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自学教程:C++ GetEngine函数代码示例

51自学网 2021-06-01 21:07:13
  C++
这篇教程C++ GetEngine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GetEngine函数的典型用法代码示例。如果您正苦于以下问题:C++ GetEngine函数的具体用法?C++ GetEngine怎么用?C++ GetEngine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GetEngine函数的25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: switch

/**Draw the player object.Could be a simple shape but this makes a fake ball shape and labels it.*/void BouncingBall::Draw(){	// Do not draw if it should not be visible	if ( !IsVisible() )		return;	unsigned int uiColourMult = 0x010001;	unsigned int uiColourText = 0xffffff;	// Choose one of 8 colours:	switch( m_iColour % 8 )	{ 	case 1: uiColourMult = 0x010000; uiColourText = 0xffffff; break;	case 2: uiColourMult = 0x000100; uiColourText = 0xffffff; break;	case 3: uiColourMult = 0x000001; uiColourText = 0xffffff; break;	case 4: uiColourMult = 0x010001; uiColourText = 0; break;	case 5: uiColourMult = 0x010100; uiColourText = 0; break;	case 6: uiColourMult = 0x000101; uiColourText = 0; break;	case 7: uiColourMult = 0x010101; uiColourText = 0; break;	default: uiColourMult = 0x000000; break;	}	// Concentric circles for pseudo-sphere	int iRadiusSquared = (m_iDrawWidth/2) * (m_iDrawWidth/2);	int iCentreX = m_iCurrentScreenX + m_iStartDrawPosX + m_iDrawWidth/2;	int iCentreY = m_iCurrentScreenY + m_iStartDrawPosY + m_iDrawHeight/2;	for ( int iX = m_iCurrentScreenX + m_iStartDrawPosX ; iX < (m_iCurrentScreenX + m_iStartDrawPosX + m_iDrawWidth) ; iX++ )		for ( int iY = m_iCurrentScreenY + m_iStartDrawPosY ; iY < (m_iCurrentScreenY + m_iStartDrawPosY + m_iDrawHeight) ; iY++ )			if ( ( (iX-iCentreX)*(iX-iCentreX) + (iY-iCentreY)*(iY-iCentreY) ) <= iRadiusSquared )			{				// 0xB0 is the range of values, 0xff is the brightest value.				unsigned int uiColour = (0xB0 * ((iX-iCentreX)*(iX-iCentreX) + (iY-iCentreY)*(iY-iCentreY))) / iRadiusSquared;				uiColour = 0xff - uiColour;				GetEngine()->SafeSetScreenPixel( iX, iY, uiColourMult * uiColour );			}	// If there is a label then draw the text	if ( (m_szLabel!=NULL) && (strlen(m_szLabel)>0) )	{		//GetEngine()->DrawString( iCentreX+m_iXLabelOffset+1, iCentreY+m_iYLabelOffset+1, m_szLabel, 0xffffff );		GetEngine()->DrawScreenString( iCentreX+m_iXLabelOffset, iCentreY+m_iYLabelOffset, m_szLabel, uiColourText );	}	// Store the position at which the object was last drawn	// You MUST do this to ensure that the screen is updated when only drawing movable objects	// This tells the system where to 'undraw' the object from	StoreLastScreenPositionAndUpdateRect();}
开发者ID:jimlaimun,项目名称:C---stuff,代码行数:52,


