Command.cpp
- Committer:
- inst
- Date:
- 2015-08-21
- Revision:
- 1:e541c8ebe96b
- Child:
- 2:58d7debaed1f
File content as of revision 1:e541c8ebe96b:
#include "Command.h" const float Command::mPositionSetOfShooting[] = { 0.5f, 0.5f, 0.5f }; const float Command::mAngleSetOfShooting[] = { 0.5f, 0.5f, 0.5f }; Command::Command( ActionType action, float moveDirection_rad, float moveDuty, float roll, bool isShootable, AimTargetType target ){ mActionType = action; mMoveDirection_rad = moveDirection_rad; mMoveDuty = moveDuty; mRollCoeff = roll; mIsShootable = isShootable; setAimStateByTargetType( target ); } void Command::setAimStateByTargetType( AimTargetType target ){ switch ( target ){ case NONE: break; case OWN_POLE: mPositionOfShooting = mPositionSetOfShooting[ OWN_POLE_ID ]; mAngleOfShooting = mAngleSetOfShooting[ OWN_POLE_ID ]; break; case CENTER_POLE: mPositionOfShooting = mPositionSetOfShooting[ CENTER_POLE_ID ]; mAngleOfShooting = mAngleSetOfShooting[ CENTER_POLE_ID ]; break; case ENEMYS_POLE: mPositionOfShooting = mPositionSetOfShooting[ ENEMYS_POLE_ID ]; mAngleOfShooting = mAngleSetOfShooting[ ENEMYS_POLE_ID ]; break; default: break; } }