本文整理汇总了C#中Val类的典型用法代码示例。如果您正苦于以下问题:C# Val类的具体用法?C# Val怎么用?C# Val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。
Val类属于命名空间,在下文中一共展示了Val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: Err
/// <summary>
/// This constructor is used by special subclasses which provide
/// a transparent mapping between .NET and Fantom exception types.
/// </summary>
public Err(Val val, Exception actual)
{
this.val = val;
val.m_err = this;
this.m_actual = actual;
this.m_msg = actual.Message;
}
开发者ID:nomit007,项目名称:f4,代码行数:11,代码来源:Err.cs
示例2: Node_OrientTowards
//public Node Node_GoAlongPoints(Val<Vector3>[] targ)
//{
// return new LeafInvoke(
// () => this.Character.NavAlongPoints(targ),
// () => this.Character.NavStop());
//}
// TODO: No speed support yet! - AS 5/4/14
///// <summary>
///// Approaches a target with a certain speed
///// </summary>
//public Node Node_GoTo(Val<Vector3> targ, Val<float> speed)
//{
// this.Character.SetSpeed(speed.Value);
// return new LeafInvoke(
// () => this.Character.NavGoTo(targ),
// () => this.Character.NavStop());
//}
/// <summary>
/// Orient towards a target position
/// </summary>
/// <param name="targ"></param>
/// <returns></returns>
public Node Node_OrientTowards(Val<Vector3> targ)
{
return new LeafInvoke(
() => this.Character.NavTurn(targ),
() => this.Character.NavOrientBehavior(
OrientationBehavior.LookForward));
}
开发者ID:fgeraci,项目名称:CS195-Core,代码行数:31,代码来源:BehaviorMecanim.cs
示例3: ApproachAndOrientTarget
protected Node ApproachAndOrientTarget(GameObject a, Val<Vector3> target, Val<float> distance)
{
Quaternion rotation = Quaternion.LookRotation(target.Value - a.transform.position);
Vector3 targetLoc = target.Value - (rotation * new Vector3(0, 0, distance.Value));
Val<Vector3> targetAdjusted = Val.V(() => targetLoc);
return new Sequence(mec(a).Node_GoTo(targetAdjusted), mec(a).Node_OrientTowards(target));
}
开发者ID:CG-F15-20-Rutgers,项目名称:UnityProjects,代码行数:7,代码来源:BehaviorTree2.cs
示例4: Node_Affordance
public static Node Node_Affordance(
this SmartObject o,
Behavior b,
Val<string> affordance)
{
return new LeafInvoke(
() => o.Affordance(b.Character, affordance.Value));
}
开发者ID:alerdenisov,项目名称:ADAPT,代码行数:8,代码来源:SmartObjectNodes.cs
示例5: conversationTree
//
//Root Node
//
protected Node conversationTree(Val<Vector3> P1Pos, Val<Vector3> P2Pos, Val<Vector3> P3Pos)
{
return new Sequence(OrientAndWave(P1Pos, P2Pos), WalkAndTalk(P1Pos, P2Pos),
new DecoratorForceStatus(RunStatus.Success,
new SequenceParallel(DeltreseWalkTo(DeltreseGoTo), ThatDamnDeltrese(P3Pos))),
CallDeltrese(P1Pos, P2Pos, P3Pos)
);
}
开发者ID:CG-F15-26-Rutgers,项目名称:Unity,代码行数:11,代码来源:NewConvo.cs
示例6: throwingBall
public RunStatus throwingBall(Val<Vector3> direction)
{
transform.parent = null;
rb.velocity = direction.Value * 2f;
rb.isKinematic = false;
rb.useGravity = true;
return RunStatus.Success;
}
开发者ID:CG-F15-23-Rutgers,项目名称:UnityProjects,代码行数:8,代码来源:Ball.cs
示例7: throwball
public RunStatus throwball(Val<Vector3> direction)
{
transform.parent = null;
ball.isKinematic = false;
ball.useGravity = true;
ball.velocity = -direction.Value * 2.1f;
return RunStatus.Success;
}
开发者ID:CG-F15-26-Rutgers,项目名称:B2,代码行数:9,代码来源:BasketBall.cs
示例8: TurnOnLight
protected Node TurnOnLight(Val<FullBodyBipedEffector> effector, Val<InteractionObject> obj, Transform lightSwitch)
{
