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自学教程:C++ GetWorldTimerManager函数代码示例

51自学网 2021-06-01 21:18:18
  C++
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: GetMesh

void 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: StopSimulatingWeaponFire

void 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: UpdateTimerDisplay

void 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: StopMovement

void 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: GetWorldTimerManager

void 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_Armed

void 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: GetWorldTimerManager

void 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: GetWorldTimerManager

void 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: toggleCastOngoing

void 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_ElapsedTime

void 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: GetWorld

void 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: GetWorld

void 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: SlowEnemy

void 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: StopFire

void 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: SetConnectionState

void 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: GetWorldTimerManager

void 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: SaveArrayToFile

void 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: GetWorldTimerManager

void 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: StopSimulatingWeaponFire

void 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: GetWorld

void 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: SetConnectionState

void 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: PlayAnimMontage

void 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_LOG

void 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: SetReplicateMovement

void 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。


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