本文整理汇总了C#中AcademyPopcorn.GameObject类的典型用法代码示例。如果您正苦于以下问题:C# GameObject类的具体用法?C# GameObject怎么用?C# GameObject使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GameObject类属于AcademyPopcorn命名空间,在下文中一共展示了GameObject类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: AddRacket
private void AddRacket(GameObject obj)
{
// remove the previous racket from this.allObjects and this.staticObjects
RemoveRacket();
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:nikolaynikolov,项目名称:Telerik,代码行数:7,代码来源:Engine.cs
示例2: AddRacket
private void AddRacket(GameObject obj)
{
//TODO: we should remove the previous racket from this.allObjects
//the solution is above, in AddObject()
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:Varbanov,项目名称:TelerikAcademy,代码行数:7,代码来源:Engine.cs
示例3: AddRacket
/* Search for a "TODO" in the Engine class, regarding the AddRacket method. Solve the problem mentioned there.
* There should always be only one Racket. Note: comment in TODO not completely correct*/
private void AddRacket(GameObject obj)
{
//TODO: we should remove the previous racket from this.allObjects
RemovePreviousRacket();
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:quela,项目名称:myprojects,代码行数:9,代码来源:Engine.cs
示例4: AddRacket
private void AddRacket(GameObject obj)
{
//all previous Rackets removed
this.allObjects.RemoveAll(x => x is Racket);
this.staticObjects.RemoveAll(x => x is Racket);
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:niki-funky,项目名称:Telerik_Academy,代码行数:8,代码来源:Engine.cs
示例5: AddRacket
private void AddRacket(GameObject obj)
{
//TODO: we should remove the previous racket from this.allObjects
this.playerRacket = obj as Racket;
this.allObjects.RemoveAll(ob => ob is Racket);
this.staticObjects.RemoveAll(ob => ob is Racket);
this.AddStaticObject(obj);
}
开发者ID:RRRRRRRRRR,项目名称:thegodmode.github.com,代码行数:8,代码来源:Engine.cs
示例6: AddObject
public override void AddObject(GameObject obj)
{
var as_racket = obj as ShootingRacket;
if (as_racket != null) {
racket = as_racket;
}
base.AddObject(obj);
}
开发者ID:staafl,项目名称:misc,代码行数:8,代码来源:ShootingEngine.cs
示例7: AddTrailingObject
public void AddTrailingObject(GameObject obj)
{
if (obj is TrailObject)
{
allObjects.Add(obj as TrailObject);
staticObjects.Add(obj as TrailObject);
}
}
开发者ID:huoxudong125,项目名称:TelerikAcademy,代码行数:8,代码来源:Engine.cs
示例8: AddObject
//overriding of this method is important for task 13 in order to get access to the fields of the current racket
public override void AddObject(GameObject obj)
{
if (obj is ShootingRacket)
{
ShootingRacket newRacket = obj as ShootingRacket;
this.playerRacket = newRacket;
}
base.AddObject(obj);
}
开发者ID:kalinalazarova1,项目名称:TelerikAcademy,代码行数:10,代码来源:EngineShootPlayerRacket.cs
示例9: AddRacket
private void AddRacket(GameObject obj)
{
//TODO: we should remove the previous racket from this.allObjects
// 3. Removing the rackets from allObjects and staticObjects
this.playerRacket = obj as Racket;
this.allObjects.RemoveAll(item => item is Racket); // this line should be as comment if we use multiple rackets
this.staticObjects.RemoveAll(item => item is Racket);
this.AddStaticObject(obj);
}
开发者ID:RosenTodorov,项目名称:MyProjects,代码行数:10,代码来源:Engine.cs
示例10: AddRacket
private void AddRacket(GameObject obj)
{
//TODO: we should remove the previous racket from this.allObjects
//Task 3: Implementing Removing of all elements of Type Racket from allObjects
var toRemove = this.allObjects.OfType<Racket>().ToList();
foreach (var item in toRemove)
this.allObjects.Remove(item);
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:aleks-todorov,项目名称:HomeWorks,代码行数:11,代码来源:Engine.cs
示例11: AddRacket
private void AddRacket(GameObject obj)
{
//TODO: we should remove the previous racket from this.allObjects
// 03. Removing the old Racket using Lambda
// We can also search the whole list of objects and remove the object that is Racket
this.allObjects.RemoveAll(item => item is Racket);
this.staticObjects.RemoveAll(item => item is Racket);
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:nzhul,项目名称:TelerikAcademy,代码行数:12,代码来源:Engine.cs
示例12: AddRacket
private void AddRacket(GameObject obj)
{
for(int i = 0; i < allObjects.Count; i++) {
if(allObjects[i] is Racket) {
allObjects.RemoveAt(i);
break;
}
}
//TODO: we should remove the previous racket from this.allObjects
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:Jarolim,项目名称:AllMyHomeworkForTelerikAcademy,代码行数:12,代码来源:Engine.cs
示例13: AddObject
// Add some object in depending his type
public virtual void AddObject(GameObject obj)
{
if (obj is MovingObject)
{
this.AddMovingObject(obj as MovingObject);
}
else
{
if (obj is Racket) AddRacket(obj);
else this.AddStaticObject(obj);
}
}
开发者ID:Termininja,项目名称:TelerikAcademy,代码行数:13,代码来源:Engine.cs
示例14: AddRacket
private void AddRacket(GameObject obj)
{
//TODO: we should remove the previous racket from this.allObjects
/* 03. Search for a "TODO" in the Engine class, regarding the AddRacket method.
