本文整理汇总了C#中Maze类的典型用法代码示例。如果您正苦于以下问题:C# Maze类的具体用法?C# Maze怎么用?C# Maze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。
Maze类属于命名空间,在下文中一共展示了Maze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: MazePrototypeFactory
public MazePrototypeFactory(Maze maze, Room room, Door door, Wall wall)
{
this.prototypeMaze = maze;
this.prototypeRoom = room;
this.prototypeDoor = door;
this.prototypeWall = wall;
}
开发者ID:TheoAndersen,项目名称:GoF.CreationalPatterns,代码行数:7,代码来源:MazePrototypeFactory.cs
示例2: Start
// Use this for initialization
void Start()
{
enragedGrowl = GetComponent<AudioSource>();
maze = GameObject.Find("Maze").GetComponent<Maze>();
player = GameObject.Find("Player");
Orientate(col, row);
}
开发者ID:eaho1,项目名称:Shut-Up-and-Escape-With-Me,代码行数:8,代码来源:Monster_Behavior.cs
示例3: Start
// Use this for initialization
void Start()
{
maze = new Maze (32, 32);
maze.generate ();
aTexture = maze.tiles;
}
开发者ID:JoaoFranciscoNeto,项目名称:team_armadillo,代码行数:8,代码来源:MazeDebug.cs
示例4: Update
// Update is called once per frame
void Update ()
{
if(mGen == null)
mGen = FindObjectOfType<MazeGenerator>();
else if(m == null && mGen != null)
{
m = mGen.currentMaze();
if(m != null)
{
Texture2D t = new Texture2D((int)m.Dimensions().x, (int)m.Dimensions().y, TextureFormat.ARGB4444, false);
for(int x=0; x<t.width; x++)
{
for(int y=0; y<t.height; y++)
{
if(m.GetCell(x,y).isWall)
t.SetPixel(x,y,Color.black);
else
t.SetPixel(x,y,Color.white);
}
}
t.anisoLevel = 0;
t.filterMode = FilterMode.Point;
t.Apply();
im.sprite = Sprite.Create(t, new Rect(0,0,t.width,t.height), Vector2.one/2);
}
}
}
开发者ID:Blueteak,项目名称:MazeWar,代码行数:28,代码来源:MiniMap.cs
示例5: Start
// Use this for initialization
void Start()
{
m_TileList = new List<Transform> ();
for (int x = 0; x < 8; x++) {
for (int y = 0; y < 12; y++) {
int flag = m_MapConfigArray [x, y];
var tileTF = Instantiate (tile, new Vector3 (y * 0.3f, -x * 0.3f, 0), Quaternion.identity) as Transform;
if (flag == 1) {
tileTF.GetComponent<SpriteRenderer> ().color = Color.red;
}
m_TileList.Add (tileTF);
}
}
Maze maze = new Maze(m_MapConfigArray);
Point start = new Point(1, 1);
Point end = new Point(1, 10);
// Transform startTile = m_TileList [1 * 12 + 1];
// startTile.GetComponent<SpriteRenderer> ().color = Color.black;
//
// Transform endTile = m_TileList [6 * 12 + 10];
// endTile.GetComponent<SpriteRenderer> ().color = Color.black;
var parent = maze.FindPath(start, end, false);
while (parent != null)
{
Debug.Log(parent.X + ", " + parent.Y);
Transform targetTile = m_TileList [parent.X * 12 + parent.Y];
targetTile.GetComponent<SpriteRenderer> ().color = Color.green;
parent = parent.ParentPoint;
}
}
开发者ID:PlayApple,项目名称:2DTilemapStarterKit,代码行数:36,代码来源:Map.cs
示例6: Update
void Update ()
{
if(mGen == null)
mGen = FindObjectOfType<MazeGenerator>();
else if(m == null)
{
m = mGen.currentMaze();
}
else if(pControl == null)
{
GameObject g = GameObject.FindGameObjectWithTag("MyPlayer");
if(g != null)
pControl = g.GetComponent<PlayerControl>();
}
else
{
pOffset = pixelOffset();
cellDim = cellDimenstions();
icon.rectTransform.sizeDelta = new Vector2(cellDimenstions().x, cellDimenstions().y);
icon.transform.localEulerAngles = new Vector3(0,0,-pControl.transform.localEulerAngles.y + 90);