Val<Vector3> position = Val.V(() => lightSwitch.position);
return new Sequence(
participant.GetComponent<BehaviorMecanim>().Node_GoToUpToRadius(position, 2.0f),
participant.GetComponent<BehaviorMecanim>().Node_StartInteraction(effector, obj));
// participant.GetComponent<BehaviorMecanim>().Node_WaitForFinish(effector),
// participant.GetComponent<BehaviorMecanim>().Node_StopInteraction(effector));
}
开发者ID:shilon,项目名称:UnityProjects,代码行数:9,代码来源:IdleBehavior.cs
示例9: LeafAffordance
public LeafAffordance(
Val<string> affordance,
Val<SmartObject> user,
Val<SmartObject> obj)
{
this.affordance = affordance.Value;
this.user = user.Value;
this.obj = obj.Value;
}
开发者ID:fgeraci,项目名称:CS195-Core,代码行数:9,代码来源:LeafAffordance.cs
示例10: ApproachAndOrient
protected Node ApproachAndOrient(
Val<Vector3> WandererPos, Val<Vector3> FriendPos)
{
return new Sequence(
// Approach at distance 1.0f
Friend.Node_GoTo(WandererPos, 1.0f),
new SequenceParallel(
Friend.Node_OrientTowards(WandererPos),
Wanderer.Node_OrientTowards(FriendPos)));
}
开发者ID:alerdenisov,项目名称:ADAPT,代码行数:10,代码来源:TutorialInvokeEventCompleted.cs
示例11: addSlider
public void addSlider(string name, Val val)
{
GameObject sliderGo = Instantiate(Resources.Load("GUISliderPrefab") as GameObject) as GameObject;
FuzzyGUISlider tmpSlider = sliderGo.GetComponentInChildren<FuzzyGUISlider>();
sliderGo.transform.parent = transform;
tmpSlider.setTarget(Vector3.right*200 + (-10)*nSlider*Vector3.up );
//tmpSlider.setReference(mf);
tmpSlider.setReference(mf,val);
nSlider++;
}
开发者ID:CatmanIta,项目名称:FuzzyTactics,代码行数:10,代码来源:FuzzyGUIMembershipFunction.cs
示例12: EyeContact
public Node EyeContact(Val<Vector3> WanderPos, Val<Vector3> FriendPos)
{
Vector3 height = new Vector3(0.0f, 1.85f, 0.0f);
Val<Vector3> WanderHead = Val.V(() => WanderPos.Value + height);
Val<Vector3> Friendhead = Val.V(() => FriendPos.Value + height);
return new SequenceParallel(
numberOfParticipants[0].GetComponent<BehaviorMecanim>().Node_HeadLook(Friendhead),
numberOfParticipants[1].GetComponent<BehaviorMecanim>().Node_HeadLook(WanderHead));
}
开发者ID:shilon,项目名称:UnityProjects,代码行数:10,代码来源:MyBehaviorTreeWorking.cs
示例13: MappedTranslationFunc
public static Func<string, string> MappedTranslationFunc(Val val)
{
switch (val) {
case Val.Expiration:
return x => Pastebin.Expiration.ReverseMap(x).ToString();
case Val.Visibility:
return x => Pastebin.Visibility.ReverseMap(x).ToString();
default:
return x => x;
}
}
开发者ID:Visic,项目名称:Pastebin,代码行数:11,代码来源:ListField.cs
示例14: BodyAnimationButton
public virtual RunStatus BodyAnimationButton(Val<string> gestureName, Val<bool> isActive)
{
if (button_interact)
{
this.Body.BodyAnimation(gestureName.Value, isActive.Value);
button_interact = false;
return RunStatus.Success;
}
this.Body.BodyAnimation(gestureName.Value, false);
return RunStatus.Success;
}
开发者ID:CG-F15-2-Rutgers,项目名称:UnityProjects,代码行数:11,代码来源:CharacterMecanim.cs
示例15: CallDeltrese
protected Node CallDeltrese(Val<Vector3> P1Pos, Val<Vector3> P2Pos, Val<Vector3> P3Pos)
{
return new Sequence(
person2.GetComponent<BehaviorMecanim>().Node_OrientTowards(P3Pos),
person2.GetComponent<BehaviorMecanim>().ST_PlayHandGesture("Point", 3000),
deltrese.GetComponent<BehaviorMecanim>().Node_OrientTowards(P1Pos),
deltrese.GetComponent<BehaviorMecanim>().ST_PlayHandGesture("Wave", 3000),
deltrese.GetComponent<BehaviorMecanim>().Node_GoToUpToRadius(P2Pos, 3.0f),