示例2: GetEngine

void EngineRunningBase::DrawLensflare(){  // Lensflare: draw if the sparkling sun is on screen.  if (!m_pLevel->IsCurrentRoomIndoors() &&       GetEngine()->GetDayNightSky()->IsSparkleVisible())  {    // Make a bounding sphere around the sun coords.    Vec3f sunPos = GetEngine()->GetDayNightSky()->GetSunPosition();    BoundingSphere sunBs(sunPos, 50.0f); // sun's "radius"    // Find out if the sun intersects the view frustum    if (Frustum::Instance()->Contains(sunBs))    {      PCamera pCam = GetCamera();      Assert(pCam.GetPtr());      Vec3f eyePos(pCam->GetOrientation()->GetX(),                         pCam->GetOrientation()->GetY(),                         pCam->GetOrientation()->GetZ());      // We have to draw the lens flare, unless the sun is obscured by part of       // the scene.      // Test the line from camera to sun for obstructions.      //Mgc::Segment3 seg;      //seg.Origin() = Mgc::Vector3(eyePos.x, eyePos.y, eyePos.z);      //seg.Direction() = Mgc::Vector3(      //  sunPos.x - eyePos.x,       //  sunPos.y - eyePos.y,       //  sunPos.z - eyePos.z);      // Do intersection test on the scenery for the current room.      if (m_pLevel->GetScene()->LineIntersects(eyePos, sunPos, 1.0f /* some radius */ ))      {        return; // Sun is obscured.      }      // We should draw the lens flare. Get the Camera eye position and       // "look at" position (some point along the line we are pointing at).      GetEngine()->PushColour(1.0f, 1.0f, 1.0f, 1.0f);      //GetEngine()->GetLensflare()->Draw(      //  GetEngine()->GetDayNightSky()->GetSunPosition(),      //  eyePos,      //  pCam->GetLookAtPos() );      GetEngine()->PopColour();    }  }}
开发者ID:jason-amju,项目名称:amju-scp,代码行数:48,


示例3: DoUpdate

	// Called frequently, this should move the item	// In this case we also accept cursor key presses to change the speed	// Space will set the speed to zero	void DoUpdate( int iCurrentTime )	{		// Change speed if player presses a key		if ( GetEngine()->IsKeyPressed( SDLK_UP ) )			m_dSY -= 0.001;		if ( GetEngine()->IsKeyPressed( SDLK_DOWN ) )			m_dSY += 0.001;		if ( GetEngine()->IsKeyPressed( SDLK_LEFT ) )			m_dSX -= 0.001;		if ( GetEngine()->IsKeyPressed( SDLK_RIGHT ) )			m_dSX += 0.001;		if ( GetEngine()->IsKeyPressed( SDLK_SPACE ) )			m_dSX = m_dSY = 0;		// Alter position for speed		m_dX += m_dSX;		m_dY += m_dSY;		// Check for bounce off the edge		if ( (m_dX+m_iStartDrawPosX) < 0 )		{			m_dX = - m_iStartDrawPosX;			if ( m_dSX < 0 )				m_dSX = -m_dSX;		}		if ( (m_dX+m_iStartDrawPosX+m_iDrawWidth) > (GetEngine()->GetScreenWidth()-1) )		{			m_dX = GetEngine()->GetScreenWidth() -1 - m_iStartDrawPosX - m_iDrawWidth;			if ( m_dSX > 0 )				m_dSX = -m_dSX;		}		if ( (m_dY+m_iStartDrawPosY) < 0 )		{			m_dY = -m_iStartDrawPosY;			if ( m_dSY < 0 )				m_dSY = -m_dSY;		}		if ( (m_dY+m_iStartDrawPosY+m_iDrawHeight) > (GetEngine()->GetScreenHeight()-1) )		{			m_dY = GetEngine()->GetScreenHeight() -1 - m_iStartDrawPosY - m_iDrawHeight;			if ( m_dSY > 0 )				m_dSY = -m_dSY;		}		// Set current position - you NEED to set the current positions		m_iCurrentScreenX = (int)(m_dX+0.5);		m_iCurrentScreenY = (int)(m_dY+0.5);		printf("Position %f, %f/n", m_dX, m_dY );		// Ensure that the object gets redrawn on the display, if something changed		RedrawObjects();	}
开发者ID:NataliaSharon,项目名称:Coursework,代码行数:56,


示例4: Enter

void CMessageBoxScene::Enter(){	mpJoy=GetEngine()->FindComponent<CJoystickComponent>();	mPopup=true;	mTransOnTime=mTransOffTime=0.2f;	mpTexture=LoadSpriteTex(GetDevice(),mBgName.c_str());}
开发者ID:MarcusKhoo,项目名称:SavingClara,代码行数:7,


示例5: start

	int Ardb::FlushScripts()	{		KeyObject start(Slice(), SCRIPT, ARDB_GLOBAL_DB);		Iterator* iter = FindValue(start, false);		BatchWriteGuard guard(GetEngine());		while (NULL != iter && iter->Valid())		{			Slice tmpkey = iter->Key();			KeyObject* kk = decode_key(tmpkey, NULL);			if (NULL != kk)			{				if (kk->type == SCRIPT)				{					DelValue(*kk);				} else				{					break;				}			}			DELETE(kk);			iter->Next();		}		DELETE(iter);		return 0;	}
开发者ID:kouhate,项目名称:ardb,代码行数:25,


