| 107 | } |
| 108 | |
| 109 | void SCBaseGameLayer::customMoveDirection( |
| 110 | int group, |
| 111 | int targetPosGroup, |
| 112 | int centerGroup, |
| 113 | float distance, |
| 114 | float time, |
| 115 | bool silent, |
| 116 | bool onlyX, |
| 117 | bool onlyY, |
| 118 | bool dynamic |
| 119 | ) { |
| 120 | // auto obj = new EffectGameObject; |
| 121 | // obj->m_objectID = 901; |
| 122 | // obj->m_targetGroupID = group; |
| 123 | // obj->m_targetControlID = targetPosGroup; |
| 124 | // obj->m_centerGroupID = centerGroup; |
| 125 | // obj->m_directionModeDistance = distance; |
| 126 | // obj->m_duration = time; |
| 127 | // obj->m_isSilent = silent; |
| 128 | // obj->m_isDynamicMode = dynamic; |
| 129 | |
| 130 | // this->triggerMoveCommand(obj); |
| 131 | } |
| 132 | |
| 133 | void SCBaseGameLayer::customRotateBy(int group, int center, double theta) { |
| 134 | auto& fields = *m_fields.self(); |
nothing calls this directly
no outgoing calls
no test coverage detected