这篇教程C++ GetWorldTimerManager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GetWorldTimerManager函数的典型用法代码示例。如果您正苦于以下问题:C++ GetWorldTimerManager函数的具体用法?C++ GetWorldTimerManager怎么用?C++ GetWorldTimerManager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GetWorldTimerManager函数的27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: GetWorldTimerManager// Start the block restore event (Called by weapon)void ALevelBlock::StartTimedRestore(AWeapon* newParentWeapon, float Time){ if (newParentWeapon) { ParentWeapon = newParentWeapon; if (Time>0) { FTimerHandle MyHandle; GetWorldTimerManager().SetTimer(MyHandle, this, &ALevelBlock::ReturnBlock, Time, false); } }}
开发者ID:hoelzl,项目名称:Rade,代码行数:13,
示例2: GetMeshvoid ABatteryPickup::WasCollected_Implementation(){ Super::WasCollected_Implementation(); ParticleSystem = UGameplayStatics::SpawnEmitterAttached(ParticleSystemTemplate, GetMesh(), NAME_None); UpdateBeamTargetPoint(); FTimerHandle UnusedHandle; GetWorldTimerManager().SetTimer( UnusedHandle, this, &ABatteryPickup::DestroyAfterDelay, 1, false);}
开发者ID:SirTrav,项目名称:Unreal-Projects,代码行数:12,
示例3: StopSimulatingWeaponFirevoid ASWeapon::OnBurstFinished(){ BurstCounter = 0; if (GetNetMode() != NM_DedicatedServer) { StopSimulatingWeaponFire(); } GetWorldTimerManager().ClearTimer(TimerHandle_HandleFiring); bRefiring = false;}
开发者ID:Raynaron,项目名称:EpicSurvivalGameSeries,代码行数:12,
示例4: UpdateTimerDisplayvoid ACountdown::AdvanceTimer(){ --CountdownTime; UpdateTimerDisplay(); if (CountdownTime < 1) { // We're done counting down, so stop running the timer. GetWorldTimerManager().ClearTimer(CountdownTimerHandle); // Perform any special actions we want to do when the timer ends. CountdownHasFinished(); }}
开发者ID:SRombauts,项目名称:UE4QuickStart,代码行数:12,
示例5: StopMovementvoid ARealmMoveController::GameEnded(){ StopMovement(); GetWorldTimerManager().ClearAllTimersForObject(this); AGameCharacter* gc = Cast<AGameCharacter>(GetCharacter()); if (IsValid(gc)) { gc->StopAutoAttack(); gc->GetCharacterMovement()->SetMovementMode(MOVE_None); }}
开发者ID:MatrIsCool,项目名称:Mythos-Realm,代码行数:12,
示例6: GetWorldTimerManagervoid ALobbyBeaconState::PostInitializeComponents(){ Super::PostInitializeComponents(); if (Role == ROLE_Authority) { FTimerDelegate TimerDelegate = FTimerDelegate::CreateUObject(this, &ALobbyBeaconState::OneSecTick); GetWorldTimerManager().SetTimer(OneSecTimerHandle, TimerDelegate, 1.0f, true); LastTickTime = FPlatformTime::Seconds(); }}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:12,
示例7: OnRep_Armedvoid ABomb::OnProjectileBounce(const FHitResult& ImpactResult, const FVector& ImpactVelocity){ if (Role == ROLE_Authority) { Armed = true; // You must call the rep function yourself for the server or it will never change color. OnRep_Armed(); GetWorldTimerManager().SetTimer(BombTimerHandle, this, &ABomb::OnFuseExpired,FuseTime, false); }}
开发者ID:marcthenarc,项目名称:NetGameCPP,代码行数:12,
示例8: GetWorldTimerManagervoid ALevelBounds::SubscribeToUpdateEvents(){ if (bSubscribedToEvents == false && GIsEditor && !GetWorld()->IsPlayInEditor()) { GetWorldTimerManager().SetTimer(this, &ALevelBounds::OnTimerTick, 1, true); GEngine->OnActorMoved().AddUObject(this, &ALevelBounds::OnLevelActorMoved); GEngine->OnLevelActorDeleted().AddUObject(this, &ALevelBounds::OnLevelActorAddedRemoved); GEngine->OnLevelActorAdded().AddUObject(this, &ALevelBounds::OnLevelActorAddedRemoved); bSubscribedToEvents = true; }}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:12,