示例6: GetEngine

void LocationDlg::OnReset( wxCommandEvent &event ){	vtAnimPathEngine *engine = GetEngine(m_iAnim);	engine->Reset();	if (m_bActive)		engine->UpdateTargets();}
开发者ID:kamalsirsa,项目名称:vtp,代码行数:7,


示例7: GetAnim

void LocationDlg::RefreshAnimsText(){	wxTreeItemIdValue cookie;	wxTreeItemId id;	uint i, num = m_pAnimPaths->size();	for (i = 0; i < num; i++)	{		vtAnimEntry &entry = m_pAnimPaths->at(i);		vtAnimPath *anim = GetAnim(i);		vtAnimPathEngine *eng = GetEngine(i);		if (id.IsOk())			id = GetAnimTree()->GetNextChild(m_root, cookie);		else			id = GetAnimTree()->GetFirstChild(m_root, cookie);		wxString str(entry.m_Name, wxConvUTF8);		wxString str2;		str2.Printf(_T(" (%.1f/%.1f, %d)"), eng->GetTime(),			(float) anim->GetLastTime(), anim->NumPoints());		str += str2;		GetAnimTree()->SetItemText(id, str);	}}
开发者ID:kamalsirsa,项目名称:vtp,代码行数:25,


示例8: InitializeIIDs

CLREnvelopeEditorCtrl::CLREnvelopeEditorCtrl(){	InitializeIIDs(&IID_DLREnvelopeEditor, &IID_DLREnvelopeEditorEvents);	//control data	m_lFirstKeyPosition=0;	m_lLastKeyPosition=60;	m_lMouseMode=0;	m_fLowValue=0.0f;	m_fHighValue=1.0f;	m_lEnvelopeType=LR::SHAPE_TCB;	m_bDirtyValues=m_bDirtyPositions=FALSE;	m_lDragMode=0;	m_bHasSelection=FALSE;	m_lFirstSelectedPosition=0;	m_lLastSelectedPosition=0;	//does not really matter since OnDraw will update it before any mouse	//events get to the control but ...	m_RCCtrlArea.left=0;	m_RCCtrlArea.right=1;	m_RCCtrlArea.top=0;	m_RCCtrlArea.bottom=1;	m_bMouseOverKeyRange=FALSE;	m_lKeyUnderMouse=-1;	m_lDraggedKey=-1;	m_lSelectedKey=-1;	m_bIsDragging=FALSE;	m_CurveColor=RGB(255,0,0);	LR::Engine	*pEngine=NULL;	GetEngine(&pEngine);	pEngine->createEnvelope(m_pEnvelope);	pEngine->Release();}
开发者ID:devinthedev,项目名称:LiquidReality,代码行数:32,


示例9: GetEngine

void ScriptController::onKeyRelease( const KeyEvent& event ){	if( !enabled || !state )		return;	Engine* engine = GetEngine();}
开发者ID:FloodProject,项目名称:flood,代码行数:7,


示例10: if

LONG CSkinItemEdit::GetBorderHelper(LONG clrNormal, LONG clrHover, LONG clrFocus, LONG clrReadOnly, LONG clrDisabled){    LONG color = 0;    if (IsReadOnly() && m_bReadOnlyBorder) {        color = clrReadOnly;    } else if (IsFocused() && m_bFocusBorder) {        color = clrFocus;    } else if (IsHot()) {        color = clrHover;    } else {        color = clrNormal;    }    if (GetDisabled())        color = clrDisabled;    if (color == -1)        color = clrNormal;    if (color == -1)        return -1;    if (GetColorTransform()) {        GetEngine()->TransformColor(color, color);    }    return color;}
开发者ID:mengskysama,项目名称:V8,代码行数:29,