* Solve the problem mentioned there. There should always be only one Racket.
* Note: comment in TODO not completely correct
*/
this.playerRacket = obj as Racket;
this.allObjects.RemoveAll(x => x is Racket); // should be always one racket
this.AddStaticObject(obj);
}
开发者ID:Jarolim,项目名称:AllMyHomeworkForTelerikAcademy,代码行数:12,代码来源:Engine.cs
示例15: AddRacket
// Task 3 - I have decided that, since it was mentioned that the comment in the code was not completely correct and
// that the only condition is to have one racket, to keep the original racket. The method checks whether we have
// a Racket object in the list of all objects and then, if not, to add the racket.5
protected virtual void AddRacket(GameObject obj)
{
bool check=true;
foreach (var c in this.allObjects)
{
if (c is Racket)
check = false;
}
if (check)
{
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
}
开发者ID:PetarPenev,项目名称:Telerik,代码行数:17,代码来源:Engine.cs
示例16: AddRacket
private void AddRacket(GameObject obj)
{
//3.Search for TODO and remove racket. There should always be only one racket.
//TODO: we should remove the previous racket from this.allObjects
this.playerRacket = obj as Racket;
for (int i = 0; i < allObjects.Count; i++)
{
if (allObjects[i] is Racket)
{
allObjects.RemoveAt(i);
break;
}
}
this.AddStaticObject(obj);
}
开发者ID:hristo11111,项目名称:TelerikAcademy-HristoBratanov,代码行数:16,代码来源:Engine.cs
示例17: AddObject
public virtual void AddObject(GameObject obj)
{
if (obj is MovingObject)
{
this.AddMovingObject(obj as MovingObject);
}
else
{
if (obj is Racket)
{
// TASK 3
this.allObjects.RemoveAll(gameObject => gameObject is Racket);
AddRacket(obj);
}
else
{
this.AddStaticObject(obj);
}
}
}
开发者ID:klimentt,项目名称:Telerik-Academy,代码行数:20,代码来源:Engine.cs
示例18: AddObject
public virtual void AddObject(GameObject obj)
{
if (obj is MovingObject)
{
this.AddMovingObject(obj as MovingObject);
}
else
{
if (obj is Racket)
{
//03.Search for a "TODO" in the Engine class, regarding the AddRacket method. Solve the problem mentioned there.
//There should always be only one Racket. Note: comment in TODO not completely correct
this.allObjects.RemoveAll(allObj => allObj is Racket);
//END 03
AddRacket(obj);
}
else
{
this.AddStaticObject(obj);
}
}
}
开发者ID:Varbanov,项目名称:TelerikAcademy,代码行数:22,代码来源:Engine.cs
示例19: AddRacket
protected override void AddRacket(GameObject obj)
{
bool check = true, secondCheck=true;
ShootingRacket l;
foreach (var c in this.allObjects)
{
if ((c is Racket) && !(c is ShootingRacket))
check = false;
else if (c is ShootingRacket)
secondCheck = false;
}
if (check)
{
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
else if (!secondCheck)
{
this.playerRacket = obj as ShootingRacket;
this.AddStaticObject(obj);
}
}
开发者ID:PetarPenev,项目名称:Telerik,代码行数:22,代码来源:InheritedEngine.cs
示例20: AddRacket
private void AddRacket(GameObject obj)
{
//03. Search for a "TODO" in the Engine class, regarding the AddRacket method. Solve the problem mentioned
// there. There should always be only one Racket. Note: comment in TODO not completely correct
// TODO: we should remove the previous racket from this.allObjects
//================================================================================================== Task 03>
// obj is added to staticObjects AND allObjects (AddStaticObject(obj)), which means it should be removed from both
this.allObjects.RemoveAll(x => x is Racket);
this.staticObjects.RemoveAll(x => x is Racket);
//================================================================================================== >Task 03
this.playerRacket = obj as Racket;
this.AddStaticObject(obj);
}
开发者ID:Velmond,项目名称:TelerikAcademy-CSharp,代码行数:14,代码来源:Engine.cs
注:本文中的AcademyPopcorn.GameObject类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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