本文整理汇总了C#中PlayerAction类的典型用法代码示例。如果您正苦于以下问题:C# PlayerAction类的具体用法?C# PlayerAction怎么用?C# PlayerAction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。
PlayerAction类属于命名空间,在下文中一共展示了PlayerAction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: OnExecuteAction
public void OnExecuteAction ( object[] args )
{
if ( MyAction.Name == "Punch" )
{
SoundManager.Instance.PlayExecutePunchSound ();
}
else if ( MyAction.Name == "Slash" )
{
SoundManager.Instance.PlaySlashSound ();
}
else if ( MyAction.Name == "Super Slash" )
{
SoundManager.Instance.PlaySlash2Sound ();
}
else if ( MyAction.Name == "Hyper Slash" )
{
SoundManager.Instance.PlaySlash3Sound ();
}
ownerPlayer = args[0] as Player;
MyAction = args[1] as PlayerAction;
targetPlayer = args[2] as Player;
this.transform.parent = ownerPlayer.SlashHotzone.transform;
this.transform.localPosition = new Vector3 ();
this.transform.localRotation = Quaternion.identity;
this.transform.localScale = new Vector3 ( 1, 1, 1 );
OnDoDamaged ( targetPlayer );
}
开发者ID:FredericNagler1986,项目名称:GGJShamanSmash,代码行数:30,代码来源:SlashEffect.cs
示例2: AdvanceHead
public override Node AdvanceHead(PlayerAction action)
{
Assert.That(action == PlayerAction.Raise || action == PlayerAction.Call);
if (action == PlayerAction.Raise) return RaiseBranch;
else return CheckBranch;
}
开发者ID:JordanFisher,项目名称:Texas-Holdem-Nash-Solver,代码行数:7,代码来源:RaiseCheckNode.cs
示例3: GamepadInControlActionSet
public GamepadInControlActionSet()
{
// Joystick
Left = CreatePlayerAction("MoveLeft");
Right = CreatePlayerAction("MoveRight");
Up = CreatePlayerAction("MoveUp");
Down = CreatePlayerAction("MoveDown");
Movement = CreateTwoAxisPlayerAction(Left, Right, Down, Up);
// Actions
Jump = CreatePlayerAction("Jump");
Break = CreatePlayerAction("Break");
Dash = CreatePlayerAction("Dash");
Accelerate = CreatePlayerAction("Accelerate");
Desaccelerate = CreatePlayerAction("desaccelerate");
// Menu
Command = CreatePlayerAction("Command");
}
开发者ID:tzamora,项目名称:superteam,代码行数:25,代码来源:GamepadInControlActionSet.cs
示例4: GetBinding
/// <summary>
/// Gets the binding that is specific to the player action.
/// </summary>
/// <returns>The binding that is caused by the action.</returns>
public static Binding GetBinding(PlayerAction action)
{
// using tryGetValue here to stop an incorrect index (throws an exception)
Binding binding;
binds.TryGetValue(action, out binding);
return binding;
}
开发者ID:Garfounkel,项目名称:Simple-Unity3D-Keybinder,代码行数:11,代码来源:InputBinder.cs
示例5: PlayerActions
public PlayerActions()
: base()
{
L_Left = CreatePlayerAction("Left stick left");
L_Right = CreatePlayerAction("Left stick right");
L_Up = CreatePlayerAction("Left stick up");
L_Down = CreatePlayerAction("Left stick down");
R_Left = CreatePlayerAction("Right stick left");
R_Right = CreatePlayerAction("Right stick right");
R_Up = CreatePlayerAction("Right stick up");
R_Down = CreatePlayerAction("Right stick down");
Move = CreateTwoAxisPlayerAction(
L_Left,
L_Right,
L_Down,
L_Up);
Look = CreateTwoAxisPlayerAction(
R_Left,
R_Right,
R_Down,
R_Up);
Fire = CreatePlayerAction("Fire");
Join = CreatePlayerAction("Join");
}
开发者ID:Morac,项目名称:CarThing3,代码行数:28,代码来源:PlayerActions.cs
示例6: PokerAction
public PokerAction(PlayerMobile actor, PlayerAction action, PokerGameState state, int amountbet)
{
PlayerSerial = actor.Serial;
Type = (int) action;
State = (int) state;
Amount = amountbet;
}
开发者ID:AdamUOF,项目名称:UOFTexasHoldem,代码行数:7,代码来源:PokerAction.cs
示例7: AddKeybind
/// <summary>
/// Adds the specified keybind to the specified action.
