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



CPos类属于命名空间,在下文中一共展示了CPos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: GetCursor

        public string GetCursor(World world, CPos xy, MouseInput mi)
        {
            var useSelect = false;
            var underCursor = world.ScreenMap.ActorsAt(mi)
                .Where(a => !world.FogObscures(a) && a.HasTrait<ITargetable>())
                .OrderByDescending(a => a.Info.SelectionPriority())
                .FirstOrDefault();

            if (underCursor != null && (mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
            {
                var selectable = underCursor.TraitOrDefault<Selectable>();
                if (selectable != null && selectable.Info.Selectable)
                    useSelect = true;
            }

            Target target;
            if (underCursor != null)
                target = Target.FromActor(underCursor);
            else
            {
                var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
                    .Where(a => a.Info.Traits.Contains<ITargetableInfo>())
                    .OrderByDescending(a => a.Info.SelectionPriority())
                    .FirstOrDefault();
                target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(xy);
            }

            var orders = world.Selection.Actors
                .Select(a => OrderForUnit(a, target, mi))
                .Where(o => o != null)
                .ToArray();

            var cursorName = orders.Select(o => o.Cursor).FirstOrDefault();
            return cursorName ?? (useSelect ? "select" : "default");
        }
开发者ID:Generalcamo,项目名称:OpenRA,代码行数:35,代码来源:UnitOrderGenerator.cs


示例2: UpdateDirtyTile

        public override CellContents UpdateDirtyTile(CPos c)
        {
            var t = Tiles[c];

            // Empty tile
            if (t.Type == null)
            {
                t.Sprite = null;
                return t;
            }

            t.Density = ResourceDensityAt(c);

            int index;
            var clear = FindClearSides(t.Type, c);
            if (clear == ClearSides.None)
            {
                var sprites = D2kResourceLayer.Variants[t.Variant];
                var frame = t.Density > t.Type.Info.MaxDensity / 2 ? 1 : 0;
                t.Sprite = t.Type.Variants.First().Value[sprites[frame]];
            }
            else if (D2kResourceLayer.SpriteMap.TryGetValue(clear, out index))
                t.Sprite = t.Type.Variants.First().Value[index];
            else
                t.Sprite = null;

            return t;
        }
开发者ID:ushardul,项目名称:OpenRA,代码行数:28,代码来源:D2kEditorResourceLayer.cs


示例3: Teleport

 public Teleport(Actor chronosphere, CPos destination, bool killCargo, string sound)
 {
     this.chronosphere = chronosphere;
     this.destination = destination;
     this.killCargo = killCargo;
     this.sound = sound;
 }
开发者ID:TiriliPiitPiit,项目名称:OpenRA,代码行数:7,代码来源:Teleport.cs


示例4: UpdateRenderedSprite

 protected override void UpdateRenderedSprite(CPos p)
 {
     // Need to update neighbouring tiles too
     UpdateRenderedTileInner(p);
     UpdateRenderedTileInner(p + new CVec(-1, -1));
     UpdateRenderedTileInner(p + new CVec(0, -1));
     UpdateRenderedTileInner(p + new CVec(1, -1));
     UpdateRenderedTileInner(p + new CVec(-1, 0));
     UpdateRenderedTileInner(p + new CVec(1, 0));
     UpdateRenderedTileInner(p + new CVec(-1, 1));
     UpdateRenderedTileInner(p + new CVec(0, 1));
     UpdateRenderedTileInner(p + new CVec(1, 1));
     UpdateRenderedTileInner(p + new CVec(-2, -2));
     UpdateRenderedTileInner(p + new CVec(-1, -2));
     UpdateRenderedTileInner(p + new CVec(0, -2));
     UpdateRenderedTileInner(p + new CVec(1, -2));
     UpdateRenderedTileInner(p + new CVec(2, -2));
     UpdateRenderedTileInner(p + new CVec(2, -1));
     UpdateRenderedTileInner(p + new CVec(2, 0));
     UpdateRenderedTileInner(p + new CVec(2, 1));
     UpdateRenderedTileInner(p + new CVec(2, 2));
     UpdateRenderedTileInner(p + new CVec(1, 2));
     UpdateRenderedTileInner(p + new CVec(0, 2));
     UpdateRenderedTileInner(p + new CVec(-1, 2));
     UpdateRenderedTileInner(p + new CVec(-2, 2));
     UpdateRenderedTileInner(p + new CVec(-2, 1));
     UpdateRenderedTileInner(p + new CVec(-2, 0));
     UpdateRenderedTileInner(p + new CVec(-2, -1));
 }
开发者ID:Comanche93,项目名称:d2,代码行数:29,代码来源:D2ResourceLayer.cs


示例5: GetCursor

        public string GetCursor(World world, CPos xy, MouseInput mi)
        {
            var useSelect = false;
            var underCursor = world.ScreenMap.ActorsAt(mi)
                .Where(a => !world.FogObscures(a) && a.HasTrait<ITargetable>())
                .WithHighestSelectionPriority();

            if (underCursor != null && (mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
            {
                var selectable = underCursor.TraitOrDefault<Selectable>();
                if (selectable != null && selectable.Info.Selectable)
                    useSelect = true;
            }

            Target target;
            if (underCursor != null)
                target = Target.FromActor(underCursor);
            else
            {
                var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
                    .Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
                    .WithHighestSelectionPriority();
                target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
            }

            var ordersWithCursor = world.Selection.Actors
                .Select(a => OrderForUnit(a, target, mi))
                .Where(o => o != null && o.Cursor != null);

            var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);

            return cursorOrder != null ? cursorOrder.Cursor : (useSelect ? "select" : "default");
        }
开发者ID:ushardul,项目名称:OpenRA,代码行数:33,代码来源:UnitOrderGenerator.cs


示例6: IonCannon

 public IonCannon(Actor firedBy, World world, CPos location)
 {
     this.firedBy = firedBy;
     target = Target.FromCell(location);
     anim = new Animation("ionsfx");
     anim.PlayThen("idle", () => Finish(world));
 }
开发者ID:JamesDunne,项目名称:OpenRA,代码行数:7,代码来源:IonCannon.cs


示例7: AddSmudge

        public void AddSmudge(CPos loc)
        {
            if (Game.CosmeticRandom.Next(0, 100) <= Info.SmokePercentage)
                world.AddFrameEndTask(w => w.Add(new SpriteEffect(world.Map.CenterOfCell(loc), w, Info.SmokeType, Info.SmokeSequence, Info.SmokePalette)));

            // A null Sprite indicates a deleted smudge.
            if ((!dirty.ContainsKey(loc) || dirty[loc].Sprite == null) && !tiles.ContainsKey(loc))
            {
                // No smudge; create a new one
                var st = smudges.Keys.Random(Game.CosmeticRandom);
                dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
            }
            else
            {
                // Existing smudge; make it deeper
                // A null Sprite indicates a deleted smudge.
                var tile = dirty.ContainsKey(loc) && dirty[loc].Sprite != null ? dirty[loc] : tiles[loc];
                var maxDepth = smudges[tile.Type].Length;
                if (tile.Depth < maxDepth - 1)
                {
                    tile.Depth++;
                    tile.Sprite = smudges[tile.Type][tile.Depth];
                }

                dirty[loc] = tile;
            }
        }
开发者ID:OpenRA,项目名称:OpenRA,代码行数:27,代码来源:SmudgeLayer.cs


示例8: IsCellBuildable

        public static bool IsCellBuildable(this World world, CPos a, BuildingInfo bi, Actor toIgnore)
        {
            if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(a) != null) return false;
            if (world.ActorMap.GetUnitsAt(a).Any(b => b != toIgnore)) return false;

            return world.Map.IsInMap(a) && bi.TerrainTypes.Contains(world.GetTerrainType(a));
        }
开发者ID:RunCraze,项目名称:OpenRA,代码行数:7,代码来源:Util.cs


示例9: GetBridge

        // Used to check for neighbouring bridges
        public Bridge GetBridge(CPos cell)
        {
            if (!bridges.Contains(cell))
                return null;

            return bridges[cell];
        }
开发者ID:rhamilton1415,项目名称:OpenRA,代码行数:8,代码来源:BridgeLayer.cs


示例10: OccupiedCells

		public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos location, SubCell subCell = SubCell.Any)
		{
			var occupied = OccupiesSpace ? new Dictionary<CPos, SubCell>() { { location, SubCell.FullCell } } :
				new Dictionary<CPos, SubCell>();

			return new ReadOnlyDictionary<CPos, SubCell>(occupied);
		}
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:7,代码来源:Immobile.cs


示例11: UpdateDirtyTile

        public override CellContents UpdateDirtyTile(CPos c)
        {
            var t = Tiles[c];

            // Empty tile
            if (t.Type == null)
            {
                t.Sprite = null;
                return t;
            }

            NetWorth -= t.Density * t.Type.Info.ValuePerUnit;

            t.Density = ResourceDensityAt(c);

            NetWorth += t.Density * t.Type.Info.ValuePerUnit;

            int index;
            var clear = FindClearSides(t.Type, c);
            if (clear == ClearSides.None && CellContainsMaxDensity(c, t.Type))
            {
                var maxDensityClear = FindMaxDensityClearSides(t.Type, c);
                if (D2ResourceLayer.SpriteMap.TryGetValue(maxDensityClear, out index))
                    t.Sprite = t.Type.Variants.First().Value[16 + index];
                else
                    t.Sprite = null;
            }
            else if (D2ResourceLayer.SpriteMap.TryGetValue(clear, out index))
                t.Sprite = t.Type.Variants.First().Value[index];
            else
                t.Sprite = null;

            return t;
        }
开发者ID:Comanche93,项目名称:d2,代码行数:34,代码来源:D2EditorResourceLayer.cs


示例12: RequestTransport

		public void RequestTransport(CPos destination, Activity afterLandActivity)
		{
			var destPos = self.World.Map.CenterOfCell(destination);
			if (destination == CPos.Zero || (self.CenterPosition - destPos).LengthSquared < info.MinDistance.LengthSquared)
			{
				WantsTransport = false; // Be sure to cancel any pending transports
				return;
			}

			Destination = destination;
			this.afterLandActivity = afterLandActivity;
			WantsTransport = true;

			if (locked || Reserved)
				return;

			// Inform all idle carriers
			var carriers = self.World.ActorsWithTrait<Carryall>()
				.Where(c => !c.Trait.IsBusy && !c.Actor.IsDead && c.Actor.Owner == self.Owner && c.Actor.IsInWorld)
				.OrderBy(p => (self.Location - p.Actor.Location).LengthSquared);

			// Is any carrier able to transport the actor?
			// Any will return once it finds a carrier that returns true.
			carriers.Any(carrier => carrier.Trait.RequestTransportNotify(self));
		}
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:25,代码来源:Carryable.cs


示例13: CoarseToMapProjection

        public void CoarseToMapProjection()
        {
            foreach (var gridType in Enum.GetValues(typeof(MapGridType)).Cast<MapGridType>())
            {
                for (var x = 0; x < 12; x++)
                {
                    for (var y = 0; y < 12; y++)
                    {
                        var cell = new CPos(x, y);
                        try
                        {
                            Assert.That(cell, Is.EqualTo(cell.ToMPos(gridType).ToCPos(gridType)));
                        }
                        catch
                        {
                            // Known problem on isometric mods that shouldn't be visible to players as these are outside the map.
                            if (gridType == MapGridType.RectangularIsometric && y > x)
                                continue;

                            Console.WriteLine("Coordinate {0} on grid type {1} failed to convert back.".F(cell, gridType));
                            throw;
                        }
                    }
                }
            }
        }
开发者ID:CH4Code,项目名称:OpenRA,代码行数:26,代码来源:CoordinateTest.cs


示例14: CellInfo

 public CellInfo(int costSoFar, int estimatedTotal, CPos previousPos, CellStatus status)
 {
     CostSoFar = costSoFar;
     PreviousPos = previousPos;
     Status = status;
     EstimatedTotal = estimatedTotal;
 }
开发者ID:CH4Code,项目名称:OpenRA,代码行数:7,代码来源:CellInfo.cs


示例15: Draw

        public override void Draw()
        {
            if (world == null) return;

            var o = new float2(mapRect.Location.X, mapRect.Location.Y + world.Map.Bounds.Height * previewScale * (1 - radarMinimapHeight)/2);
            var s = new float2(mapRect.Size.Width, mapRect.Size.Height*radarMinimapHeight);
            var rsr = Game.Renderer.RgbaSpriteRenderer;
            rsr.DrawSprite(terrainSprite, o, s);
            rsr.DrawSprite(customTerrainSprite, o, s);
            rsr.DrawSprite(actorSprite, o, s);
            rsr.DrawSprite(shroudSprite, o, s);

            // Draw viewport rect
            if (hasRadar && !animating)
            {
                var wr = Game.viewport.WorldRect;
                var wro = new CPos(wr.X, wr.Y);
                var tl = CellToMinimapPixel(wro);
                var br = CellToMinimapPixel(wro + new CVec(wr.Width, wr.Height));

                Game.Renderer.EnableScissor((int)mapRect.Left, (int)mapRect.Top, (int)mapRect.Width, (int)mapRect.Height);
                Game.Renderer.LineRenderer.DrawRect(tl, br, Color.White);
                Game.Renderer.DisableScissor();
            }
        }
开发者ID:nevelis,项目名称:OpenRA,代码行数:25,代码来源:RadarWidget.cs


示例16: GetBuildingAt

        public Actor GetBuildingAt(CPos cell)
        {
            if (!map.IsInMap(cell))
                return null;

            return influence[cell.X, cell.Y];
        }
开发者ID:RunCraze,项目名称:OpenRA,代码行数:7,代码来源:BuildingInfluence.cs


