//定义一个玩家vec
vector<CPlayer*> vec;
vector<玩家ID> vec1;
//玩家map 拷贝入玩家vec
for( Map_Player_it it = m_mapPlayer.begin(); it != m_mapPlayer.end(); it++)
{
CPlayer* pPla = it->second;
for( 伙伴Map_it it1 = pPla->伙伴Map.begin(); it1 != pPla->伙伴.end(); it1++)
{
伙伴类* pTemp = it1->second;
if (pTemp)
{
vec.push_back(pTemp);
vec1.push_back(it->first );
}
}
}
//排序
for (unsigned int i = 0 ; i < vec.size()-1; i++)
{
for (unsigned int j = 0; j < vec.size()-(i+1); j++)
{
//根据玩家等级排序
//大于或者小于 决定升幂或者降幂
if (vec[j]->lev > vec[j+1]->lev)
{
CPlayer* tempPlayer = vec[j+1];
vec[j+1] = vec[j];
vec[j] = tempPla;
int tempID = vec[j+1];
vec1[j+1] = vec1[j];
vec1[j] = tempID;
}
}
}
//取值
for (unsigned int i = 0 ; i < vec.size() ; i++)
{
伙伴类 = vec[i];
玩家ID = vec1[i];
玩家类 = 玩家map.find(玩家ID);
}
STL -- map--vector--排序
最新推荐文章于 2022-05-23 21:49:43 发布