/// </summary>
public static void AddKeybind(PlayerAction action, Binding bind)
{
if (binds.ContainsKey(action))
binds[action] = bind;
else
binds.Add(action, bind);
}
开发者ID:Garfounkel,项目名称:Simple-Unity3D-Keybinder,代码行数:10,代码来源:InputBinder.cs
示例8: PlayerActions
public PlayerActions()
{
this.Skills = new PlayerAction[4];
this.Shoot = this.CreatePlayerAction( "Shoot" );
for (int i = 0; i < 4; i++)
{
this.Skills[i] = this.CreatePlayerAction( "Skill" + i );
}
this.YesOrOk = this.CreatePlayerAction( "Yes" );
this.NoOrBack = this.CreatePlayerAction ( "No" );
this.ILeft = this.CreatePlayerAction( "ILeft");
this.IRight = this.CreatePlayerAction( "IRight");
this.IUp = this.CreatePlayerAction( "IUp");
this.IDown = this.CreatePlayerAction( "IDown");
this.moveUp = this.CreatePlayerAction( "MoveUp" );
this.moveDown = this.CreatePlayerAction( "MoveDown" );
this.moveLeft = this.CreatePlayerAction( "MoveLeft" );
this.moveRight = this.CreatePlayerAction( "MoveRight" );
this.aimUp = this.CreatePlayerAction( "AimUp" );
this.aimDown = this.CreatePlayerAction( "AimDown" );
this.aimRight = this.CreatePlayerAction ( "AimRight" );
this.aimLeft = this.CreatePlayerAction ( "AimLeft" );
this.Movement = this.CreateTwoAxisPlayerAction(this.moveLeft, this.moveRight, this.moveDown, this.moveUp);
this.Aim = this.CreateTwoAxisPlayerAction(this.aimLeft, this.aimRight, this.aimDown, this.aimUp);
}
开发者ID:Zammy,项目名称:ProjectRevolver,代码行数:31,代码来源:PlayerActions.cs
示例9: InternalThreat
protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck)
: base(type, difficulty, health, speed, timeAppears, sittingDuck)
{
CurrentStation = currentStation;
sittingDuck.StationByLocation[currentStation].Threats.Add(this);
ActionType = actionType;
}
开发者ID:knexer,项目名称:space-alert-resolver,代码行数:7,代码来源:InternalThreat.cs
示例10: HandlePlayerTimings
/** Checks whether the player was on beat or not **/
protected void HandlePlayerTimings(PlayerAction playerAction)
{
// Only handles timings once per FixedUpdate
if (timingsHandled)
{
return;
}
timingsHandled = true;
TimingsManager.TimingResult result;
List<int> triggers;
bool debugWorthShowing = true;
if (playerAction != PlayerAction.NONE)
{
result = timingsManager.checkAttempt(musicAudioSource.time, out triggers);
}
else
{
// User didn't make an attempt and had missed the timing window
result = timingsManager.checkForMiss(musicAudioSource.time, out triggers);
if (result == TimingsManager.TimingResult.NO_BEAT)
{
debugWorthShowing = false;
}
}
if (showDebugTimingResults && debugWorthShowing)
{
Debug.Log("BaseChoreographer " + Time.time + ": " + result.ToString());
}
PlayerTimingResult(result, triggers, playerAction);
}
开发者ID:Jaween,项目名称:rhythm-vr,代码行数:35,代码来源:BaseChoreographer.cs
示例11: MonkActions
public MonkActions(InputDevice device)
{
spawn0 = CreatePlayerAction ("Spawn0");
spawn1 = CreatePlayerAction ("Spawn1");
spawn2 = CreatePlayerAction ("Spawn2");
spawn3 = CreatePlayerAction ("Spawn3");
fireTurret = CreatePlayerAction ("FireTurret");
moveUnitLeft = CreatePlayerAction ("MoveUnitLeft");
moveUnitRight = CreatePlayerAction ("MoveUnitRight");
moveHorizontal = CreateOneAxisPlayerAction (moveUnitLeft, moveUnitRight);
moveUnitUp = CreatePlayerAction ("MoveUnitUp");
moveUnitDown = CreatePlayerAction ("MoveUnitDown");
moveVertical = CreateOneAxisPlayerAction (moveUnitDown,moveUnitUp);
Device = device;
spawn0.AddDefaultBinding (InputControlType.Action1);
spawn1.AddDefaultBinding (InputControlType.Action2);
spawn2.AddDefaultBinding (InputControlType.Action3);
spawn3.AddDefaultBinding (InputControlType.Action4);
fireTurret.AddDefaultBinding (InputControlType.RightTrigger);
moveUnitLeft.AddDefaultBinding (InputControlType.LeftStickLeft);
moveUnitRight.AddDefaultBinding (InputControlType.LeftStickRight);
moveUnitUp.AddDefaultBinding (InputControlType.LeftStickUp);
moveUnitDown.AddDefaultBinding (InputControlType.LeftStickDown);
}
开发者ID:mirrorfishmedia,项目名称:GGJ2016,代码行数:29,代码来源:MonkActions.cs
