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C# Vector2Int32类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Vector2Int32的典型用法代码示例。如果您正苦于以下问题:C# Vector2Int32类的具体用法?C# Vector2Int32怎么用?C# Vector2Int32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。



Vector2Int32类属于命名空间,在下文中一共展示了Vector2Int32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: CheckDirectionandDraw

        private void CheckDirectionandDraw(Vector2Int32 tile)
        {
            Vector2Int32 p = tile;
            Vector2Int32 p2 = tile;
            if (_isRightDown)
            {
                if (_isLeftDown)
                    p.X = _startPoint.X;
                else
                    p.Y = _startPoint.Y;

                DrawLine(p);
                _startPoint = p;
            }
            else if (_isLeftDown)
            {
                if ((Keyboard.IsKeyUp(Key.LeftShift)) && (Keyboard.IsKeyUp(Key.RightShift)))
                {
                    DrawLine(p);
                    _startPoint = p;
                    _endPoint = p;
                }
                else if ((Keyboard.IsKeyDown(Key.LeftShift)) || (Keyboard.IsKeyDown(Key.RightShift)))
                {
                    DrawLineP2P(p2);
                    _endPoint = p2;
                }
            }
        }
开发者ID:liquidradio,项目名称:Terraria-Map-Editor,代码行数:29,代码来源:BrushTool.cs


示例2: DrawLine

        public static IEnumerable<Vector2Int32> DrawLine(Vector2Int32 start, Vector2Int32 end)
        {
            // Distance start and end point
            int dx = end.X - start.X;
            int dy = end.Y - start.Y;

            // Determine slope (absoulte value)
            int len = dy >= 0 ? dy : -dy;
            int lenx = dx >= 0 ? dx : -dx;
            if (lenx > len)
            {
                len = lenx;
            }

            // Prevent divison by zero
            if (len != 0)
            {
                // Init steps and start
                float incx = dx / (float)len;
                float incy = dy / (float)len;
                float x = start.X;
                float y = start.Y;

                // Walk the line!
                for (int i = 0; i < len; i++)
                {

                    yield return new Vector2Int32((int)x, (int)y);

                    x += incx;
                    y += incy;
                }
            }
        }
开发者ID:KeviinSkyline,项目名称:Terraria-Map-Editor,代码行数:34,代码来源:Shape.cs


示例3: PasteClipboard

        private void PasteClipboard(Vector2Int32 anchor)
        {
            _wvm.Clipboard.PasteBufferIntoWorld(anchor);
            _wvm.UpdateRenderRegion(new Rectangle(anchor.X, anchor.Y, _wvm.Clipboard.Buffer.Size.X, _wvm.Clipboard.Buffer.Size.Y));

            /* Heathtech */
            BlendRules.ResetUVCache(_wvm, anchor.X, anchor.Y, _wvm.Clipboard.Buffer.Size.X, _wvm.Clipboard.Buffer.Size.Y);
        }
开发者ID:KeviinSkyline,项目名称:Terraria-Map-Editor,代码行数:8,代码来源:PasteTool.cs


示例4: FromHwndMouseEventArgs

 public static TileMouseState FromHwndMouseEventArgs(HwndMouseEventArgs e, Vector2Int32 tile)
 {
     return new TileMouseState
                {
                    LeftButton = e.LeftButton,
                    RightButton = e.RightButton,
                    MiddleButton = e.MiddleButton,
                    Location = tile
                };
 }
开发者ID:ThomasWDonnelly,项目名称:Terraria-Map-Editor,代码行数:10,代码来源:TileMouseState.cs


示例5: SetRectangle

        public void SetRectangle(Vector2Int32 p1, Vector2Int32 p2)
        {
            int x1 = p1.X < p2.X ? p1.X : p2.X;
            int y1 = p1.Y < p2.Y ? p1.Y : p2.Y;
            int width = Math.Abs(p2.X - p1.X) + 1;
            int height = Math.Abs(p2.Y - p1.Y) + 1;

            SelectionArea = new Rectangle(x1, y1, width, height);
            IsActive = true;
        }
开发者ID:ThomasWDonnelly,项目名称:Terraria-Map-Editor,代码行数:10,代码来源:Selection.cs