示例11: Assert

void EngineRunningBase::DrawGameObjectShadows(){  Assert(m_pLevel.GetPtr());  // Iterate over the game objects which are in the current level/room.  int levelId = m_pLevel->GetId();  int roomId = m_pLevel->GetRoomId();  // Get the game objects which are in the same room as the player.  GameObjectMap& objs = GetEngine()->GetGameObjects(levelId, roomId);  // Iterate through map of Game Objects. Check each one in the Game State  // to see if it has been collected/killed/whatever.  for (GameObjectMap::iterator it = objs.begin(); it != objs.end(); ++it)  {    PPoolGameObject pGo = it->second;    if (pGo->IsVisible())    {      VisibleGameObject* pVgo = dynamic_cast<VisibleGameObject*>(pGo.GetPtr());      // Check state of object.      State s = pVgo->GetState();      //Engine::Instance()->GetEngineState()->GetState(gameObjId, &s);      // POOL: some pool-specific states here      if (s != OUT_OF_PLAY &&          s != BALL_IN_POCKET &&          s != BALL_OUT_OF_BOUNDS)      {        pVgo->DrawShadow();      }    }  }}
开发者ID:jason-amju,项目名称:amju-scp,代码行数:33,


示例12: CreateD3DFont

void CreditScene::Enter(){	std::cout << "HelpScene::enter/n";	mTransOnTime = 2;	// slow fade in	mTransOffTime = 0;	// slow fade out	// load the media	mpFont = CreateD3DFont(GetDevice(), "Arial", 24, true);	mpButtonTex[0] = LoadSpriteTex(GetDevice(), "../media/scene/Back1.png");	mpButtonTex[1] = LoadSpriteTex(GetDevice(), "../media/scene/Back2.png");	mpBG = LoadSpriteTex(GetDevice(), "../media/scene/Credits.png");	mpButtonB = LoadSpriteTex(GetDevice(), "../media/scene/ButtonB.png");	mpCreditSFX = GetEngine()->FindComponent<CSoundComponent>();	mpGamepad = GetEngine()->FindComponent<CGamepadComponent>();}
开发者ID:crystalised,项目名称:GDEV,代码行数:16,


示例13: PowerupProperties

Super::Super(BaseEngine* pEngine ) 	: PowerupProperties( pEngine ) {	// Current and previous coordinates for the object - set them the same 	//initially	m_iCurrentScreenX = m_iPreviousScreenX = (rand() % GetEngine()->GetScreenWidth()); 	m_iCurrentScreenY = m_iPreviousScreenY = (rand() % GetEngine()->GetScreenHeight()); 	// The object coordinate will be the top left of the object 	m_iStartDrawPosX = 0; 	m_iStartDrawPosY = 0;	setPowerupType(SUPER);	// And make it visible 	SetVisible(true); }
开发者ID:tun57,项目名称:StephenSowoleG52CPP,代码行数:16,


示例14: WinMain

DGLE_DYNAMIC_FUNC#define APP_CAPTION "Asteroids Game"#ifdef _DEBUG#	define DLL_PATH "..//..//..//..//bin//windows//DGLE.dll"#else#	define DLL_PATH "..//..//DGLE.dll"#endif#define SCREEN_WIDTH	1024u#define SCREEN_HEIGHT	768uint WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd){	IEngineCore *pEngineCore = NULL;		if (GetEngine(DLL_PATH, pEngineCore))	{		CGame game(pEngineCore);				if (SUCCEEDED(pEngineCore->InitializeEngine(NULL, APP_CAPTION, TEngineWindow(SCREEN_WIDTH, SCREEN_HEIGHT, false, false, MM_4X))))			pEngineCore->StartEngine();		FreeEngine();	}	else		MessageBox(NULL,"Couldn't load /""DLL_PATH"/"!", APP_CAPTION, MB_OK | MB_ICONERROR | MB_SETFOREGROUND);	return 0;}
开发者ID:Zariostr,项目名称:DGLE,代码行数:31,


示例15: SetSearchDirection

 void SetSearchDirection(V3 direction) {   searchDirection = direction;   if (Equals(searchDirection, V3(0.0f))) {     LogError("GJK Set searchDirection to [0, 0, 0]");     GetEngine()->isPaused = true;   } }
开发者ID:Twiebs,项目名称:venom,代码行数:7,