示例9: GetWorldTimerManagervoid ARageHUD::PostBeginPlay(){ if (GetOwningPawn() && Cast<ARagePlayerCar>(GetOwningPawn())) { Cast<ARagePlayerCar>(GetOwningPawn())->TheHUD = this; } else { FTimerHandle MyHandle; GetWorldTimerManager().SetTimer(MyHandle, this, &ARageHUD::PostBeginPlay, PostDelay, false); }}
开发者ID:vagenv,项目名称:RageRacing,代码行数:12,
示例10: toggleCastOngoingvoid AManaJourneyCharacter::useShell(){ if (characterClasses.Contains("whiteMageClass") && whiteMageClassRef && !castOngoing) { toggleCastOngoing(); bool bCastedShell = false; bCastedShell = whiteMageClassRef->castShell(*this, GetMesh()); if (bCastedShell) { toggleCharacterMovement(); updatePhysicProtection(); castShellAnimation(level); toggleCastOngoing(); //NOTE remove shell effect after fadeTimeForEffect has set to false (so add slight delay for beeing sure) FTimerHandle UpdatePhysicProtectionTimer; GetWorldTimerManager().ClearTimer(UpdatePhysicProtectionTimer); FTimerDelegate UpdatePhysicProtectionTimerDelegate = FTimerDelegate::CreateUObject(this, &AManaJourneyCharacter::updatePhysicProtection); GetWorldTimerManager().SetTimer(UpdatePhysicProtectionTimer, UpdatePhysicProtectionTimerDelegate, fadeTimeForEffect + 0.2f, false); FTimerHandle EnableMovementTimer; GetWorldTimerManager().ClearTimer(EnableMovementTimer); FTimerDelegate updateCharacterMovementDelegate = FTimerDelegate::CreateUObject(this, &AManaJourneyCharacter::toggleCharacterMovement); GetWorldTimerManager().SetTimer(EnableMovementTimer, updateCharacterMovementDelegate, 1.50f, false); // timer for setting cast to false FTimerHandle CastOngoingHandler; GetWorldTimerManager().ClearTimer(CastOngoingHandler); FTimerDelegate CastOngoingHandlerDelegate = FTimerDelegate::CreateUObject(this, &AManaJourneyCharacter::toggleCastOngoing); GetWorldTimerManager().SetTimer(CastOngoingHandler, CastOngoingHandlerDelegate, whiteMageClassRef->fShellTimer, false); } }}
开发者ID:xhallix,项目名称:UnrealEngine_Manajourney,代码行数:33,
示例11: OnRep_ElapsedTimevoid AGameState::DefaultTimer(){ if (IsMatchInProgress()) { ++ElapsedTime; if (GetNetMode() != NM_DedicatedServer) { OnRep_ElapsedTime(); } } GetWorldTimerManager().SetTimer(TimerHandle_DefaultTimer, this, &AGameState::DefaultTimer, 1.0f / GetWorldSettings()->GetEffectiveTimeDilation(), true);}
开发者ID:colwalder,项目名称:unrealengine,代码行数:13,
示例12: GetWorldvoid ABaseWeapon::HandleFiring(){ const float GameTime = GetWorld()->GetTimeSeconds(); if (LastFireTime > 0 && WeaponConfig.TimeBetweenShots > 0 && LastFireTime + WeaponConfig.TimeBetweenShots > GameTime) { GetWorldTimerManager().SetTimer(time_handler, this, &ABaseWeapon::Fire, LastFireTime + WeaponConfig.TimeBetweenShots - GameTime, false); } else { Fire(); }}
开发者ID:ZerosGames,项目名称:FightKillWin,代码行数:13,
示例13: GetWorldvoid ASWeapon::OnBurstStarted(){ const float GameTime = GetWorld()->GetTimeSeconds(); if ((LastFireTime > 0.0f) && (TimeBetweenShots > 0.0f) && (LastFireTime + TimeBetweenShots > GameTime)) { GetWorldTimerManager().SetTimer(HandleFiringTimerHandle, this, &ASWeapon::HandleFiring, LastFireTime + TimeBetweenShots - GameTime, false); } else { HandleFiring(); }}
