本文整理汇总了C#中Actor.TraitsImplementing方法的典型用法代码示例。如果您正苦于以下问题:C# Actor.TraitsImplementing方法的具体用法?C# Actor.TraitsImplementing怎么用?C# Actor.TraitsImplementing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类Actor
的用法示例。
在下文中一共展示了Actor.TraitsImplementing方法的15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: Tick
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
self.World.AddFrameEndTask(w =>
{
if (self.IsDead)
return;
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.OnTransform(self);
var selected = w.Selection.Contains(self);
var controlgroup = w.Selection.GetControlGroupForActor(self);
self.Dispose();
foreach (var s in Sounds)
Game.Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Notification, self.Owner.Faction.InternalName);
var init = new TypeDictionary
{
new LocationInit(self.Location + Offset),
new OwnerInit(self.Owner),
new FacingInit(Facing),
};
if (SkipMakeAnims)
init.Add(new SkipMakeAnimsInit());
if (Faction != null)
init.Add(new FactionInit(Faction));
var health = self.TraitOrDefault<Health>();
if (health != null)
{
var newHP = ForceHealthPercentage > 0 ? ForceHealthPercentage : (health.HP * 100) / health.MaxHP;
init.Add(new HealthInit(newHP));
}
var cargo = self.TraitOrDefault<Cargo>();
if (cargo != null)
init.Add(new RuntimeCargoInit(cargo.Passengers.ToArray()));
var a = w.CreateActor(ToActor, init);
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.AfterTransform(a);
if (selected)
w.Selection.Add(w, a);
if (controlgroup.HasValue)
w.Selection.AddToControlGroup(a, controlgroup.Value);
});
return this;
}
示例2: Tick
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
self.World.AddFrameEndTask(w =>
{
if (self.IsDead())
return;
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.OnTransform(self);
var selected = w.Selection.Contains(self);
self.Destroy();
foreach (var s in Sounds)
Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
var init = new TypeDictionary
{
new LocationInit(self.Location + Offset),
new OwnerInit(self.Owner),
new FacingInit(Facing),
};
if (SkipMakeAnims)
init.Add(new SkipMakeAnimsInit());
if (Race != null)
init.Add(new RaceInit(Race));
var health = self.TraitOrDefault<Health>();
if (health != null)
{
var newHP = (ForceHealthPercentage > 0)
? ForceHealthPercentage / 100f
: (float)health.HP / health.MaxHP;
init.Add(new HealthInit(newHP));
}
var cargo = self.TraitOrDefault<Cargo>();
if (cargo != null)
init.Add(new RuntimeCargoInit(cargo.Passengers.ToArray()));
var a = w.CreateActor(ToActor, init);
foreach (var nt in self.TraitsImplementing<INotifyTransform>())
nt.AfterTransform(a);
if (selected)
w.Selection.Add(w, a);
});
return this;
}
示例3: Killed
public void Killed(Actor self, AttackInfo e)
{
if (!self.IsInWorld)
return;
self.World.AddFrameEndTask(w =>
{
var td = new TypeDictionary
{
new ParentActorInit(self),
new LocationInit(self.Location),
new CenterPositionInit(self.CenterPosition),
new OwnerInit(self.Owner),
new SkipMakeAnimsInit()
};
// Allows the husk to drag to its final position
var mobile = self.TraitOrDefault<Mobile>();
if (mobile != null)
{
if (!mobile.CanEnterCell(self.Location, self, false)) return;
td.Add(new HuskSpeedInit(mobile.MovementSpeedForCell(self, self.Location)));
}
var aircraft = self.TraitOrDefault<Aircraft>();
if (aircraft != null)
td.Add(new AltitudeInit(aircraft.CenterPosition.Z * Game.CellSize / 1024));
var facing = self.TraitOrDefault<IFacing>();
if (facing != null)
td.Add(new FacingInit(facing.Facing));
// TODO: This will only take the first turret if there are multiple
// This isn't a problem with the current units, but may be a problem for mods
var turreted = self.TraitsImplementing<Turreted>().FirstOrDefault();
if (turreted != null)
td.Add(new TurretFacingInit(turreted.turretFacing));
var chronoshiftable = self.TraitOrDefault<Chronoshiftable>();
if (chronoshiftable != null && chronoshiftable.ReturnTicks > 0)
{
td.Add(new ChronoshiftOriginInit(chronoshiftable.Origin));
td.Add(new ChronoshiftReturnInit(chronoshiftable.ReturnTicks));
}
var huskActor = self.TraitsImplementing<IHuskModifier>()
.Select(ihm => ihm.HuskActor(self))
.FirstOrDefault(a => a != null);
w.CreateActor(huskActor ?? info.HuskActor, td);
});
}
示例4: Produce
public override bool Produce(Actor self, ActorInfo producee, string factionVariant)
{
var owner = self.Owner;
// Start a fixed distance away: the width of the map.
