• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

C# MyEntity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MyEntity的典型用法代码示例。如果您正苦于以下问题:C# MyEntity类的具体用法?C# MyEntity怎么用?C# MyEntity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。



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

        //  This method realy initiates/starts the missile
        //  IMPORTANT: Direction vector must be normalized!
        public void Start(
            Vector3 position,
            Vector3 initialVelocity,
            Vector3 direction,
            float impulseMultiplier,
            MyEntity owner)
        {
            if (Physics.Static)
            {
                Physics.Static = false;
            }

            base.Start(position, initialVelocity, direction, impulseMultiplier, owner, MyTextsWrapper.Get(MyTextsWrapperEnum.RemoteCameraHud));

            Physics.AngularDamping = 1;
            Health = MaxHealth;
            m_directionAfterContact = null;

            var ownerShip = owner as MySmallShip;
            if (ownerShip != null)
            {
                ownerShip.Config.BackCamera.SetOn();
                ownerShip.AddRemoteCamera(this);
                ownerShip.SelectLastRemoteCamera();
            }
        }
开发者ID:Bunni,项目名称:Miner-Wars-2081,代码行数:28,代码来源:MyRemoteCamera.cs


示例2: Update

 public override bool Update(MyPlayer player, MyEntity me)
 {
     if (me!=null)
         if (Vector3D.DistanceSquared(me.PositionComp.GetPosition(), TargetPos) > m_maxDistance2)
             m_IsTrue = true;
     return IsTrue;
 }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:7,代码来源:MyTriggerPositionLeft.cs


示例3: Init

        public static void Init()
        {
            if ( !PluginSettings.Instance.PlayerBlockEnforcementEnabled )
                return;

            if (_init)
                return;

            _init = true;

            MyEntities.OnEntityAdd += MyEntities_OnEntityAdd;

            HashSet<MyEntity> allEntities = new HashSet<MyEntity>();
            Wrapper.GameAction( () => allEntities = MyEntities.GetEntities() );

            MyEntity[] entitiesCopy = new MyEntity[allEntities.Count];
            allEntities.CopyTo( entitiesCopy );

            Parallel.ForEach( entitiesCopy, ( entity ) =>
                                            {
                                                var grid = entity as MyCubeGrid;
                                                if ( grid == null )
                                                    return;

                                                InitGrid( grid );
                                            } );
            Essentials.Log.Info( "Initialized player block enforcement." );
            ProcessEnforcement();
        }
开发者ID:rexxar-tc,项目名称:EssentialsPlugin,代码行数:29,代码来源:PlayerBlockEnforcement.cs


示例4: on_entity_deleted

 private void on_entity_deleted(MyEntity entity)
 {
     //log_event("on_entity_deleted", entity);
     var cube_grid = entity as MyCubeGrid;
     if (cube_grid != null)
         grid_manager.remove_grid(cube_grid);
 }
开发者ID:Knsgf,项目名称:SE-diff-throttling,代码行数:7,代码来源:main.cs


示例5: Update

 public override bool Update(MyPlayer player, MyEntity me)
 {
     if (MySession.Static.IsScenario)
         if (m_limit <= DateTime.UtcNow - MyScenarioSystem.Static.ServerStartGameTime)
             m_IsTrue = true;
     return IsTrue;
 }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:7,代码来源:MyTriggerTimeLimit.cs


示例6: MyCharacterPhysicsStateGroup

 public MyCharacterPhysicsStateGroup(MyEntity entity, IMyReplicable ownerReplicable)
     : base(entity, ownerReplicable)
 {
     // This is 9 bits per component which is more than enough (512 discrete values per-axis)
     m_lowPrecisionOrientation = true;
     FindSupportDelegate = () => MySupportHelper.FindSupportForCharacter(Entity);
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:7,代码来源:MyCharacterPhysicsStateGroup.cs


示例7: IsMoving

 override protected bool IsMoving(MyEntity entity)
 {
     // Never know if somebody is moving entity when physics is null
     return Entity.Physics == null
         || Vector3.IsZero(entity.Physics.LinearVelocity, PRECISION) == false
         || Entity.RotationSpeed > 0.0f;
 }
开发者ID:ales-vilchytski,项目名称:SpaceEngineers,代码行数:7,代码来源:MyCharacterPhysicsStateGroup.cs


