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C# Action.getEffects方法代码示例

本文整理汇总了C#中Action.getEffects方法的典型用法代码示例。如果您正苦于以下问题:C# Action.getEffects方法的具体用法?C# Action.getEffects怎么用?C# Action.getEffects使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Action的用法示例。


在下文中一共展示了Action.getEffects方法的3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,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: endElement

    /*
     * (non-Javadoc)
     *
     * @see es.eucm.eadventure.engine.loader.subparsers.SubParser#endElement(java.lang.string, java.lang.string,
     *      java.lang.string)
     */
    public override void endElement(string namespaceURI, string sName, string qName)
    {
        // If no element is being subparsed
        if (subParsing == SUBPARSING_NONE)
        {

            // If it is a character tag, store the character in the game data
            if (qName.Equals("character"))
            {
                chapter.addCharacter(npc);
            }

            // If it is a documentation tag, hold the documentation in the character
            else if (qName.Equals("documentation"))
            {
                if (reading == READING_NONE)
                    npc.setDocumentation(currentstring.ToString().Trim());
                else if (reading == READING_CONVERSATION_REFERENCE)
                    conversationReference.setDocumentation(currentstring.ToString().Trim());
            }

            // If it is a resources tag, add the resources in the character
            else if (qName.Equals("resources"))
            {
                npc.addResources(currentResources);
                reading = READING_NONE;
            }

            // If it is a conversation reference tag, add the reference to the character
            else if (qName.Equals("conversation-ref"))
            {

                //npc.addConversationReference( conversationReference );
                Action action = new Action(Action.TALK_TO);
                action.setConditions(conversationReference.getConditions());
                action.setDocumentation(conversationReference.getDocumentation());
                TriggerConversationEffect effect = new TriggerConversationEffect(conversationReference.getTargetId());
                action.getEffects().add(effect);
                npc.addAction(action);
                reading = READING_NONE;
            }

            // Reset the current string
            currentstring = "";
        }

        // If a condition is being subparsed
        else if (subParsing == SUBPARSING_CONDITION)
        {

            // Spread the end element call
            subParser.endElement(namespaceURI, sName, qName);

            // If the condition is being closed
            if (qName.Equals("condition"))
            {
                // Add the condition to the resources
                if (reading == READING_RESOURCES)
                    currentResources.setConditions(currentConditions);

                // Add the condition to the conversation reference
                if (reading == READING_CONVERSATION_REFERENCE)
                    conversationReference.setConditions(currentConditions);

                // Stop subparsing
                subParsing = SUBPARSING_NONE;
            }
        }
        else if (subParsing == SUBPARSING_ACTIONS)
        {
            subParser.endElement(namespaceURI, sName, qName);
            if (qName.Equals("actions"))
            {
                subParsing = SUBPARSING_NONE;
            }
        }

        // If it is a description tag, create the new description (with its id)
        else if (subParsing == SUBPARSING_DESCRIPTION)
        {
            // Spread the call
            subParser.endElement(namespaceURI, sName, qName);
            if (qName.Equals("description"))
            {
                this.descriptions.Add(description);
                subParsing = SUBPARSING_NONE;
            }
        }
    }
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:95,代码来源:CharacterSubParser.cs

示例2: ParseElement


//.........这里部分代码省略.........
            }

            frontcolors = el.SelectNodes("frontcolor");
            foreach (XmlElement ell in frontcolors)
            {
                string color = "";

                tmpArgVal = ell.GetAttribute("color");
                if (!string.IsNullOrEmpty(tmpArgVal))
                {
                    color = tmpArgVal;
                }

                npc.setTextFrontColor(color);
            }

            bordercolors = el.SelectNodes("bordercolor");
            foreach (XmlElement ell in bordercolors)
            {
                string color = "";

                tmpArgVal = ell.GetAttribute("color");
                if (!string.IsNullOrEmpty(tmpArgVal))
                {
                    color = tmpArgVal;
                }

                npc.setTextBorderColor(color);
            }
        }

        foreach (XmlElement el in conversationsref)
        {
            string idTarget = "";

            tmpArgVal = el.GetAttribute("idTarget");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                idTarget = tmpArgVal;
            }

            conversationReference = new ConversationReference(idTarget);

            conditions = el.SelectNodes("condition");
            foreach (XmlElement ell in conditions)
            {
                currentConditions = new Conditions();
                new ConditionSubParser_(currentConditions, chapter).ParseElement(ell);

                conversationReference.setConditions(currentConditions);
            }

            conversationReference.setDocumentation(el.SelectSingleNode("documentation").InnerText);

            Action action = new Action(Action.TALK_TO);
            action.setConditions(conversationReference.getConditions());
            action.setDocumentation(conversationReference.getDocumentation());
            TriggerConversationEffect effect = new TriggerConversationEffect(conversationReference.getTargetId());
            action.getEffects().add(effect);
            npc.addAction(action);
        }

        foreach (XmlElement el in voices)
        {
            string voice = "";
            string response;
            bool alwaysSynthesizer = false;

            tmpArgVal = el.GetAttribute("name");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                voice = tmpArgVal;
            }

            tmpArgVal = el.GetAttribute("synthesizeAlways");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                response = tmpArgVal;
                if (response.Equals("yes"))
                    alwaysSynthesizer = true;
            }

            npc.setAlwaysSynthesizer(alwaysSynthesizer);
            npc.setVoice(voice);
        }

        foreach (XmlElement el in actionss)
        {
            new ActionsSubParser_(chapter, npc).ParseElement(el);
        }

        foreach (XmlElement el in descriptionss)
        {
            description = new Description();
            new DescriptionsSubParser_(description, chapter).ParseElement(el);
            this.descriptions.Add(description);
        }

        chapter.addCharacter(npc);
    }
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:101,代码来源:CharacterSubParser_.cs

示例3: CustomAction

 /**
  * Constructor that uses a default action
  *
  * @param action
  *            a normal action
  */
 public CustomAction(Action action)
     : base(action.getType(), action.getTargetId(), action.getConditions(), action.getEffects(), action.getNotEffects(),
         action.getClickEffects())
 {
     resources = new List<ResourcesUni>();
 }
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:12,代码来源:CustomAction.cs


注:本文中的Action.getEffects方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。