// This makes the production timing independent of spawnpoint
var startPos = self.Location + new CVec(owner.World.Map.Bounds.Width, 0);
var endPos = new CPos(owner.World.Map.Bounds.Left - 5, self.Location.Y);
// Assume a single exit point for simplicity
var exit = self.Info.TraitInfos<ExitInfo>().First();
foreach (var tower in self.TraitsImplementing<INotifyDelivery>())
tower.IncomingDelivery(self);
var info = (ProductionAirdropInfo)Info;
var actorType = info.ActorType;
owner.World.AddFrameEndTask(w =>
{
if (!self.IsInWorld || self.IsDead)
return;
var altitude = self.World.Map.Rules.Actors[actorType].TraitInfo<AircraftInfo>().CruiseAltitude;
var actor = w.CreateActor(actorType, new TypeDictionary
{
new CenterPositionInit(w.Map.CenterOfCell(startPos) + new WVec(WDist.Zero, WDist.Zero, altitude)),
new OwnerInit(owner),
new FacingInit(64)
});
actor.QueueActivity(new Fly(actor, Target.FromCell(w, self.Location + new CVec(12, 0))));
actor.QueueActivity(new Land(actor, Target.FromActor(self)));
actor.QueueActivity(new CallFunc(() =>
{
if (!self.IsInWorld || self.IsDead)
return;
foreach (var cargo in self.TraitsImplementing<INotifyDelivery>())
cargo.Delivered(self);
self.World.AddFrameEndTask(ww => DoProduction(self, producee, exit, factionVariant));
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
}));
actor.QueueActivity(new Fly(actor, Target.FromCell(w, endPos)));
actor.QueueActivity(new RemoveSelf());
});
return true;
}
示例5: HeliAttack
public HeliAttack(Actor self, Target target)
{
this.target = target;
helicopter = self.Trait<Helicopter>();
attackHeli = self.Trait<AttackHeli>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
}
示例6: FlyAttack
public FlyAttack(Actor self, Target target)
{
this.target = target;
attackPlane = self.TraitOrDefault<AttackPlane>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
ticksUntilTurn = attackPlane.AttackPlaneInfo.AttackTurnDelay;
}
示例7: DebugFiringOffsets
public DebugFiringOffsets(Actor self)
{
armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
var localPlayer = self.World.LocalPlayer;
devMode = localPlayer != null ? localPlayer.PlayerActor.Trait<DeveloperMode>() : null;
}
示例8: Tick
public void Tick(Actor self)
{
// todo: don't tick all the time.
if(self.Owner == null) return;
if (previousLocation != self.Location && v != null) {
previousLocation = self.Location;
var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
foreach (var shroud in shrouds) {
shroud.UnhideActor(self, v, Info.Range);
}
}
if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled)) {
var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
foreach (var shroud in shrouds) {
shroud.HideActor(self, Info.Range);
}
}
else {
var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
foreach (var shroud in shrouds) {
shroud.UnhideActor(self, v, Info.Range);
}
}
v = new Shroud.ActorVisibility {
vis = Shroud.GetVisOrigins(self).ToArray()
};
}
示例9: Tick
public void Tick(Actor self)
{
if (queue == null)
{
var type = info.ProductionType ?? self.Trait<Production>().Info.Produces.First();
// Per-actor queue
// Note: this includes disabled queues, as each bar must bind to exactly one queue.