示例8: Update

 public override ChangeInfo Update(MyEntity owner, long playerID = 0)
 {
     if (MyCubeBuilder.Static==null)
         return ChangeInfo.None;
     var blockDefinition = MyCubeBuilder.Static.IsActivated ? MyCubeBuilder.Static.ToolbarBlockDefinition : null;
     if ((MyCubeBuilder.Static.BlockCreationIsActivated || MyCubeBuilder.Static.MultiBlockCreationIsActivated) && blockDefinition != null && (!MyFakes.ENABLE_BATTLE_SYSTEM || !MySession.Static.Battle))
     {
         var blockDef = (this.Definition as Sandbox.Definitions.MyCubeBlockDefinition);
         if (blockDefinition.BlockPairName == blockDef.BlockPairName)
         {
             WantsToBeSelected = true;
         }
         else if (blockDef.BlockStages != null && blockDef.BlockStages.Contains(blockDefinition.Id))
         {
             WantsToBeSelected = true;
         }
         else
         {
             WantsToBeSelected = false;
         }
     }
     else
     {
         WantsToBeSelected = false;
     }
     return ChangeInfo.None;
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:27,代码来源:MyToolbarItemCubeBlock.cs


示例9: Update

        public bool Update(MyPlayer player, MyEntity entity) //returns if lost
        {
            //MySessionComponentMission.Static.TryCreateFromDefault(Id);

            //if (IsLocal(player.Id))
            //    UpdateLocal(player.Id);

            if (!Sync.IsServer)
                return false;

            MyMissionTriggers mtrig;
            if (!MissionTriggers.TryGetValue(player.Id, out mtrig))
            {
                //Debug.Assert(false,"Bad ID for update in missionTriggers");
                mtrig = TryCreateFromDefault(player.Id, false);
            }
            mtrig.UpdateWin(player, entity);
            if (!mtrig.Won)
                mtrig.UpdateLose(player, entity);
            else
            {
                m_someoneWon = true;
                MyAnalyticsHelper.ReportTutorialEnd();
                MyTutorialHelper.MissionSuccess();
            }
            return mtrig.Lost;
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:27,代码来源:MySessionComponentMissionTriggers.cs


示例10: MyBasicObstacle

 public MyBasicObstacle(MyEntity entity)
 {
     m_entity = entity;
     m_entity.OnClosing += OnEntityClosing;
     Update();
     m_valid = true;
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:7,代码来源:MyDynamicObstacles.cs


示例11: SectorOnContactPoint

        private void SectorOnContactPoint(int itemId, MyEntity other, ref MyPhysics.MyContactPointEvent e)
        {
            // if item is already disabled: puff
            // We get multiple contact points so this is for that
            if (m_sector.DataView.Items[itemId].ModelIndex < 0) return;

            var vel = Math.Abs(e.ContactPointEvent.SeparatingVelocity);

            if (other == null || other.Physics == null || other is MyFloatingObject) return;

            if (other is IMyHandheldGunObject<MyDeviceBase>) return;

            // Prevent debris from breaking trees.
            // Debris flies in unpredictable ways and this could cause out of sync tree destruction which would is bad.
            if (other.Physics.RigidBody != null && other.Physics.RigidBody.Layer == MyPhysics.CollisionLayers.DebrisCollisionLayer) return;

            // On objects held in manipulation tool, Havok returns high velocities, after this contact is fired by contraint solver.
            // Therefore we disable damage from objects connected by constraint to character
            if (MyManipulationTool.IsEntityManipulated(other))
                return;

            float otherMass = MyDestructionHelper.MassFromHavok(other.Physics.Mass);

            double impactEnergy = vel * vel * otherMass;

            // TODO: per item max impact energy
            if (impactEnergy > ItemResilience(itemId))
            {
                BreakAt(itemId, e.Position, e.ContactPointEvent.ContactPoint.Normal, impactEnergy);
            }

