本文整理汇总了C#中TileFlag类的典型用法代码示例。如果您正苦于以下问题:C# TileFlag类的具体用法?C# TileFlag怎么用?C# TileFlag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。
TileFlag类属于命名空间,在下文中一共展示了TileFlag类的19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: SetFlag
private void SetFlag(TileFlag flag, bool set)
{
if (set)
Flags |= flag;
else
Flags &= ~flag;
}
开发者ID:Ricealso,项目名称:TerrariaAPI-Server,代码行数:7,代码来源:Tile.cs
示例2: return
public bool this[TileFlag flag]
{
get
{
return ((this.Value & flag) != 0);
}
}
开发者ID:Skinny1001,项目名称:PlayUO,代码行数:7,代码来源:TileFlags.cs
示例3: LandData
public unsafe LandData(OldLandTileDataMul mulstruct)
{
m_TexID = mulstruct.texID;
m_Flags = (TileFlag)mulstruct.flags;
m_Unk1 = 0;
m_Name = TileData.ReadNameString(mulstruct.name);
}
开发者ID:Crome696,项目名称:ServUO,代码行数:7,代码来源:TileData.cs
示例4: ItemData
public ItemData( string name, TileFlag flags, int weight, int quality, int quantity, int value, int height )
{
m_Name = name;
m_Flags = flags;
m_Weight = (byte)weight;
m_Quality = (byte)quality;
m_Quantity = (byte)quantity;
m_Value = (byte)value;
m_Height = (byte)height;
}
开发者ID:nydehi,项目名称:runuomondains,代码行数:10,代码来源:TileData.cs
示例5: ItemData
public ItemData(string name, TileFlag flags, int weight, int quality, int quantity, int value, int height, int anim)
{
this.m_Name = name;
this.m_Flags = flags;
this.m_Weight = (byte)weight;
this.m_Quality = (byte)quality;
this.m_Quantity = (byte)quantity;
this.m_Value = (byte)value;
this.m_Height = (byte)height;
this.m_Animation = (short)anim;
}
开发者ID:HankTheDrunk,项目名称:ultimaonlinemapcreator,代码行数:11,代码来源:ItemData.cs
示例6: ItemData
public ItemData(string name, TileFlag flags, int weight, int quality, int quantity, int value, int height, int anim)
{
_name = name;
_flags = flags;
_weight = (byte)weight;
_quality = (byte)quality;
_quantity = (byte)quantity;
_value = (byte)value;
_height = (byte)height;
_animation = (short)anim;
}
开发者ID:andyhebear,项目名称:HappyQ-WowServer,代码行数:11,代码来源:ItemData.cs
示例7: LandData
public LandData( string name, TileFlag flags )
{
m_Name = name;
m_Flags = flags;
}
开发者ID:nydehi,项目名称:runuomondains,代码行数:5,代码来源:TileData.cs
示例8: FindRegionTileLocations
private void FindRegionTileLocations( ref List<Point3D> locations, Region r, List<int> includetilelist, List<int> excludetilelist, TileFlag tileflag )
{
if( r == null || r.Area == null ) return;
int count = r.Area.Length;
if( locations == null ) locations = new List<Point3D>();
// calculate fields of all rectangles (for probability calculating)
for( int n = 0; n < count; n++ )
{
object o = r.Area[n];
int sx = 0;
int sy = 0;
int w = -1;
int h = -1;
if( o is Rectangle2D )
{
sx = ((Rectangle2D)o).X;
sy = ((Rectangle2D)o).Y;
w = ((Rectangle2D)o).X + ((Rectangle2D)o).Width;
h = ((Rectangle2D)o).Y + ((Rectangle2D)o).Height;
}
else
if( o is Rectangle3D )
{
sx = ((Rectangle3D)o).Start.X;
sy = ((Rectangle3D)o).Start.Y;
w = ((Rectangle3D)o).Width;
h = ((Rectangle3D)o).Height;
}
// find all of the valid tile locations in the area
FindTileLocations( ref locations, r.Map, sx, sy, w, h, includetilelist, excludetilelist, tileflag );
}
}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:38,代码来源:XmlSpawner2.cs
示例9: LandData
public LandData(string name, TileFlag flags,int id)
{
_name = name;
_flags = flags;
_id = id;
}
开发者ID:greeduomacro,项目名称:UOFiddlerWPF,代码行数:6,代码来源:LandData.cs