示例12: PlayAction
public bool PlayAction ( Player owner, PlayerAction action, Vector2 point0, Vector2 point1 )
{
if (action.Name == "Punch")
{
SoundManager.Instance.PlayExecutePunchSound();
}
else if (action.Name == "Slash")
{
SoundManager.Instance.PlaySlashSound();
}
else if (action.Name == "Super Slash")
{
SoundManager.Instance.PlaySlash2Sound();
}
else if (action.Name == "Hyper Slash")
{
SoundManager.Instance.PlaySlash3Sound();
}
var targets = Physics2D.OverlapAreaAll ( point0, point1, punchLayer.value );
bool flag = false;
foreach ( var target in targets )
{
var player = target.GetComponentInParent<Player> ();
if ( player != null && player != owner )
{
flag |= ExecuteAction ( owner, action, player );
}
}
if ( !flag )
{
ExecuteAction ( owner, action, null );
}
return flag;
}
开发者ID:FredericNagler1986,项目名称:GGJShamanSmash,代码行数:35,代码来源:PlayerActionManager.cs
示例13: AdvanceHead
public override Node AdvanceHead(PlayerAction action)
{
Assert.That(action == PlayerAction.Call || action == PlayerAction.Fold);
if (action == PlayerAction.Call) return CallBranch;
else return null;
}
开发者ID:JordanFisher,项目名称:Texas-Holdem-Nash-Solver,代码行数:7,代码来源:CallFoldNode.cs
示例14: playerDid
public void playerDid(PlayerAction pa)
{
handlePlayerDid(pa);
updateState();
if (Vector3.Distance(transform.position, playeractions.transform.position) < cosyProximity && !sceneFinished)
{
switch (state)
{
case DateState.HAPPY:
print("WE WIN!");
playeractions.Win();
sceneFinished = true;
StartCoroutine(WaitAndProgress(3));
break;
case DateState.NORMAL:
Debug.Log("NOOOP");
transform.Translate(jumpAwayDistance, 0, 0);
break;
case DateState.UNHAPPY:
print("WE LOSE!");
playeractions.Lose();
transform.Translate(0, 1000, 0);
break;
}
}
}
开发者ID:decentninja,项目名称:Bird-Mating-Dancy,代码行数:26,代码来源:AbstractDate.cs
示例15: PlayerActions
public PlayerActions()
{
Left = CreatePlayerAction( "Move Left" );
Right = CreatePlayerAction( "Move Right" );
Jump = CreatePlayerAction( "Jump" );
Shift = CreatePlayerAction ("Kinetic Shift");
Move = CreateOneAxisPlayerAction (Left, Right);
}
开发者ID:GilesExcell,项目名称:KineticShift,代码行数:8,代码来源:PlayerActions.cs
示例16: GetGameLogWriterForIteration
public static IndentedTextWriter GetGameLogWriterForIteration(PlayerAction[] playerActions, int gameCount)
{
string fileName = GetFileNameForType(playerActions, gameCount, "GameLog");
if (fileName == null)
return null;
return new IndentedTextWriter(new System.IO.StreamWriter(fileName));
}
开发者ID:NathanTeeuwen,项目名称:Dominulator,代码行数:8,代码来源:TestWrapper.cs
示例17: ControlsActionSet
public ControlsActionSet()
{
Down = CreatePlayerAction ("Move Down");
Left = CreatePlayerAction ("Move Left");
Right = CreatePlayerAction ("Move Right");
Up = CreatePlayerAction ("Move Up");
Tap = CreatePlayerAction ("Tap");
}
开发者ID:rocky1138,项目名称:FocusOnFun,代码行数:8,代码来源:ControlsActionSet.cs
示例18: GetAccelerationFactor
public static float GetAccelerationFactor(PlayerAction action, CarBehaviour carObj)
{
if (action == PlayerAction.SpeedUp)
{
return carObj.Speed < 0 ? 10 : 5;
}
return action == PlayerAction.SpeedDown ? (carObj.Speed < 0 ? 10 : 50) : 0;
}
开发者ID:KvanNes,项目名称:Contextproject-Group5,代码行数:9,代码来源:Action.cs
示例19: handlePlayerDid
public override void handlePlayerDid(PlayerAction pa) {
switch(pa) {
case PlayerAction.BACKOFF:
case PlayerAction.MOVE_FORWARD:
happyness -= loosingOnMove;
happyness = Mathf.Max(0, happyness);
break;
}
}
开发者ID:decentninja,项目名称:Bird-Mating-Dancy,代码行数:9,代码来源:Shy.cs
示例20: GetAccelerationIncrease
public static float GetAccelerationIncrease(PlayerAction action)
{
if (action == PlayerAction.SpeedUp)
{
return GameData.ACCELERATION_INCREASE;
}
return action == PlayerAction.SpeedDown ? GameData.ACCELERATION_DECREASE : 0;
}
开发者ID:KvanNes,项目名称:Contextproject-Group5,代码行数:9,代码来源:Action.cs
注:本文中的PlayerAction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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