示例6: FillRectangle

 public static IEnumerable<Vector2Int32> FillRectangle(Vector2Int32 offset, Vector2Int32 size)
 {
     for (int y = offset.Y; y < offset.Y + size.Y; y++)
     {
         for (int x = offset.X; x < offset.X + size.X; x++)
         {
             yield return new Vector2Int32(x, y);
         }
     }
 }
开发者ID:liquidradio,项目名称:Terraria-Map-Editor,代码行数:10,代码来源:Fill.cs


示例7: FillEllipse

        public static IEnumerable<Vector2Int32> FillEllipse(Vector2Int32 offset, Vector2Int32 size)
        {
            // Calc center and radius
            int xr = (size.X - offset.X) >> 1;
            int yr = (size.Y - offset.Y) >> 1;
            int xc = offset.X + xr;
            int yc = offset.Y + yr;

            var center = new Vector2Int32(xc, yc);
            var radius = new Vector2Int32(xr, yr);

            Debug.WriteLine(string.Format("Center: {0}, Radius: {1}", center, radius));

            return FillEllipseCentered(center, radius);
        }
开发者ID:Walkman-Mirror,项目名称:BCCL,代码行数:15,代码来源:Fill.cs


示例8: DrawLine

        private void DrawLine(Vector2Int32 to)
        {
            foreach (Vector2Int32 pixel in Shape.DrawLineTool(_startPoint, to))
            {
                if (!_wvm.CurrentWorld.ValidTileLocation(pixel)) continue;

                int index = pixel.X + pixel.Y * _wvm.CurrentWorld.TilesWide;
                if (!_wvm.CheckTiles[index])
                {
                    _wvm.CheckTiles[index] = true;
                    if (_wvm.Selection.IsValid(pixel))
                    {
                        _wvm.UndoManager.SaveTile(pixel);
                        _wvm.SetPixel(pixel.X, pixel.Y);
                    }
                }
            }
        }
开发者ID:skulldownz,项目名称:Terraria-Map-Editor,代码行数:18,代码来源:PencilTool.cs


示例9: Add

        public void Add(Vector2Int32 location, Tile tile)
        {
            var undoTile = new UndoTile(location, tile);

            if (undoTile == null)
            {
                throw new Exception("Null undo?");
            }

            lock (UndoSaveLock)
            {
                UndoTiles.Add(undoTile);
                LastTile = undoTile;
            }
            if (UndoTiles.Count > FlushSize)
            {
                Flush();
            }
        }
开发者ID:liquidradio,项目名称:Terraria-Map-Editor,代码行数:19,代码来源:UndoBuffer.cs


示例10: Flood

        public void Flood(Vector2Int32 pt)
        {
            int bitmapWidth = _wvm.CurrentWorld.TilesWide;
            int bitmapHeight = _wvm.CurrentWorld.TilesHigh;

            int x = pt.X;
            int y = pt.Y;
            _wvm.CheckTiles = new bool[bitmapWidth * bitmapHeight];

            var originTile = (Tile)_wvm.CurrentWorld.Tiles[x, y].Clone();
            LinearFloodFill(ref x, ref y, ref originTile);

            while (_ranges.Count > 0)
            {
                //**Get Next Range Off the Queue
                FloodFillRange range = _ranges.Dequeue();

                //**Check Above and Below Each Pixel in the Floodfill Range
                int downPxIdx = (bitmapWidth * (range.Y + 1)) + range.StartX;//CoordsToPixelIndex(lFillLoc,y+1);
                int upPxIdx = (bitmapWidth * (range.Y - 1)) + range.StartX;//CoordsToPixelIndex(lFillLoc, y - 1);
                int upY = range.Y - 1;//so we can pass the y coord by ref
                int downY = range.Y + 1;
                for (int i = range.StartX; i <= range.EndX; i++)
                {
                    //*Start Fill Upwards
                    //if we're not above the top of the bitmap and the pixel above this one is within the color tolerance
                    if (range.Y > 0 && (!_wvm.CheckTiles[upPxIdx]) && CheckTileMatch(ref originTile, ref _wvm.CurrentWorld.Tiles[i, upY]) && _wvm.Selection.IsValid(i, upY))
                        LinearFloodFill(ref i, ref upY, ref originTile);

                    //*Start Fill Downwards
                    //if we're not below the bottom of the bitmap and the pixel below this one is within the color tolerance
                    if (range.Y < (bitmapHeight - 1) && (!_wvm.CheckTiles[downPxIdx]) && CheckTileMatch(ref originTile, ref _wvm.CurrentWorld.Tiles[i, downY]) && _wvm.Selection.IsValid(i, downY))
                        LinearFloodFill(ref i, ref downY, ref originTile);
                    downPxIdx++;
                    upPxIdx++;
                }

                if (upY < _minY)
                    _minY = upY;
                if (downY > _maxY)
                    _maxY = downY;
            }
        }
开发者ID:Ninlay,项目名称:Terraria-Map-Editor,代码行数:43,代码来源:FillTool.cs