开发者ID:enki390,项目名称:SurvivalGameStudy,代码行数:13,
示例14: SlowEnemyvoid AIceSpell::DealUniqueSpellFunctionality(ABBotCharacter* enemyPlayer){ if (HasAuthority()) { // Slow the enemy movement speed SlowEnemy(enemyPlayer); // Bind enemy player to SlowEnemyEnd delegate slowMovementDelegate.BindUObject(this, &AIceSpell::SlowEnemyEnd, (ABBotCharacter*)enemyPlayer); // Remove the slow effect after the slow duration GetWorldTimerManager().SetTimer(slowMovementHandler, slowMovementDelegate, slowDuration, false); }}
开发者ID:Lawrence-Abadier,项目名称:UEProject,代码行数:13,
示例15: ServerSetAnimID// Unequip curent weaponvoid ARadeCharacter::UnEquipStart(){ // Set Animation State ServerSetAnimID(EAnimState::UnEquip); if (TheWeapon) { // Set Delay of current weapon FTimerHandle myHandle; GetWorldTimerManager().SetTimer(myHandle, this, &ARadeCharacter::UnEquipEnd, TheWeapon->EquipTime, false); } else { // Set Default Delay FTimerHandle myHandle; GetWorldTimerManager().SetTimer(myHandle, this, &ARadeCharacter::UnEquipEnd, DefaultWeaponEquipDelay, false); } UpdateComponentsVisibility();}
开发者ID:dcyoung,项目名称:Rade,代码行数:23,
示例16: StopFirevoid ASWeapon::OnUnEquip(){ bIsEquipped = false; StopFire(); if (bPendingEquip) { StopWeaponAnimation(EquipAnim); bPendingEquip = false; GetWorldTimerManager().ClearTimer(EquipFinishedTimerHandle); } if (bPendingReload) { StopWeaponAnimation(ReloadAnim); bPendingReload = false; GetWorldTimerManager().ClearTimer(TimerHandle_ReloadWeapon); } DetermineWeaponState();}
开发者ID:Raynaron,项目名称:EpicSurvivalGameSeries,代码行数:22,
示例17: SetConnectionStatevoid AOnlineBeaconClient::DestroyBeacon(){ SetConnectionState(EBeaconConnectionState::Closed); UWorld* World = GetWorld(); if (World) { // Fail safe for connection to server but no client connection RPC GetWorldTimerManager().ClearTimer(TimerHandle_OnFailure); } Super::DestroyBeacon();}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:13,
示例18: GetWorldTimerManagervoid ASCharacter::PostInitializeComponents(){ Super::PostInitializeComponents(); if (Role == ROLE_Authority) { // Set a timer to increment hunger every interval FTimerHandle Handle; GetWorldTimerManager().SetTimer(Handle, this, &ASCharacter::IncrementHunger, IncrementHungerInterval, true); SpawnDefaultInventory(); }}
开发者ID:MarcioGeremia,项目名称:EpicSurvivalGameSeries,代码行数:13,
示例19: SaveArrayToFilevoid AHeatmapDataCollector::CollectData(){ //if (!FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SaveDir)) // Dir exist? //{ // FPlatformFileManager::Get().GetPlatformFile().CreateDirectory(*SaveDir); // create if it not exist // if (!FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SaveDir)) //still could not make directory? // { // return false; //Could not make the specified directory // } // auto FileToSave = SaveDir + "/" + FileName; // if (!FPlatformFileManager::Get().GetPlatformFile().FileExists(*FileToSave)) return false; //} if (bCollectData) { if (CharCurrentPtr) { FVector CALoc = CharCurrentPtr->GetActorLocation(); /*if (SplineDataSwitcher == ESplineDataSwitcher::ES_ArrayData) { auto FileToSaveArr = SaveDir + "/" + "ArrayLocationLogs.txt"; static TArray<int16> ArrayToFile; ArrayToFile.Add(CALoc.X); ArrayToFile.Add(CALoc.Y); ArrayToFile.Add(CALoc.Z); SaveArrayToFile(ArrayToFile, *FileToSaveArr); return true; }*/ if (SplineDataSwitcher == ESplineDataSwitcher::ES_StringData) { auto FileToSaveArr = SaveDirectoryPath + "/" + LogFileName + "_" + FString::FromInt(CharNumberInWorld) + ".txt"; const FString& loc = CALoc.ToString(); const TCHAR* StrPtr = *loc; StringOfCoords.Append(" line"); StringOfCoords.Append(FString::FromInt(it)); StringOfCoords.Append(" "); StringOfCoords.Append(StrPtr); StringOfCoords.Append("/n"); it++; FFileHelper::SaveStringToFile(*StringOfCoords, *FileToSaveArr);//FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM } } } if (CharCurrentPtr) { GetWorldTimerManager().SetTimer(ChekTimeHandler, this, &AHeatmapDataCollector::CollectData, UpdateTimeBetweenChek, true); }}
开发者ID:Dredfort,项目名称:TDown,代码行数:51,
示例20: GetWorldTimerManagervoid ACSUEBomb::checkOverlap() { TArray<AActor*> nearbyT; //UE_LOG(LogTemp, Warning, TEXT("FOUND ACTOR")); bombMesh->GetOverlappingActors(nearbyT); for (int32 i = 0; i < nearbyT.Num(); i++) { //UE_LOG(LogTemp, Warning, TEXT("FOUND ACTOR")); auto terrorist = Cast<ACSUETerrorist>(nearbyT[i]); auto ct = Cast<ACSUECounterTerrorist>(nearbyT[i]); auto player = Cast<ACSUECharacter>(nearbyT[i]); if (terrorist) { //UE_LOG(LogTemp, Warning, TEXT("FOUND TERRORIST")); //start bomb timer if (!planted) { GetWorldTimerManager().SetTimer(bombTimer, this, &ACSUEBomb::bombExplode, 2.f, false); planted = true; UE_LOG(LogTemp, Warning, TEXT("bomb planted")); } } if (player && player->getEnemyTeam() == FString(TEXT("ct"))) { //UE_LOG(LogTemp, Warning, TEXT("FOUND TERRORIST")); if (!planted) { GetWorldTimerManager().SetTimer(bombTimer, this, &ACSUEBomb::bombExplode, 10.f, false); planted = true; UE_LOG(LogTemp, Warning, TEXT("bomb planted")); } } else if (ct) { //defuse shit //timer not started yet? if (!GetWorldTimerManager().IsTimerActive(defuseTimer)) { GetWorldTimerManager().SetTimer(defuseTimer, this, &ACSUEBomb::bombDefused, 3.f, false); } } else { //if defuse timer is active, turn it off if (GetWorldTimerManager().IsTimerActive(defuseTimer)) { GetWorldTimerManager().ClearTimer(defuseTimer); } } }}
开发者ID:narmour,项目名称:CSUE,代码行数:58,
示例21: StopSimulatingWeaponFirevoid AShooterWeapon::OnBurstFinished(){ // stop firing FX on remote clients BurstCounter = 0; // stop firing FX locally, unless it's a dedicated server if (GetNetMode() != NM_DedicatedServer) { StopSimulatingWeaponFire(); } GetWorldTimerManager().ClearTimer(TimerHandle_HandleFiring); bRefiring = false;}
开发者ID:t-p-tan,项目名称:CS4350-Die-Another-Day,代码行数:14,
示例22: GetWorldvoid AConstructorWeapon::EquipEnd(){ Super::EquipEnd(); if (!TheLevelBlockConstructor && GetWorld() && GetWorld()->GetAuthGameMode() && GetWorld()->GetAuthGameMode<ARadeGameMode>()) { TheLevelBlockConstructor = GetWorld()->GetAuthGameMode<ARadeGameMode>()->TheLevelBlockConstructor; } if (ThePlayer) { if (ThePlayer->ThePC) { GetWorldTimerManager().SetTimer(DrawCubeHandle, this, &AConstructorWeapon::DrawBox, BoxDrawUpdate, true); if (AmmoRestoreTime>0)GetWorldTimerManager().SetTimer(AmmoRestoreHandle, this, &AConstructorWeapon::AmmoRestore, AmmoRestoreTime, true); } else { Client_EnableDrawBox(); } }}