queue = self.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => type == null || type == q.Info.Type);
if (queue == null)
{
// No queues available - check for classic production queues
queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => type == null || type == q.Info.Type);
}
if (queue == null)
throw new InvalidOperationException("No queues available for production type '{0}'".F(type));
}
var current = queue.CurrentItem();
value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
}
示例10: Tick
public override Activity Tick(Actor self)
{
var capturing = self.TraitOrDefault<Capturable>();
if (capturing != null && capturing.CaptureInProgress) return NextActivity;
var h = self.TraitOrDefault<Health>();
var si = self.Info.Traits.Get<SellableInfo>();
var pr = self.Owner.PlayerActor.Trait<PlayerResources>();
var cost = self.GetSellValue();
var refund = (cost * si.RefundPercent * (h == null ? 1 : h.HP)) / (100 * (h == null ? 1 : h.MaxHP));
pr.GiveCash(refund);
foreach (var ns in self.TraitsImplementing<INotifySold>())
ns.Sold(self);
if (refund > 0 && self.World.LocalPlayer != null && self.Owner.Stances[self.World.LocalPlayer] == Stance.Ally)
self.World.AddFrameEndTask(
w => w.Add(new CashTick(refund, 30, 2,
self.CenterLocation,
self.Owner.ColorRamp.GetColor(0))));
self.Destroy();
return this;
}
示例11: Killed
public void Killed(Actor self, AttackInfo e)
{
self.World.AddFrameEndTask(w =>
{
var td = new TypeDictionary()
{
new LocationInit( self.Location ),
new CenterLocationInit(self.CenterLocation),
new OwnerInit( self.Owner ),
new SkipMakeAnimsInit()
};
// Allows the husk to drag to its final position
var mobile = self.TraitOrDefault<Mobile>();
if (mobile != null)
{
if (!mobile.CanEnterCell(self.Location, self, false)) return;
td.Add(new HuskSpeedInit(mobile.MovementSpeedForCell(self, self.Location)));
}
var facing = self.TraitOrDefault<IFacing>();
if (facing != null)
td.Add(new FacingInit( facing.Facing ));
var turreted = self.TraitOrDefault<Turreted>();
if (turreted != null)
td.Add( new TurretFacingInit(turreted.turretFacing) );
var huskActor = self.TraitsImplementing<IHuskModifier>()
.Select(ihm => ihm.HuskActor(self))
.FirstOrDefault(a => a != null);
w.CreateActor(huskActor ?? Info.HuskActor, td);
});
}
示例12: CombatDebugOverlay
public CombatDebugOverlay(Actor self)
{
armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
health = Lazy.New(() => self.TraitOrDefault<Health>());
var localPlayer = self.World.LocalPlayer;
devMode = localPlayer != null ? localPlayer.PlayerActor.Trait<DeveloperMode>() : null;
}
示例13: HeliAttack
public HeliAttack(Actor self, Target target, bool attackOnlyVisibleTargets = true)
{
Target = target;
helicopter = self.Trait<Aircraft>();
attackHeli = self.Trait<AttackHeli>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
}
示例14: LayMines
public LayMines(Actor self)
{
minelayer = self.TraitOrDefault<Minelayer>();
info = self.Info.TraitInfo<MinelayerInfo>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
movement = self.Trait<IMove>();
rearmBuildings = info.RearmBuildings;
}
示例15: DamageVersus
public int DamageVersus(Actor victim)
{
var armor = victim.TraitsImplementing<Armor>()
.Where(a => !a.IsTraitDisabled && a.Info.Type != null && Versus.ContainsKey(a.Info.Type))
.Select(a => Versus[a.Info.Type]);
return Util.ApplyPercentageModifiers(100, armor);
}