Argue(P1Pos, P2Pos, P3Pos)
);
}
开发者ID:CG-F15-26-Rutgers,项目名称:Unity,代码行数:11,代码来源:NewConvo.cs
示例16: NavTurn
/// <summary>
/// Turns to face a desired target point
/// </summary>
public virtual RunStatus NavTurn(Val<Vector3> target)
{
this.Body.NavSetOrientationBehavior(OrientationBehavior.None);
this.Body.NavSetDesiredOrientation(target.Value);
if (this.Body.NavIsFacingDesired() == true)
{
this.Body.NavSetOrientationBehavior(
OrientationBehavior.LookForward);
return RunStatus.Success;
}
return RunStatus.Running;
}
开发者ID:CG-F15-3-Rutgers,项目名称:UnityProjects,代码行数:15,代码来源:CharacterMecanim.cs
示例17: EyeContact
/// <summary>
/// This subtree will cause the two characters to look at each other's
/// heads. It will run indefinitely until terminated, at which point
/// the characters will stop gaze tracking
/// </summary>
protected Node EyeContact(
Val<Vector3> WandererPos, Val<Vector3> FriendPos)
{
// Estimate the head position based on height
Vector3 height = new Vector3(0.0f, 1.85f, 0.0f);
Val<Vector3> WandererHead = Val.Value(() => WandererPos.Value + height);
Val<Vector3> FriendHead = Val.Value(() => FriendPos.Value + height);
return new SequenceParallel(
Friend.Node_HeadLook(WandererHead),
Wanderer.Node_HeadLook(FriendHead));
}
开发者ID:alerdenisov,项目名称:ADAPT,代码行数:18,代码来源:TutorialInvokeEventCompleted.cs
示例18: BodyAnimationCriminal
public virtual RunStatus BodyAnimationCriminal(Val<string> gestureName, Val<bool> isActive)
{
if (criminal_interact)
{
if(thisCharacter != COP)
{
Wait();
}
Debug.Log("Criminal action invoked!");
this.Body.BodyAnimation(gestureName.Value, isActive.Value);
criminal_interact = false;
return RunStatus.Success;
}
this.Body.BodyAnimation(gestureName.Value, false);
return RunStatus.Success;
}
开发者ID:CG-F15-2-Rutgers,项目名称:UnityProjects,代码行数:16,代码来源:CharacterMecanim.cs
示例19: Coerce
private static Node Coerce(
SmartCharacter aggressor,
SmartCharacter target,
Val<float> distance)
{
return new Sequence(
aggressor.Node_GoToUpToRadius(Val.V(() => target.transform.position), distance),
aggressor.Node_OrientTowards(Val.V(() => target.transform.position)),
aggressor.Node_Icon("stickup"),
new SequenceParallel(
aggressor.Behavior.ST_PlayHandGesture("pistolaim", 4000),
new Sequence(
new LeafWait(2000),
target.Node_OrientTowards(Val.V(() => aggressor.transform.position)))));
}
开发者ID:fgeraci,项目名称:CS195-Core,代码行数:16,代码来源:ReusableActions.cs
示例20: Argue
protected Node Argue( Val<Vector3> P1Pos, Val<Vector3> P2Pos, Val<Vector3> P3Pos )
{
return new Sequence(
new SequenceParallel(
person1.GetComponent<BehaviorMecanim>().Node_OrientTowards(P3Pos) ,
person2.GetComponent<BehaviorMecanim>().Node_OrientTowards(P3Pos) ,
deltrese.GetComponent<BehaviorMecanim>().Node_OrientTowards(P1Pos)
),
new SequenceShuffle(
deltrese.GetComponent<BehaviorMecanim>().Node_OrientTowards(P1Pos) , new LeafWait(1000) , deltrese.GetComponent<BehaviorMecanim>().Node_OrientTowards(P2Pos)
),
person1.GetComponent<BehaviorMecanim>().ST_PlayHandGesture("dismissinggesture" , 3000),
person2.GetComponent<BehaviorMecanim>().ST_PlayBodyGesture("shakingheadno" , 3000),
deltrese.GetComponent<BehaviorMecanim>().ST_PlayBodyGesture("headnodyes" , 3000)
);
}
开发者ID:CG-F15-26-Rutgers,项目名称:Unity,代码行数:16,代码来源:NewConvo.cs
注:本文中的Val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。 |
请发表评论