示例10: LandData
public unsafe LandData(LandTileOldDataMul oldmulstruct)
{
m_TexID = oldmulstruct.texID;
m_Flags = (TileFlag)oldmulstruct.flags;
m_Name = TileData.ReadNameString(oldmulstruct.name);
}
开发者ID:svn2github,项目名称:fiddler-plus,代码行数:6,代码来源:TileData.cs
示例11: ReadData
public void ReadData(string[] split)
{
m_Name = String.IsNullOrEmpty(split[1]) ? m_Name : split[1];
m_Weight = System.Convert.ToByte(split[2]);
m_Quality = System.Convert.ToByte(split[3]);
m_Animation = (short)TileData.ConvertStringToInt(split[4]);
m_Height = System.Convert.ToByte(split[5]);
m_Hue = System.Convert.ToByte(split[6]);
m_Quantity = System.Convert.ToByte(split[7]);
m_StackOffset = System.Convert.ToByte(split[8]);
m_MiscData = System.Convert.ToInt16(split[9]);
m_Unk2 = System.Convert.ToByte(split[10]);
m_Unk3 = System.Convert.ToByte(split[11]);
//m_Flags = 0;
int temp = System.Convert.ToByte(split[12]);
if (temp != 0)
m_Flags |= TileFlag.Background;
temp = System.Convert.ToByte(split[13]);
if (temp != 0)
m_Flags |= TileFlag.Weapon;
temp = System.Convert.ToByte(split[14]);
if (temp != 0)
m_Flags |= TileFlag.Transparent;
temp = System.Convert.ToByte(split[15]);
if (temp != 0)
m_Flags |= TileFlag.Translucent;
temp = System.Convert.ToByte(split[16]);
if (temp != 0)
m_Flags |= TileFlag.Wall;
temp = System.Convert.ToByte(split[17]);
if (temp != 0)
m_Flags |= TileFlag.Damaging;
temp = System.Convert.ToByte(split[18]);
if (temp != 0)
m_Flags |= TileFlag.Impassable;
temp = System.Convert.ToByte(split[19]);
if (temp != 0)
m_Flags |= TileFlag.Wet;
temp = System.Convert.ToByte(split[20]);
if (temp != 0)
m_Flags |= TileFlag.Unknown1;
temp = System.Convert.ToByte(split[21]);
if (temp != 0)
m_Flags |= TileFlag.Surface;
temp = System.Convert.ToByte(split[22]);
if (temp != 0)
m_Flags |= TileFlag.Bridge;
temp = System.Convert.ToByte(split[23]);
if (temp != 0)
m_Flags |= TileFlag.Generic;
temp = System.Convert.ToByte(split[24]);
if (temp != 0)
m_Flags |= TileFlag.Window;
temp = System.Convert.ToByte(split[25]);
if (temp != 0)
m_Flags |= TileFlag.NoShoot;
temp = System.Convert.ToByte(split[26]);
if (temp != 0)
m_Flags |= TileFlag.ArticleA;
temp = System.Convert.ToByte(split[27]);
if (temp != 0)
m_Flags |= TileFlag.ArticleAn;
temp = System.Convert.ToByte(split[28]);
if (temp != 0)
m_Flags |= TileFlag.Internal;
temp = System.Convert.ToByte(split[29]);
if (temp != 0)
m_Flags |= TileFlag.Foliage;
temp = System.Convert.ToByte(split[30]);
if (temp != 0)
m_Flags |= TileFlag.PartialHue;
temp = System.Convert.ToByte(split[31]);
if (temp != 0)
m_Flags |= TileFlag.Unknown2;
temp = System.Convert.ToByte(split[32]);
if (temp != 0)
m_Flags |= TileFlag.Map;
temp = System.Convert.ToByte(split[33]);
if (temp != 0)
m_Flags |= TileFlag.Container;
temp = System.Convert.ToByte(split[34]);
if (temp != 0)
m_Flags |= TileFlag.Wearable;
temp = System.Convert.ToByte(split[35]);
if (temp != 0)
m_Flags |= TileFlag.LightSource;
temp = System.Convert.ToByte(split[36]);
if (temp != 0)
m_Flags |= TileFlag.Animation;
temp = System.Convert.ToByte(split[37]);
if (temp != 0)
m_Flags |= TileFlag.HoverOver;
temp = System.Convert.ToByte(split[38]);
if (temp != 0)
m_Flags |= TileFlag.Unknown3;
temp = System.Convert.ToByte(split[39]);
if (temp != 0)
m_Flags |= TileFlag.Armor;
temp = System.Convert.ToByte(split[40]);
//.........这里部分代码省略.........