Vector2 pPos = pControl.pos();
float x = pixelOffset().x + (cellDimenstions().x*pPos.x) + (cellDimenstions().x/2);
float y = pixelOffset().y + (cellDimenstions().y*pPos.y) + (cellDimenstions().x/2);
Vector2 v = new Vector2(x,y);
GetComponent<RectTransform>().anchoredPosition = v;
}
}
开发者ID:Blueteak,项目名称:MazeWar,代码行数:27,代码来源:PlayerIcon.cs
示例7: Update
// Update is called once per frame
void Update ()
{
if(m == null)
{
m = gen.currentMaze();
RandomPlacement();
}
if(!setup && PlayerControl)
{
gameObject.tag = "MyPlayer";
SpriteObj.SetActive(false);
CamHolder.SetActive(true);
}
bool up = Input.GetKeyDown(KeyCode.UpArrow);
bool down = Input.GetKeyDown(KeyCode.DownArrow);
bool left = Input.GetKeyDown(KeyCode.LeftArrow);
bool right = Input.GetKeyDown(KeyCode.RightArrow);
if(!PlayerControl)
return;
if(up || down || left || right)
{
CmdDoMovement(up, down, left, right);
}
CheckSeen();
if(Input.GetKeyDown(KeyCode.Space))
{
StopCoroutine("LineShow");
StartCoroutine("LineShow");
CmdShoot();
}
}
开发者ID:Blueteak,项目名称:MazeWar,代码行数:35,代码来源:SinglePlayerControl.cs
示例8: Start
// Помещаем персонажа в центр лабиринта
void Start() {
var maze = GameObject.Find("Maze").GetComponent<Maze>();
transform.position = new Vector2(maze.width / 2, maze.height / 2);
dest = transform.position;
mazeInstance = GameObject.Find("Maze").GetComponent<Maze>();
}
开发者ID:ilyachase,项目名称:Limbo-Maze,代码行数:8,代码来源:Circle.cs
示例9: Neighbours
public static List<Cell> Neighbours(Maze maze, Point point)
{
List<Cell> neighbours = new List<Cell>();
if (point.y > 1)
{
neighbours.Add(maze.Grid[point.x, point.y-1]);
}
if (point.y < maze.height-2)
{
neighbours.Add(maze.Grid[point.x, point.y+1]);
}
if (point.x > 1)
{
neighbours.Add(maze.Grid[point.x-1, point.y]);
}
if (point.x < maze.width-2)
{
neighbours.Add(maze.Grid[point.x+1, point.y]);
}
return neighbours;
}
开发者ID:Catchouli-old,项目名称:SuperShooterGuy3D,代码行数:26,代码来源:Maze.cs
示例10: afterFrame
IEnumerator afterFrame()
{
yield return true;
online = true;
m = GameObject.FindObjectOfType<MazeGenerator>().currentMaze();
wantPos = randomPos();
}
开发者ID:Blueteak,项目名称:MazeWar,代码行数:7,代码来源:AIPlayer.cs
示例11: generateNewStage
public void generateNewStage(GameObject floorTile,
GameObject wallBlock,
GameObject coin,
GameObject player,
GameObject targetSprite,
GameObject door,
int difficulty,
int maxDifficulty)
{
// Grab prefabs from function call
_floorTile = floorTile;
_wallBlock = wallBlock;
_coin = coin;
_player = player;
_targetSprite = Instantiate(targetSprite);
_door = door;
// Determine size and num coins for this stage
determineParamsBasedOnDifficulty(difficulty, maxDifficulty);
// Create our maze
_maze = new Maze(_size, difficulty, maxDifficulty);
_maze.generateMap();
// Allocate our arrays
_coins = new GameObject[_numCoins];
_components = new GameObject[(int)_size.x,(int)_size.y];
// Instantiate our prefabs
placeComponentsFromMap();
}
开发者ID:elsnehador,项目名称:Crust,代码行数:27,代码来源:Stage.cs
示例12: MazyPrototypeFactory
public MazyPrototypeFactory(Maze maze, Wall wall, Room room, Door door)
{
_maze = maze;
_wall = wall;
_room = room;
_door = door;
}
开发者ID:trupak,项目名称:DesignPatternsViaC,代码行数:7,代码来源:MazyPrototypeFactory.cs
示例13: BeginGame
private void BeginGame()
{
mazeInstance = Instantiate(mazePrefab) as Maze;