示例11: CheckDirectionandDraw

        private void CheckDirectionandDraw(Vector2Int32 tile)
        {
            Vector2Int32 p = tile;
            if (_isRightDown)
            {
                if (_isLeftDown)
                    p.X = _startPoint.X;
                else
                    p.Y = _startPoint.Y;

                DrawLine(p);
                _startPoint = p;
            }
            else if (_isLeftDown)
            {
                DrawLine(p);
                _startPoint = p;
            }
        }
开发者ID:jiangzhonghui,项目名称:Terraria-Map-Editor,代码行数:19,代码来源:PencilTool.cs


示例12: AddNpc

 private void AddNpc(int npcId)
 {
     if (CurrentWorld != null && World.NpcNames.ContainsKey(npcId))
     {
         string name = World.NpcNames[npcId];
         if (CurrentWorld.NPCs.All(n => n.SpriteId != npcId))
         {
             var spawn = new Vector2Int32(CurrentWorld.SpawnX, CurrentWorld.SpawnY);
             CurrentWorld.NPCs.Add(new NPC{Home = spawn, IsHomeless = true, DisplayName = name, Name = name, Position= new Vector2(spawn.X * 16, spawn.Y * 16), SpriteId = npcId});
             Points.Add(name);
             MessageBox.Show(string.Format("{0} added to spawn.", name), "NPC Added");
         }
         else
         {
             MessageBox.Show(string.Format("{0} is already on the map.", name), "NPC Exists");
         }
     }
     else
     {
         MessageBox.Show(string.Format("Choose an NPC. NPC {0} not found.", npcId), "NPC Error");
     }
 }
开发者ID:liquidradio,项目名称:Terraria-Map-Editor,代码行数:22,代码来源:WorldViewModel.Commands.cs


示例13: AddNpc

 private void AddNpc(NpcName npc)
 {
     if (CurrentWorld != null)
     {
         if (!CurrentWorld.NPCs.Any(n => n.Name == npc.Character))
         {
             var spawn = new Vector2Int32(CurrentWorld.SpawnX, CurrentWorld.SpawnY);
             CurrentWorld.NPCs.Add(new NPC{Home = spawn, IsHomeless = true, Name = npc.Character, Position= new Vector2(spawn.X * 16, spawn.Y * 16), SpriteId = npc.Id});
             Points.Add(npc.Character);
             MessageBox.Show(string.Format("{1} ({0}) added to spawn.", npc.Character, npc.Name), "NPC Added");
         }
         else
         {
             MessageBox.Show(string.Format("{1} ({0}) is already on the map.", npc.Character, npc.Name), "NPC Exists");
         }
     }
 }
开发者ID:nikitikitaki,项目名称:Terraria-Map-Editor,代码行数:17,代码来源:WorldViewModel.Commands.cs


示例14: FillEllipseCentered

        public static IEnumerable<Vector2Int32> FillEllipseCentered(Vector2Int32 center, Vector2Int32 radius)
        {
            int xr = radius.X;
            int yr = radius.Y;
            int xc = center.X;
            int yc = center.Y;

            if (xr >= 1 && yr >= 1)
            {

                // Init vars
                int uy, ly, lx, rx;
                int x = xr;
                int y = 0;
                int xrSqTwo = (xr * xr) << 1;
                int yrSqTwo = (yr * yr) << 1;
                int xChg = yr * yr * (1 - (xr << 1));
                int yChg = xr * xr;
                int err = 0;
                int xStopping = yrSqTwo * xr;
                int yStopping = 0;

                // Draw first set of points counter clockwise where tangent line slope > -1.
                while (xStopping >= yStopping)
                {
                    // Draw 4 quadrant points at once
                    uy = yc + y; // Upper half
                    ly = yc - y; // Lower half
                    //if (uy < 0) uy = 0; // Clip
                    //if (uy >= h) uy = h - 1; // ...
                    //if (ly < 0) ly = 0;
                    //if (ly >= h) ly = h - 1;
                    //uh = uy*w; // Upper half
                    //lh = ly*w; // Lower half

                    rx = xc + x;
                    lx = xc - x;
                    //if (rx < 0) rx = 0; // Clip
                    //if (rx >= w) rx = w - 1; // ...
                    //if (lx < 0) lx = 0;
                    //if (lx >= w) lx = w - 1;