            // Meteor destroy always
            if (other is MyMeteor)
                m_sector.EnableItem(itemId, false);
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:35,代码来源:MyBreakableEnvironmentProxy.cs


示例12: Init

 public virtual void Init(Vector3 offset, MyEntity parentObject, MyModelsEnum model)
 {
     base.Init(null, model, null, parentObject, null, null);
     LocalMatrix = Matrix.CreateTranslation(offset);
     RotationSpeed = 0;
     Save = false;
 }
开发者ID:Bunni,项目名称:Miner-Wars-2081,代码行数:7,代码来源:MyDrillHead.cs


示例13: FindSupportForCharacterAABB

        public static MyEntity FindSupportForCharacterAABB(MyEntity entity)
        {
            BoundingBoxD characterBox = entity.PositionComp.WorldAABB;
            characterBox.Inflate(1.0);
            m_entities.Clear();

            MyEntities.GetTopMostEntitiesInBox(ref characterBox, m_entities);

            float maxRadius = 0;
            MyCubeGrid biggestGrid = null;
            MyEntity voxel = null;
            foreach(var parent in m_entities)
            {
                MyCubeGrid grid =  parent as MyCubeGrid;
                if(parent is MyVoxelBase)
                {
                    voxel = (parent as MyVoxelBase).RootVoxel;
                }
                if(grid != null)
                {
                    var rad = grid.PositionComp.LocalVolume.Radius;
                    if (rad > maxRadius || (rad == maxRadius && (biggestGrid == null || grid.EntityId > biggestGrid.EntityId)))
                    {
                        maxRadius = rad;
                        biggestGrid = grid;
                    }
                }
            }

            if (biggestGrid == null)
            {
                 return voxel;
            }
            return biggestGrid;
        }
开发者ID:Chrus,项目名称:SpaceEngineers,代码行数:35,代码来源:MySupportHelper.cs


示例14: AddShotgun

        //  Not used apparently
        public static void AddShotgun(MyProjectileAmmoDefinition ammoDefinition, MyEntity ignorePhysObject, Vector3 origin, Vector3 initialVelocity, Vector3 directionNormalized, bool groupStart, float thicknessMultiplier, MyEntity weapon, float frontBillboardSize, MyEntity ownerEntity = null, float projectileCountMultiplier = 1)
        {
            MyProjectile newProjectile = m_projectiles.Allocate();
            if (newProjectile != null)
            {
                //newProjectile.Start(
                //    ammoDefinition,
                //    ignorePhysObject,
                //    origin,
                //    initialVelocity,
                //    directionNormalized,
                //    groupStart,
                //    thicknessMultiplier,
                //    1,
                //    weapon,
                //    projectileCountMultiplier
                //    );

            //    newProjectile.BlendByCameraDirection = true;
            //    newProjectile.FrontBillboardMaterial = "ShotgunParticle";
            //    newProjectile.LengthMultiplier = 2;
            //    newProjectile.FrontBillboardSize = frontBillboardSize;
             //   newProjectile.OwnerEntity = ownerEntity != null ? ownerEntity : ignorePhysObject;
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:26,代码来源:MyProjectiles.cs


示例15: FirstIntoRowShouldReturnFirstRowIfMoreThanOneEntityUsed

 public void FirstIntoRowShouldReturnFirstRowIfMoreThanOneEntityUsed()
 {
     var first = new MyEntity() { Table = "x" };
     var second = new MyEntity() { Table = "y" };
     var query = new SqlQuery().From(first).From(second.Table, Alias.T1).Into(second);
     Assert.Equal(first, ((ISqlQueryExtensible)query).FirstIntoRow);
 }
开发者ID:nxtayi,项目名称:Serenity,代码行数:7,代码来源:SqlQueryTests.cs


示例16: Add

        public static void Add(MyEntity entity)
        {
            Debug.Assert(entity.Parent == null || (entity.Flags & EntityFlags.IsGamePrunningStructureObject) != 0, "Only topmost entities");

            if (entity.TopMostPruningProxyId != MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED) return;  // already inserted