开发者ID:mrG7,项目名称:Rade,代码行数:23,
示例23: SetConnectionStatevoid AOnlineBeaconClient::ClientOnConnected_Implementation(){ SetConnectionState(EBeaconConnectionState::Open); BeaconConnection->State = USOCK_Open; Role = ROLE_Authority; SetReplicates(true); SetAutonomousProxy(true); // Fail safe for connection to server but no client connection RPC GetWorldTimerManager().ClearTimer(TimerHandle_OnFailure); // Call the overloaded function for this client class OnConnected();}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:15,
示例24: PlayAnimMontagevoid AATCharacterAI_Magic::Attack(EAttackType EType, int AnimationState){ if (AttackMontageList[AnimationState] != nullptr && EType == EAttackType::EAttack_Attack && !ATAnimInstance->Montage_IsPlaying(AttackMontageList[AnimationState])) { PlayAnimMontage(AttackMontageList[AnimationState]); if (bIsAttacking) { FTimerHandle AttackTimerHandle; GetWorldTimerManager().SetTimer(AttackTimerHandle, this, &AATCharacterAI_Magic::OnAttackEnd, AttackMontageList[AnimationState]->GetPlayLength() + FiringDelay, false); AttackType = EAttackType::EAttack_None; GetCharacterMovement()->MaxWalkSpeed = 0.f; } }}
开发者ID:sshioi,项目名称:ATGame,代码行数:15,
示例25: GetWorldTimerManager/*Unused for now*/void AEnemy::UpdateCharacter(){ Super::UpdateCharacter(); if (_receiverAttack) if (GetDistanceTo(_receiverAttack) < GetRangeAttack() && !IsAttacking() && !_receiverAttack->IsAttacked()) { auto timer = GetWorldTimerManager().GetTimerRate(_countdownTimerHandle); if (timer != GetFlipbook(Attack_Animation)->GetTotalDuration()) { SetAttacking(true); GetCharacterMovement()->StopMovementImmediately(); GetWorldTimerManager().SetTimer(_countdownTimerHandle, this, &AAzraelCharacter::Attacking, GetFlipbook(Attack_Animation)->GetTotalDuration()/2.0f, false); } } else { _receiverAttack->SetAttacked(false); } if (IsPawnJumping()) GetCharacterMovement()->SetMovementMode(MOVE_Falling); else if (_isPatrolling && !_isImmobile) { GetCharacterMovement()->Velocity = FVector(GetPawnDirection()*-100.f, 0.f, 0.f); }}
开发者ID:PlaysirClubOrganization,项目名称:PlaysirGame2D,代码行数:25,
示例26: UE_LOGvoid UQosEvaluator::FinalizePingServers(EQosCompletionResult Result){ UE_LOG(LogQos, Log, TEXT("Ping evaluation complete. Result:%s"), ToString(Result)); TWeakObjectPtr<UQosEvaluator> WeakThisCap(this); FTimerDelegate TimerDelegate = FTimerDelegate::CreateLambda([Result, WeakThisCap]() { if (WeakThisCap.IsValid()) { auto StrongThis = WeakThisCap.Get(); StrongThis->OnQosPingEvalComplete.ExecuteIfBound(Result); StrongThis->ResetSearchVars(); } }); GetWorldTimerManager().SetTimerForNextTick(TimerDelegate);}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:15,
示例27: SetReplicateMovementvoid AItemPickup::BeginPlay(){ Super::BeginPlay();// printr("Pickup Spawned"); if (Role < ROLE_Authority) return; SetReplicateMovement(true); SetReplicates(true); FTimerHandle MyHandle; GetWorldTimerManager().SetTimer(MyHandle, this, &AItemPickup::ActivatePickupOverlap, PickupCollisionDelay, false);}
开发者ID:mrG7,项目名称:Rade,代码行数:15,
注:本文中的GetWorldTimerManager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。 C++ GetWorldTransform函数代码示例 C++ GetWorldStateFromGateEntry函数代码示例 |