开发者ID:svn2github,项目名称:fiddler-plus,代码行数:101,代码来源:TileData.cs
示例12: ItemData
public ItemData(string name, TileFlag flags, int weight, int quality, int quantity, int value, int height, int anim, int hue, int stackingoffset, int MiscData, int unk2, int unk3)
{
m_Name = name;
m_Flags = flags;
m_Weight = (byte)weight;
m_Quality = (byte)quality;
m_Quantity = (byte)quantity;
m_Value = (byte)value;
m_Height = (byte)height;
m_Animation = (short)anim;
m_Hue = (byte)hue;
m_StackOffset = (byte)stackingoffset;
m_MiscData = (short)MiscData;
m_Unk2 = (byte)unk2;
m_Unk3 = (byte)unk3;
}
开发者ID:svn2github,项目名称:fiddler-plus,代码行数:16,代码来源:TileData.cs
示例13: Verify
private static bool Verify(Item item, TileFlag reqFlags, bool ignoreMovableImpassables, int x, int y)
{
return Verify(item, reqFlags, ignoreMovableImpassables) && Verify(item, x, y);
}
开发者ID:greeduomacro,项目名称:last-wish,代码行数:4,代码来源:FastMovement.cs
示例14: LandData
public LandData(string name, TileFlag flags)
{
_name = name;
_flags = flags;
}
开发者ID:AugmentedInsanity,项目名称:OpenUO,代码行数:5,代码来源:LandData.cs
示例15: SetFlag
private void SetFlag(TileFlag flag, bool set)
{
if (set)
{
this.Flags |= flag;
return;
}
this.Flags &= ~flag;
}
开发者ID:DaGamesta,项目名称:TerrariaAPI-Server,代码行数:9,代码来源:Tile.cs
示例16: ReadData
public void ReadData(string[] split)
{
int i = 1;
m_Name = split[i++];
m_TexID = (short)TileData.ConvertStringToInt(split[i++]);
m_Unk1 = TileData.ConvertStringToInt(split[i++]);
m_Flags = 0;
int temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Background;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Weapon;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Transparent;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Translucent;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Wall;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Damaging;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Impassable;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Wet;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Unknown1;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Surface;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Bridge;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Generic;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Window;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.NoShoot;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.ArticleA;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.ArticleAn;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Internal;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Foliage;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.PartialHue;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Unknown2;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Map;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Container;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Wearable;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.LightSource;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Animation;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.HoverOver;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Unknown3;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Armor;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Roof;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.Door;
temp = System.Convert.ToByte(split[i++]);
if (temp != 0)
m_Flags |= TileFlag.StairBack;
//.........这里部分代码省略.........
开发者ID:slayde1970,项目名称:ultimasdk,代码行数:101,代码来源:TileData.cs
示例17: GetLandTile
public IEnumerable<ModelLandData> GetLandTile(TileFlag flags = TileFlag.None, bool valid = true)
{
return new ObservableCollection<ModelLandData>(StorageLand.Where(t => t.IsValid == valid && t.Flags.HasFlag(flags)).Select(t => new ModelLandData(t)));
}
开发者ID:svn2github,项目名称:essence-udk,代码行数:4,代码来源:UODataManager.cs
示例18: FindTileLocations
private void FindTileLocations( ref List<Point3D> locations, Map map, int startx, int starty, int width, int height, List<int> includetilelist, List<int> excludetilelist, TileFlag tileflag )
{
if( width < 0 || height < 0 || map == null ) return;
if( locations == null ) locations = new List<Point3D>();
bool includetile;
bool excludetile;
for( int x = startx; x <= startx + width; x++ )
{
for( int y = starty; y <= starty + height; y++ )
{
// go through all of the tiles at the location and find those that are in the allowed tiles list
LandTile ltile = map.Tiles.GetLandTile( x, y );
TileFlag lflags = TileData.LandTable[ltile.ID].Flags;
// check the land tile
if( includetilelist != null && includetilelist.Count > 0 )
{
includetile = includetilelist.Contains( ltile.ID );
}
else
{
includetile = true;
}
// non-excluded tiles must also be passable
if( excludetilelist != null && excludetilelist.Count > 0 )
{
// also require the tile to be passable
excludetile = ((lflags & TileFlag.Impassable) != 0) || excludetilelist.Contains( ltile.ID );
}
else
{
excludetile = false;
}
if( includetile && !excludetile && ((lflags & tileflag) == tileflag) )
{
//Console.WriteLine("found landtile {0}/{1} at {2},{3},{4}", ltile.ID, ltile.ID, x, y, ltile.Z + ltile.Height);
locations.Add( new Point3D( x, y, ltile.Z + ltile.Height ) );
continue;
}
StaticTile[] statictiles = map.Tiles.GetStaticTiles( x, y, true );
// check the static tiles
for( int i = 0; i < statictiles.Length; ++i )
{
StaticTile stile = statictiles[i];
TileFlag sflags = TileData.ItemTable[stile.ID].Flags;
if( includetilelist != null && includetilelist.Count > 0 )
{
includetile = includetilelist.Contains( stile.ID );
}
else
{
includetile = true;
}
// non-excluded tiles must also be passable
if( excludetilelist != null && excludetilelist.Count > 0 )
{
excludetile = ((sflags & TileFlag.Impassable) != 0) || excludetilelist.Contains( stile.ID );
}
else
{
excludetile = false;
}
if( includetile && !excludetile && ((sflags & tileflag) == tileflag) )
{
//Console.WriteLine("found statictile {0}/{1} at {2},{3},{4}", stile.ID, stile.ID, x, y, stile.Z + stile.Height);
locations.Add( new Point3D( x, y, stile.Z + stile.Height ) );
break;
}
}
}
}
}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:81,代码来源:XmlSpawner2.cs
示例19: SetFlag
private void SetFlag(TileFlag flag, bool value)
{
if (ArtTiles == null) return;
for (int i = 0; i < ArtTiles.Length; ++i) {
if (value)
Ultima.TileData.ItemTable[ArtTiles[i]].Flags |= flag;
else
Ultima.TileData.ItemTable[ArtTiles[i]].Flags &= ~flag;
}
ReadTileData();
}
开发者ID:svn2github,项目名称:fiddler-plus,代码行数:11,代码来源:EquipmentEdit.cs
注:本文中的TileFlag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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