                    // Draw line
                    for (int i = lx; i <= rx; i++)
                    {
                        yield return new Vector2Int32(i, uy); // Quadrant II to I (Actually two octants)
                        yield return new Vector2Int32(i, ly); // Quadrant III to IV
                    }

                    y++;
                    yStopping += xrSqTwo;
                    err += yChg;
                    yChg += xrSqTwo;
                    if ((xChg + (err << 1)) > 0)
                    {
                        x--;
                        xStopping -= yrSqTwo;
                        err += xChg;
                        xChg += yrSqTwo;
                    }
                }

                // ReInit vars
                x = 0;
                y = yr;
                uy = yc + y; // Upper half
                ly = yc - y; // Lower half
                //if (uy < 0) uy = 0; // Clip
                //if (uy >= h) uy = h - 1; // ...
                //if (ly < 0) ly = 0;
                //if (ly >= h) ly = h - 1;
                //uh = uy*w; // Upper half
                //lh = ly*w; // Lower half
                xChg = yr * yr;
                yChg = xr * xr * (1 - (yr << 1));
                err = 0;
                xStopping = 0;
                yStopping = xrSqTwo * yr;

                // Draw second set of points clockwise where tangent line slope < -1.
                while (xStopping <= yStopping)
                {
                    // Draw 4 quadrant points at once
                    rx = xc + x;
                    lx = xc - x;
                    //if (rx < 0) rx = 0; // Clip
                    //if (rx >= w) rx = w - 1; // ...
                    //if (lx < 0) lx = 0;
                    //if (lx >= w) lx = w - 1;

                    // Draw line
                    for (int i = lx; i <= rx; i++)
                    {
                        yield return new Vector2Int32(i, uy); // Quadrant II to I (Actually two octants)
                        yield return new Vector2Int32(i, ly); // Quadrant III to IV
                    }

                    x++;
                    xStopping += yrSqTwo;
                    err += xChg;
//.........这里部分代码省略.........
开发者ID:Walkman-Mirror,项目名称:BCCL,代码行数:101,代码来源:Fill.cs


示例15: LinearFloodFill

        private static void LinearFloodFill(ref Vector2Int32 start, ref Vector2Int32 minBound, ref Vector2Int32 maxBound, Func<Vector2Int32, bool> validation, ref FloodFillRangeQueue ranges, ref HashSet<Vector2Int32> points)
        {
            //FIND LEFT EDGE OF COLOR AREA
            int lFillLoc = start.X; //the location to check/fill on the left

            int x = start.X;
            int y = start.Y;
            points.Add(start);
            while (true)
            {
                points.Add(new Vector2Int32(lFillLoc, y));

                // Preform validation for next point
                lFillLoc--;
                var curPoint = new Vector2Int32(lFillLoc, y);
                if (lFillLoc <= minBound.X || !validation(curPoint) || points.Contains(curPoint))
                    break;			 	 //exit loop if we're at edge of bitmap or match area

            }
            lFillLoc++;

            //FIND RIGHT EDGE OF COLOR AREA
            int rFillLoc = x; //the location to check/fill on the left

            while (true)
            {
                points.Add(new Vector2Int32(rFillLoc, y));

                rFillLoc++;
                var curPoint = new Vector2Int32(rFillLoc, y);
                if (rFillLoc >= maxBound.X || !validation(curPoint) || points.Contains(curPoint))
                    break;			 	 //exit loop if we're at edge of bitmap or color area

            }
            rFillLoc--;

            var r = new FloodFillRange(lFillLoc, rFillLoc, y);
            ranges.Enqueue(ref r);
        }
开发者ID:Walkman-Mirror,项目名称:BCCL,代码行数:39,代码来源:Fill.cs


示例16: Flood

        public static void Flood(Vector2Int32 start, Vector2Int32 minBound, Vector2Int32 maxBound, Func<Vector2Int32, bool> validation)
        {
            var ranges = new FloodFillRangeQueue();
            var points = new HashSet<Vector2Int32>();

            LinearFloodFill(ref start, ref minBound, ref maxBound, validation, ref ranges, ref points);

            while (ranges.Count > 0)
            {
                //**Get Next Range Off the Queue
                FloodFillRange range = ranges.Dequeue();

