1- // Fill out your copyright notice in the Description page of Project Settings.
1+ // Fill out your copyright notice in the Description page of Project Settings.
22
33#include " GameModeWorld.h"
44#include " kbengine_ue4_demo.h"
@@ -19,16 +19,16 @@ void AGameModeWorld::installEvents()
1919 Super::installEvents ();
2020
2121 // in world
22- // 这个事件触发时我们需要切换地图到游戏世界地图
23- KBENGINE_REGISTER_EVENT (KBEventTypes::addSpaceGeometryMapping, addSpaceGeometryMapping);
24- KBENGINE_REGISTER_EVENT (KBEventTypes::onEnterWorld, onEnterWorld);
25- KBENGINE_REGISTER_EVENT (KBEventTypes::onLeaveWorld, onLeaveWorld);
26- KBENGINE_REGISTER_EVENT (KBEventTypes::onEnterSpace, onEnterSpace);
27- KBENGINE_REGISTER_EVENT (KBEventTypes::onLeaveSpace, onLeaveSpace);
28- KBENGINE_REGISTER_EVENT (KBEventTypes::set_position, set_position);
29- KBENGINE_REGISTER_EVENT (KBEventTypes::set_direction, set_direction);
30- KBENGINE_REGISTER_EVENT (KBEventTypes::updatePosition, updatePosition);
31- KBENGINE_REGISTER_EVENT (KBEventTypes::onControlled, onControlled);
22+ // 这个事件触发时我们需要切换地图到游戏世界地图
23+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::addSpaceGeometryMapping, addSpaceGeometryMapping);
24+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::onEnterWorld, onEnterWorld);
25+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::onLeaveWorld, onLeaveWorld);
26+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::onEnterSpace, onEnterSpace);
27+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::onLeaveSpace, onLeaveSpace);
28+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::set_position, set_position);
29+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::set_direction, set_direction);
30+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::updatePosition, updatePosition);
31+ KBENGINE_REGISTER_EVENT (KBEngine:: KBEventTypes::onControlled, onControlled);
3232
3333 // in world(register by scripts)
3434 KBENGINE_REGISTER_EVENT (" set_HP" , set_HP);
@@ -55,32 +55,32 @@ void AGameModeWorld::BeginPlay()
5555{
5656 Super::BeginPlay ();
5757
58- check (KBEngineApp::getSingleton ().isInitialized ());
58+ check (KBEngine:: KBEngineApp::getSingleton ().isInitialized ());
5959
60- // 如果已经有被创建的实体,说明他们在上一个场景未来得及跳转之前已经通知创建了,但由于我们的world场景并没有来得及创建,这部分实体进入世界事件已经漏掉
61- // 此时我们需要再次触发一次onEnterWorld,让表现层能够在游戏场景中创建出所有的实体
62- KBEngineApp::ENTITIES_MAP& entities = KBEngineApp::getSingleton ().entities ();
60+ // 如果已经有被创建的实体,说明他们在上一个场景未来得及跳转之前已经通知创建了,但由于我们的world场景并没有来得及创建,这部分实体进入世界事件已经漏掉
61+ // 此时我们需要再次触发一次onEnterWorld,让表现层能够在游戏场景中创建出所有的实体
62+ KBEngine:: KBEngineApp::ENTITIES_MAP& entities = KBEngine:: KBEngineApp::getSingleton ().entities ();
6363 for (auto & item : entities)
6464 {
65- Entity* pEntity = item.Value ;
65+ KBEngine:: Entity* pEntity = item.Value ;
6666
6767 UKBEventData_onEnterWorld* pEventData = NewObject<UKBEventData_onEnterWorld>();
6868 pEventData->entityID = pEntity->id ();
69- pEventData->spaceID = KBEngineApp::getSingleton ().spaceID ();
69+ pEventData->spaceID = KBEngine:: KBEngineApp::getSingleton ().spaceID ();
7070 KBPos2UE4Pos (pEventData->position , pEntity->position );
7171 pEventData->direction = pEntity->direction ;
7272 pEventData->moveSpeed = pEntity->velocity ();
7373 pEventData->isOnGround = pEntity->isOnGround ();
7474 pEventData->isPlayer = pEntity->isPlayer ();
7575 pEventData->entityClassName = pEntity->className ();
7676 pEventData->res = TEXT (" " );
77- KBENGINE_EVENT_FIRE (KBEventTypes::onEnterWorld, pEventData);
77+ KBENGINE_EVENT_FIRE (KBEngine:: KBEventTypes::onEnterWorld, pEventData);
7878 }
7979}
8080
8181void AGameModeWorld::reqRelive (int reliveType)
8282{
83- // 由于玩家的Avatar实体注册了该事件, 如果此时Avatar实体存在那么必然会执行到该事件
83+ // 由于玩家的Avatar实体注册了该事件, 如果此时Avatar实体存在那么必然会执行到该事件
8484 UKBEventData_reqRelive* pEventData = NewObject<UKBEventData_reqRelive>();
8585 pEventData->reliveType = reliveType;
8686 KBENGINE_EVENT_FIRE (" relive" , pEventData);
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