try and play the sound if specified	if (Weapon->FireSound != NULL)	{		UGameplayStatics::PlaySoundAtLocation(this, Weapon->FireSound, GetActorLocation());	}	// try and play a firing animation if specified	if (Weapon->FireAnimation != NULL)	{		// Get the animation object for the arms mesh		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();		if (AnimInstance != NULL)		{			AnimInstance->Montage_Play(Weapon->FireAnimation, 1.f);		}	}}
开发者ID:brandon2499,项目名称:14BirdsEyeTerrace,代码行数:23,


示例25: TeamXMLParser

void ARobot::BeginPlay(){	Super::BeginPlay();	staminaTime = 0;	tryStopBall = false;	oldMoveToTarget = FVector::ZeroVector;	oldMoveToSpeed = 0;	oldMoveToStamina = 0;	oldMoveToDistance = 0;	TeamXMLParser* parser = new TeamXMLParser();	int teamID = team;	int playerNumber;	if (teamID == 1) playerNumber = playerId;	else playerNumber = playerId - 11;	//Set start Postion out of the XML file:	startLocation = parser->getPlayerStartLocation(teamID, playerNumber);	FVector loc = GetActorLocation();	startLocation.Z = loc.Z;	this->SetActorLocation(startLocation);	luaFile = parser->getScriptLocation(teamID, playerNumber);}
开发者ID:RocketRider,项目名称:UnrealCup,代码行数:23,


示例26: SimulateExplosionFX

void ABomb::Explode(){	SimulateExplosionFX();	//We won't use any specific damage types in our case	TSubclassOf<UDamageType> DmgType;	//Do not ignore any actors	TArray<AActor*> IgnoreActors;	//This will eventually call the TakeDamage function that we have overriden in the Character class	UGameplayStatics::ApplyRadialDamage(GetWorld(), ExplosionDamage, GetActorLocation(), ExplosionRadius, DmgType, IgnoreActors, this, GetInstigatorController());	FTimerHandle TimerHandle;	FTimerDelegate TimerDel;	TimerDel.BindLambda([&]()	{		Destroy();	});	//Destroy the actor after 0.3 seconds. 	GetWorld()->GetTimerManager().SetTimer(TimerHandle, TimerDel, 0.3f, false);}
开发者ID:orfeasel,项目名称:UE4-Game-Systems,代码行数:23,


示例27: FVector

void ACullingMaze::SpawnWalls() {	AMazeWall* CurrentWall;	FVector LocationOffset;	for (int y = 0; y < MazeLengthInTiles; y++) {		Row[y].ColumnWallRef.SetNum(MazeLengthInTiles);		for (int x = 0; x < MazeLengthInTiles; x++) {			CurrentWall = Cast<AMazeWall>(GetWorld()->SpawnActor(WallClass));			if (CurrentWall) {				LocationOffset = FVector((float)(x)* TileSize, (float)(y)* TileSize, -InnerWallHeight + FloorHeight - FloorClippingPreventionOffset);				CurrentWall->SetActorLocation(GetActorLocation() + LocationOffset);				CurrentWall->SetActorScale3D(WallScale);				Row[y].ColumnWallRef[x] = CurrentWall;			}		}	}}
开发者ID:mleavell,项目名称:TheGauntlet,代码行数:23,


示例28: LoadMainMenu

void AFPSHorrorCharacter::ShootBloodBall(){	Health -= 10;	if (Health <= 0)	{		LoadMainMenu();	}	if (ProjectileClass != NULL)	{		const FRotator SpawnRotation = GetControlRotation();		// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position		//const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);		const FVector SpawnLocation = GetActorLocation();		UWorld* const World = GetWorld();		if (World != NULL)		{			// spawn the projectile at the muzzle			World->SpawnActor<AFPSHorrorProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);		}	}}
开发者ID:Rish79,项目名称:FPS-Horror,代码行数:23,


示例29: GetWorld

void AShooterProjectile::OnRep_Exploded(){	const auto World = GetWorld();	if (nullptr != World)	{		//!< ヒットした
C++ GetActorRotation函数代码示例
C++ GetActorForwardVector函数代码示例
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