示例16: SetSimplex

 void SetSimplex(V3 p0, V3 p1) {   simplex[0] = p0;   simplex[1] = p1;   simplexCount = 2;   auto& vis = GetEngine()->physicsSimulation.collisionVisualization;   vis.AddGJKStep(simplex, simplexCount); }
开发者ID:Twiebs,项目名称:venom,代码行数:7,


示例17: GetEngine

void Player::CheckKeys(int iCurrentTime){	// Get the amount of time since the last update	int delta = iCurrentTime - _previousTime;	// Detects if the space bar has been lifted	bool spaceWasDown = _spaceIsDown;	_spaceIsDown = GetEngine()->IsKeyPressed(SDLK_SPACE);	if (spaceWasDown && _spaceIsDown == false)	{		// On space bar up, cylce colour of the player		switch (_colour)		{		case 0xff0000:			_colour = 0x00ff00;			break;		case 0x00ff00:			_colour = 0x0000ff;			break;		case 0x0000ff:			_colour = 0xff0000;			break;		}	}}
开发者ID:marcuswhybrow,项目名称:g52cfj-cw1-windows,代码行数:25,


示例18: keyguard

	int Ardb::ZClear(const DBID& db, const Slice& key)	{		KeyLockerGuard keyguard(m_key_locker, db, key);		ZSetMetaValue meta;		if (0 != GetZSetMetaValue(db, key, meta))		{			return 0;		}		Slice empty;		ZSetKeyObject sk(key, empty, meta.min_score, db);		BatchWriteGuard guard(GetEngine());		struct ZClearWalk: public WalkHandler		{				Ardb* z_db;				int OnKeyValue(KeyObject* k, ValueObject* value, uint32 cursor)				{					ZSetKeyObject* sek = (ZSetKeyObject*) k;					ZSetScoreKeyObject tmp(sek->key, sek->value, sek->db);					z_db->DelValue(*sek);					z_db->DelValue(tmp);					return 0;				}				ZClearWalk(Ardb* db) :						z_db(db)				{				}		} walk(this);		Walk(sk, false, &walk);		KeyObject k(key, ZSET_META, db);		DelValue(k);		return 0;	}
开发者ID:ericcapricorn,项目名称:ardb,代码行数:33,


示例19: ossl_engine_get_name

static VALUEossl_engine_get_name(VALUE self){    ENGINE *e;    GetEngine(self, e);    return rb_str_new2(ENGINE_get_name(e));}
开发者ID:Emily,项目名称:rubinius,代码行数:7,


示例20: GetEngine

/**Handle the update action, moving the object and/or handling any game logic*/void BouncingBall1::DoUpdate( int iCurrentTime ){	// Work out current position	m_oMovement.Calculate(iCurrentTime);	m_iCurrentScreenX = m_oMovement.GetX();	m_iCurrentScreenY = m_oMovement.GetY();		// If movement has finished then request instructions	if ( m_oMovement.HasMovementFinished( iCurrentTime ) )	{		m_oMovement.Reverse();		m_oMovement.Calculate(iCurrentTime);		m_iCurrentScreenX = m_oMovement.GetX();		m_iCurrentScreenY = m_oMovement.GetY();	}	if ( m_pTileManager->IsValidTilePosition( m_iCurrentScreenX, m_iCurrentScreenY ) )	{		int iTileX = m_pTileManager->GetTileXForPositionOnScreen(m_iCurrentScreenX);		int iTileY = m_pTileManager->GetTileYForPositionOnScreen(m_iCurrentScreenY);		int iCurrentTile = m_pTileManager->GetValue( iTileX, iTileY );		m_pTileManager->UpdateTile( GetEngine(), iTileX, iTileY, iCurrentTile+1 );	}	// Ensure that the object gets redrawn on the display, if something changed	RedrawObjects();}
开发者ID:sydafq,项目名称:CPP_CW2015,代码行数:30,