            BoundingBoxD bbox = GetEntityAABB(entity);
            if (bbox.Size == Vector3D.Zero) return;  // don't add entities with zero bounding boxes


            if (IsEntityStatic(entity))
            {
                entity.TopMostPruningProxyId = m_staticObjectsTree.AddProxy(ref bbox, entity, 0);
                entity.StaticForPruningStructure = true;
            }
            else
            {
                entity.TopMostPruningProxyId = m_dynamicObjectsTree.AddProxy(ref bbox, entity, 0);
                entity.StaticForPruningStructure = false;
            }

            var voxelMap = entity as MyVoxelBase;
            if (voxelMap != null)
            {
                voxelMap.VoxelMapPruningProxyId = m_voxelMapsTree.AddProxy(ref bbox, entity, 0);
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:27,代码来源:MyGamePruningStructure.cs


示例17: SetTarget

 public void SetTarget(MyEntity entity, Vector3? relativeTarget = null)
 {
     m_mode = AimingMode.TARGET;
     m_aimTarget = entity;
     m_relativeTarget = relativeTarget;
     Update();
 }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:7,代码来源:MyBotAiming.cs


示例18: Init

        public override void Init(StringBuilder displayName, Models.MyModelsEnum? modelLod0Enum, Models.MyModelsEnum? modelLod1Enum, MyEntity parentObject, float? scale, CommonLIB.AppCode.ObjectBuilders.MyMwcObjectBuilder_Base objectBuilder, Models.MyModelsEnum? modelCollision = null, Models.MyModelsEnum? modelLod2 = null)
        {
            base.Init(displayName, modelLod0Enum, modelLod1Enum, parentObject, scale, objectBuilder, modelCollision, modelLod2);

            switch (modelLod0Enum)
            {
                case Models.MyModelsEnum.Cockpit_SS_04:
                    Crosshair = HUD.MyHudTexturesEnum.crosshair_nazzi; 
                    break;
                case Models.MyModelsEnum.Cockpit_Razorclaw:
                    Crosshair = HUD.MyHudTexturesEnum.crosshair_templary;
                    break;
                case Models.MyModelsEnum.Cockpit_CN_03:
                    Crosshair = HUD.MyHudTexturesEnum.crosshair_russian;
                    break;
                case Models.MyModelsEnum.OmniCorp_EAC01_Cockpit:
                case Models.MyModelsEnum.OmniCorp01_Cockpit:
                case Models.MyModelsEnum.OmniCorp04_Cockpit:
                case Models.MyModelsEnum.OmniCorp03_Cockpit:
                    Crosshair = HUD.MyHudTexturesEnum.crosshair_omnicorp;
                    break;
                case Models.MyModelsEnum.EAC02_Cockpit:
                case Models.MyModelsEnum.EAC03_Cockpit:
                case Models.MyModelsEnum.EAC04_Cockpit:
                case Models.MyModelsEnum.EAC05_Cockpit:
                default:
                    Crosshair = HUD.MyHudTexturesEnum.Crosshair01;
                    break;
            }
            m_modelLod0.PreloadTextures(LoadingMode.Immediate, MaterialIndex);
        }
开发者ID:Bunni,项目名称:Miner-Wars-2081,代码行数:31,代码来源:MyCockpit.cs


示例19: MyRadioBroadcaster

 public MyRadioBroadcaster(MyEntity parent, float broadcastRadius = 100)
 {
     SyncObject = new MySyncRadioBroadcaster(this);
     Parent = parent;
     m_broadcastRadius = broadcastRadius;
     parent.OnClose += parent_OnClose;
 }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:7,代码来源:MyRadioBroadcaster.cs


示例20: m_entity_OnClose

 void m_entity_OnClose(MyEntity obj)
 {
     if (m_shotSmoke != null)
     {
         MyParticlesManager.RemoveParticleEffect(m_shotSmoke);
         m_shotSmoke = null;
     }
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:8,代码来源:MyLargeBarrelBase.cs



注:本文中的MyEntity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。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C# MyGuiControlBase类代码示例发布时间:2022-05-24
下一篇:
C# MyDelegate类代码示例发布时间:2022-05-24
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap