Zh/Authoring a Model Entity/Code
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//=====版权所有©1996-2005,Valve Corporation,保留所有权利========
//
[[Authoring a Model Entity/Code]]
//目的:随机移动和改变方向的简单模型实体
//当激活时。
//=============================================================================
#include "cbase.h"
class CMyModelEntity : public CBaseAnimating
{
public:
DECLARE_CLASS( CMyModelEntity, CBaseAnimating );
DECLARE_DATADESC();
CMyModelEntity()
{
m_bActive = false;
}
void Spawn( void );
void Precache( void );
void MoveThink( void );
// 输入函数
void InputToggle( inputdata_t &inputData );
private:
bool m_bActive;
float m_flNextChangeTime;
};
LINK_ENTITY_TO_CLASS( my_model_entity, CMyModelEntity );
// 开始我们对类的数据描述
BEGIN_DATADESC( CMyModelEntity )
// Save/restore our active state
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextChangeTime, FIELD_TIME ),
// Links our input name from Hammer to our input member function
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// Declare our think function
DEFINE_THINKFUNC( MoveThink ),
END_DATADESC()
// 我们实体模型的名称
#define ENTITY_MODEL "models/gibs/airboat_broken_engine.mdl"
//-----------------------------------------------------------------------------
// 用途:实体使用的预制资产
//-----------------------------------------------------------------------------
void CMyModelEntity::Precache( void )
{
PrecacheModel( ENTITY_MODEL );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// 目的:设置实体的初始状态
//-----------------------------------------------------------------------------
void CMyModelEntity::Spawn( void )
{
Precache();
SetModel( ENTITY_MODEL );
SetSolid( SOLID_BBOX );
UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) );
}
//-----------------------------------------------------------------------------
// 目的:使用Think函数随机移动实体
//-----------------------------------------------------------------------------
void CMyModelEntity::MoveThink( void )
{
// See if we should change direction again
if ( m_flNextChangeTime < gpGlobals->curtime )
{
// Randomly take a new direction and speed
Vector vecNewVelocity = RandomVector( -64.0f, 64.0f );
SetAbsVelocity( vecNewVelocity );
// Randomly change it again within one to three seconds
m_flNextChangeTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
}
// Snap our facing to where we're heading
Vector velFacing = GetAbsVelocity();
QAngle angFacing;
VectorAngles( velFacing, angFacing );
SetAbsAngles( angFacing );
// Think every 20Hz
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// 目的:切换实体的移动
//-----------------------------------------------------------------------------
void CMyModelEntity::InputToggle( inputdata_t &inputData )
{
// Toggle our active state
if ( !m_bActive )
{
// Start thinking
SetThink( &CMyModelEntity::MoveThink );
SetNextThink( gpGlobals->curtime + 0.05f );
// Start moving
SetMoveType( MOVETYPE_FLY );
// Force MoveThink() to choose a new speed and direction immediately
m_flNextChangeTime = gpGlobals->curtime;
// Update m_bActive to reflect our new state
m_bActive = true;
}
else
{
// Stop thinking
SetThink( NULL );
// Stop moving
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
m_bActive = false;
}
}