示例21: GetWorld

bool UAmethystGameInstance::LoadFrontEndMap(const FString& MapName){	bool bSuccess = true;	// if already loaded, do nothing	UWorld* const World = GetWorld();	if (World)	{		FString const CurrentMapName = *World->PersistentLevel->GetOutermost()->GetName();		//if (MapName.Find(TEXT("Highrise")) != -1)		if (CurrentMapName == MapName)		{			return bSuccess;		}	}	FString Error;	EBrowseReturnVal::Type BrowseRet = EBrowseReturnVal::Failure;	FURL URL(		*FString::Printf(TEXT("%s"), *MapName)		);	if (URL.Valid && !HasAnyFlags(RF_ClassDefaultObject)) //CastChecked<UEngine>() will fail if using Default__AmethystGameInstance, so make sure that we're not default	{		BrowseRet = GetEngine()->Browse(*WorldContext, URL, Error);		// Handle failure.		if (BrowseRet != EBrowseReturnVal::Success)		{			UE_LOG(LogLoad, Fatal, TEXT("%s"), *FString::Printf(TEXT("Failed to enter %s: %s. Please check the log for errors."), *MapName, *Error));			bSuccess = false;		}	}	return bSuccess;}
开发者ID:1337programming,项目名称:amethystforest,代码行数:35,


示例22: ossl_engine_get_id

static VALUEossl_engine_get_id(VALUE self, SEL sel){    ENGINE *e;    GetEngine(self, e);    return rb_str_new2(ENGINE_get_id(e));}
开发者ID:1nueve,项目名称:MacRuby,代码行数:7,


示例23: while

	void FileSystemThread::process(void)	{		while (isRunning())		{			GetEngine()->getInstance<FileSystem>()->update();		}	}
开发者ID:r-lyeh-forks,项目名称:AGE,代码行数:7,


示例24: GetEngine

void UGameInstance::StartGameInstance(){	UEngine* const Engine = GetEngine();	// Create default URL.	// @note: if we change how we determine the valid start up map update LaunchEngineLoop's GetStartupMap()	FURL DefaultURL;	DefaultURL.LoadURLConfig(TEXT("DefaultPlayer"), GGameIni);	// Enter initial world.	EBrowseReturnVal::Type BrowseRet = EBrowseReturnVal::Failure;	FString Error;	TCHAR Parm[4096] = TEXT("");	const TCHAR* Tmp = FCommandLine::Get();#if UE_BUILD_SHIPPING	// In shipping don't allow an override	Tmp = TEXT("");#endif // UE_BUILD_SHIPPING	const UGameMapsSettings* GameMapsSettings = GetDefault<UGameMapsSettings>();	const FString& DefaultMap = GameMapsSettings->GetGameDefaultMap();	if (!FParse::Token(Tmp, Parm, ARRAY_COUNT(Parm), 0) || Parm[0] == '-')	{		FCString::Strcpy(Parm, *(DefaultMap + GameMapsSettings->LocalMapOptions));	}	FURL URL(&DefaultURL, Parm, TRAVEL_Partial);	if (URL.Valid)	{		BrowseRet = Engine->Browse(*WorldContext, URL, Error);	}	// If waiting for a network connection, go into the starting level.	if (BrowseRet != EBrowseReturnVal::Success && FCString::Stricmp(Parm, *DefaultMap) != 0)	{		const FText Message = FText::Format(NSLOCTEXT("Engine", "MapNotFound", "The map specified on the commandline '{0}' could not be found. Would you like to load the default map instead?"), FText::FromString(URL.Map));		// the map specified on the command-line couldn't be loaded.  ask the user if we should load the default map instead		if (FCString::Stricmp(*URL.Map, *DefaultMap) != 0 &&			FMessageDialog::Open(EAppMsgType::OkCancel, Message) != EAppReturnType::Ok)		{			// user canceled (maybe a typo while attempting to run a commandlet)			FPlatformMisc::RequestExit(false);			return;		}		else		{			BrowseRet = Engine->Browse(*WorldContext, FURL(&DefaultURL, *(DefaultMap + GameMapsSettings->LocalMapOptions), TRAVEL_Partial), Error);		}	}	// Handle failure.	if (BrowseRet != EBrowseReturnVal::Success)	{		UE_LOG(LogLoad, Fatal, TEXT("%s"), *FString::Printf(TEXT("Failed to enter %s: %s. Please check the log for errors."), Parm, *Error));	}}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:59,


示例25: GetEngine

float pVehicle::getRPM(){	if (isValidEngine())	{		return GetEngine()->GetRPM();	}	return -1.0f;}
开发者ID:gbaumgart,项目名称:vt,代码行数:8,



注:本文中的GetEngine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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