//StartCoroutine(mazeInstance.Generate());
mazeInstance.Generate();
timeLimit = mazeInstance.difficulty *1.5f;
timerText.color = new Color(0,1,213.0f/255.0f);
}
开发者ID:Choices-We-Make,项目名称:Game,代码行数:8,代码来源:GameManager.cs
示例14: BotFactory
public BotFactory(Maze maze, EngineSettings settings, WallGrid walls, BrainFactory brainFactory, EyeFactory eyeFactory)
{
_maze = maze;
_settings = settings;
_walls = walls;
_brainFactory = brainFactory;
_eyeFactory = eyeFactory;
}
开发者ID:PeterGerrard,项目名称:Maze-Machine-Learning-Demo,代码行数:8,代码来源:BotFactory.cs
示例15: render
public override void render(Maze pmaze)
{
base.render(pmaze);
statX.Text = pmaze.Width.ToString();
statY.Text = pmaze.Height.ToString();
statRendered.Text = DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss");
}
开发者ID:stwalkerster,项目名称:beebmaze,代码行数:8,代码来源:NullMazeRenderScreen.cs
示例16: BeginGame
private IEnumerator BeginGame()
{
mazeInstance = Instantiate(mazePrefab) as Maze;
yield return StartCoroutine (mazeInstance.Generate());
playerInstance = Instantiate(playerPrefab) as Player;
playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
StartCoroutine(mazeInstance.Generate());
}
开发者ID:northtwilight,项目名称:UnityMazeDemo,代码行数:8,代码来源:GameManager.cs
示例17: SquareForm
/// <summary>
/// Constructor
/// </summary>
/// <param name="maze">Maze handle</param>
/// <param name="square">Square handle</param>
public SquareForm(Maze maze, Square square)
{
InitializeComponent();
SquareControlBox.Maze = maze;
SquareControlBox.SetSquare(square);
}
开发者ID:melkor54248,项目名称:dungeoneye,代码行数:13,代码来源:SquareForm.cs
示例18: Generate
/// <summary>
/// Generate a Maze
/// </summary>
/// <param name="width">Width of the maze</param>
/// <param name="height">Height of the maze</param>
/// <param name="innerMapType">The type which is used to store a map</param>
/// <param name="seed">The seed that is used to generate a maze</param>
/// <param name="pixelChangedCallback">When a pixel is changed you can define a callback here to for example draw the maze while its being generated, add null if you don't want this. Last 2 longs are for the current step and the total steps (can be used to calculate how far the maze is done being generated)</param>
/// <returns>A maze</returns>
public Maze Generate(int width, int height, InnerMapType innerMapType, int seed, Action<int, int, long, long> pixelChangedCallback)
{
var map = GoGenerate(new FastRandom(seed), width, height);
InnerMap innerMap = new BooleanInnerMap(width, height, map);
var maze = new Maze(innerMap);
return maze;
}
开发者ID:OctoOsmo,项目名称:DeveMazeGenerator,代码行数:17,代码来源:AlgorithmBacktrackFastWithoutActionAndMazeAndFastRandomFastStackArray.cs
示例19: NewMaze
public void NewMaze()
{
ClearOld();
WallObjects = new List<GameObject>();
cMaze = new Maze(Width, Height, 100-SparsePercent, MazeSeed);
Cell[,] cells = cMaze.GetCells();
MakeMaze(cells);
}
开发者ID:Blueteak,项目名称:MazeWar,代码行数:8,代码来源:MazeGenerator.cs
示例20: render
public virtual void render(Maze pmaze)
{
if (pmaze == null)
pmaze = lastKnownMaze;
else
lastKnownMaze = pmaze;
this.maze = pmaze;
}
开发者ID:stwalkerster,项目名称:beebmaze,代码行数:9,代码来源:MazeRenderScreen.cs
注:本文中的Maze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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