                //**Check Above and Below Each Pixel in the Floodfill Range
                int upY = range.Y - 1;//so we can pass the y coord by ref
                int downY = range.Y + 1;
                var curPoint = new Vector2Int32();
                for (int i = range.StartX; i <= range.EndX; i++)
                {
                    //*Start Fill Upwards
                    //if we're not above the top of the bitmap and the pixel above this one is within the color tolerance
                    curPoint = new Vector2Int32(i, upY);
                    if (range.Y > 0 && (!points.Contains(curPoint) && validation(curPoint)))
                        LinearFloodFill(ref curPoint, ref minBound, ref maxBound, validation, ref ranges, ref points);

                    //*Start Fill Downwards
                    //if we're not below the bottom of the bitmap and the pixel below this one is within the color tolerance
                    curPoint = new Vector2Int32(i, downY);
                    if (range.Y < (maxBound.Y - 1) && (!points.Contains(curPoint) && validation(curPoint)))
                        LinearFloodFill(ref curPoint, ref minBound, ref maxBound, validation, ref ranges, ref points);
                }
            }
        }
开发者ID:Walkman-Mirror,项目名称:BCCL,代码行数:32,代码来源:Fill.cs


示例17: UndoTile

 public UndoTile(Vector2Int32 location, Tile tile)
 {
     Location = location;
     Tile = tile;
 }
开发者ID:ThomasWDonnelly,项目名称:Terraria-Map-Editor,代码行数:5,代码来源:UndoTile.cs


示例18: FillQuad

 public static IEnumerable<Vector2Int32> FillQuad(Vector2Int32 v1, Vector2Int32 v2, Vector2Int32 v3, Vector2Int32 v4)
 {
     return FillPolygon(new[] { v1, v2, v3, v4 });
 }
开发者ID:Walkman-Mirror,项目名称:BCCL,代码行数:4,代码来源:Fill.cs


示例19: DrawSprites


//.........这里部分代码省略.........
                                source.Y += ((y - 1 - (int)_wvm.CurrentWorld.TilesHigh + 327) % 18) * 16;
                            }
                            else if (y == (_wvm.CurrentWorld.TilesHigh - 200))
                            {
                                backTex = _textureDictionary.GetBackground(backstyle[backX, 6] + hellback);
                                source.X += (x % 8) * 16;
                            }
                            else
                            {
                                backTex = _textureDictionary.GetUnderworld(4);
                                source.Y += (y - (int)_wvm.CurrentWorld.TilesHigh + 200) * 16;
                            }

                            var dest = new Rectangle(1 + (int)((_scrollPosition.X + x) * _zoom), 1 + (int)((_scrollPosition.Y + y) * _zoom), (int)_zoom, (int)_zoom);
                            _spriteBatch.Draw(backTex, dest, source, Color.White, 0f, default(Vector2), SpriteEffects.None, LayerTileBackgroundTextures);
                        }

                        if (_wvm.ShowWalls)
                        {
                            if (curtile.Wall > 0)
                            {
                                var wallTex = _textureDictionary.GetWall(curtile.Wall);

                                if (wallTex != null)
                                {
                                    if (curtile.uvWallCache == 0xFFFF)
                                    {
                                        int sameStyle = 0x00000000;
                                        sameStyle |= (neighborTile[e] != null && neighborTile[e].Wall > 0) ? 0x0001 : 0x0000;
                                        sameStyle |= (neighborTile[n] != null && neighborTile[n].Wall > 0) ? 0x0010 : 0x0000;
                                        sameStyle |= (neighborTile[w] != null && neighborTile[w].Wall > 0) ? 0x0100 : 0x0000;
                                        sameStyle |= (neighborTile[s] != null && neighborTile[s].Wall > 0) ? 0x1000 : 0x0000;

                                        Vector2Int32 uvBlend = blendRules.GetUVForMasks((uint)sameStyle, 0x00000000, 0);
                                        curtile.uvWallCache = (ushort)((uvBlend.Y << 8) + uvBlend.X);
                                    }

                                    var texsize = new Vector2Int32(32, 32);
                                    var source = new Rectangle((curtile.uvWallCache & 0x00FF) * (texsize.X + 4), (curtile.uvWallCache >> 8) * (texsize.Y + 4), texsize.X, texsize.Y);
                                    var dest = new Rectangle(1 + (int)((_scrollPosition.X + x - 0.5) * _zoom), 1 + (int)((_scrollPosition.Y + y - 0.5) * _zoom), (int)_zoom * 2, (int)_zoom * 2);

                                    _spriteBatch.Draw(wallTex, dest, source, Color.White, 0f, default(Vector2), SpriteEffects.None, LayerTileWallTextures);
                                }
                            }
                        }
                        if (_wvm.ShowTiles)
                        {
                            if (curtile.IsActive)
                            {
                                if (tileprop.IsFramed)
                                {
                                    Rectangle source = new Rectangle(), dest = new Rectangle();
                                    var tileTex = _textureDictionary.GetTile(curtile.Type);

                                    bool isTreeSpecial = false, isMushroom = false;
                                    bool isLeft = false, isBase = false, isRight = false;
                                    if (curtile.Type == (int)TileType.Tree)
                                    {
                                        int baseX = 0;
                                        if (curtile.U == 66 && curtile.V <= 45)
                                            ++baseX;
                                        if (curtile.U == 88 && curtile.V >= 66 && curtile.V <= 110)
                                            --baseX;
                                        if (curtile.U == 22 && curtile.V >= 132 && curtile.V < 198)
                                            --baseX;
                                        if (curtile.U == 44 && curtile.V >= 132 && curtile.V < 198)
开发者ID:TEdit,项目名称:Terraria-Map-Editor,代码行数:67,代码来源:WorldRenderXna.xaml.cs


示例20: TrackUV

 private Vector2Int32 TrackUV(int num)
 {
     var uv = new Vector2Int32(0, 0);
     switch (num)
     {
         case 0: uv.X = 0; uv.Y = 0; break;
         case 1: uv.X = 1; uv.Y = 0; break;
         case 2: uv.X = 2; uv.Y = 1; break;
         case 3: uv.X = 3; uv.Y = 1; break;
         case 4: uv.X = 0; uv.Y = 2; break;
         case 5: uv.X = 1; uv.Y = 2; break;
         case 6: uv.X = 0; uv.Y = 1; break;
         case 7: uv.X = 1; uv.Y = 1; break;
         case 8: uv.X = 0; uv.Y = 3; break;
         case 9: uv.X = 1; uv.Y = 3; break;
         case 10: uv.X = 4; uv.Y = 1; break;
         case 11: uv.X = 5; uv.Y = 1; break;
         case 12: uv.X = 6; uv.Y = 1; break;
         case 13: uv.X = 7; uv.Y = 1; break;
         case 14: uv.X = 2; uv.Y = 0; break;
         case 15: uv.X = 3; uv.Y = 0; break;
         case 16: uv.X = 4; uv.Y = 0; break;
         case 17: uv.X = 5; uv.Y = 0; break;
         case 18: uv.X = 6; uv.Y = 0; break;
         case 19: uv.X = 7; uv.Y = 0; break;
         case 20: uv.X = 0; uv.Y = 4; break;
         case 21: uv.X = 1; uv.Y = 4; break;
         case 22: uv.X = 0; uv.Y = 5; break;
         case 23: uv.X = 1; uv.Y = 5; break;
         case 24: uv.X = 2; uv.Y = 2; break;
         case 25: uv.X = 3; uv.Y = 2; break;
         case 26: uv.X = 4; uv.Y = 2; break;
         case 27: uv.X = 5; uv.Y = 2; break;
         case 28: uv.X = 6; uv.Y = 2; break;
         case 29: uv.X = 7; uv.Y = 2; break;
         case 30: uv.X = 2; uv.Y = 3; break;
         case 31: uv.X = 3; uv.Y = 3; break;
         case 32: uv.X = 4; uv.Y = 3; break;
         case 33: uv.X = 5; uv.Y = 3; break;
         case 34: uv.X = 6; uv.Y = 3; break;
         case 35: uv.X = 7; uv.Y = 3; break;
         case 36: uv.X = 0; uv.Y = 6; break;
         case 37: uv.X = 1; uv.Y = 6; break;
         case 38: uv.X = 0; uv.Y = 7; break;
         case 39: uv.X = 1; uv.Y = 7; break;
     }
     return uv;
 }
开发者ID:TEdit,项目名称:Terraria-Map-Editor,代码行数:48,代码来源:WorldRenderXna.xaml.cs



注:本文中的Vector2Int32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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C# Vector2d类代码示例发布时间:2022-05-24
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