示例17: AddSmudge

        public void AddSmudge(CPos loc)
        {
            if (Game.CosmeticRandom.Next(0, 100) <= Info.SmokePercentage)
                world.AddFrameEndTask(w => w.Add(new Smoke(w, world.Map.CenterOfCell(loc), Info.SmokeType)));

            if (!dirty.ContainsKey(loc) && !tiles.ContainsKey(loc))
            {
                // No smudge; create a new one
                var st = smudges.Keys.Random(world.SharedRandom);
                dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
            }
            else
            {
                // Existing smudge; make it deeper
                var tile = dirty.ContainsKey(loc) ? dirty[loc] : tiles[loc];
                var maxDepth = smudges[tile.Type].Length;
                if (tile.Depth < maxDepth - 1)
                {
                    tile.Depth++;
                    tile.Sprite = smudges[tile.Type][tile.Depth];
                }

                dirty[loc] = tile;
            }
        }
开发者ID:RobotCaleb,项目名称:OpenRA,代码行数:25,代码来源:SmudgeLayer.cs


示例18: Order

        public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
        {
            var underCursor = world.ScreenMap.ActorsAt(mi)
                .Where(a => !world.FogObscures(a) && a.HasTrait<ITargetable>())
                .WithHighestSelectionPriority();

            Target target;
            if (underCursor != null)
                target = Target.FromActor(underCursor);
            else
            {
                var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
                    .Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
                    .WithHighestSelectionPriority();
                target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
            }

            var orders = world.Selection.Actors
                .Select(a => OrderForUnit(a, target, mi))
                .Where(o => o != null)
                .ToList();

            var actorsInvolved = orders.Select(o => o.Actor).Distinct();
            if (actorsInvolved.Any())
                yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor, false)
                {
                    TargetString = actorsInvolved.Select(a => a.ActorID).JoinWith(",")
                };

            foreach (var o in orders)
                yield return CheckSameOrder(o.Order, o.Trait.IssueOrder(o.Actor, o.Order, o.Target, mi.Modifiers.HasModifier(Modifiers.Shift)));
        }
开发者ID:zombie-einstein,项目名称:OpenRA,代码行数:32,代码来源:UnitOrderGenerator.cs


示例19: FindClearSides

		ClearSides FindClearSides(ResourceType t, CPos p)
		{
			var ret = ClearSides.None;
			if (!CellContains(p + new CVec(0, -1), t))
				ret |= ClearSides.Top | ClearSides.TopLeft | ClearSides.TopRight;

			if (!CellContains(p + new CVec(-1, 0), t))
				ret |= ClearSides.Left | ClearSides.TopLeft | ClearSides.BottomLeft;

			if (!CellContains(p + new CVec(1, 0), t))
				ret |= ClearSides.Right | ClearSides.TopRight | ClearSides.BottomRight;

			if (!CellContains(p + new CVec(0, 1), t))
				ret |= ClearSides.Bottom | ClearSides.BottomLeft | ClearSides.BottomRight;

			if (!CellContains(p + new CVec(-1, -1), t))
				ret |= ClearSides.TopLeft;

			if (!CellContains(p + new CVec(1, -1), t))
				ret |= ClearSides.TopRight;

			if (!CellContains(p + new CVec(-1, 1), t))
				ret |= ClearSides.BottomLeft;

			if (!CellContains(p + new CVec(1, 1), t))
				ret |= ClearSides.BottomRight;

			return ret;
		}
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:29,代码来源:D2kEditorResourceLayer.cs


示例20: Reinforce

		public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null)
		{
			var actors = new List<Actor>();
			for (var i = 0; i < actorTypes.Length; i++)
			{
				var af = actionFunc != null ? actionFunc.CopyReference() as LuaFunction : null;
				var actor = CreateActor(owner, actorTypes[i], false, entryPath[0], entryPath.Length > 1 ? entryPath[1] : (CPos?)null);
				actors.Add(actor);

				var actionDelay = i * interval;
				Action actorAction = () =>
				{
					Context.World.Add(actor);
					for (var j = 1; j < entryPath.Length; j++)
						Move(actor, entryPath[j]);

					if (af != null)
					{
						actor.QueueActivity(new CallFunc(() =>
						{
							af.Call(actor.ToLuaValue(Context));
							af.Dispose();
						}));
					}
				};

				Context.World.AddFrameEndTask(w => w.Add(new DelayedAction(actionDelay, actorAction)));
			}

			return actors.ToArray();
		}
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:31,代码来源:ReinforcementsGlobal.cs



注:本文中的CPos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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