本文整理汇总了C#中ActorInfo.TraitInfoOrDefault方法的典型用法代码示例。如果您正苦于以下问题:C# ActorInfo.TraitInfoOrDefault方法的具体用法?C# ActorInfo.TraitInfoOrDefault怎么用?C# ActorInfo.TraitInfoOrDefault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ActorInfo
的用法示例。
在下文中一共展示了ActorInfo.TraitInfoOrDefault方法的8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: Render
public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
var jamsMissiles = ai.TraitInfoOrDefault<JamsMissilesInfo>();
if (jamsMissiles != null)
{
yield return new RangeCircleRenderable(
centerPosition,
jamsMissiles.Range,
0,
Color.FromArgb(128, Color.Red),
Color.FromArgb(96, Color.Black));
}
var jamsRadar = ai.TraitInfoOrDefault<JamsRadarInfo>();
if (jamsRadar != null)
{
yield return new RangeCircleRenderable(
centerPosition,
jamsRadar.Range,
0,
Color.FromArgb(128, Color.Blue),
Color.FromArgb(96, Color.Black));
}
foreach (var a in w.ActorsWithTrait<RenderJammerCircle>())
if (a.Actor.Owner.IsAlliedWith(w.RenderPlayer))
foreach (var r in a.Trait.RenderAfterWorld(wr))
yield return r;
}
示例2: ValidActor
bool ValidActor(ActorInfo a, IEnumerable<CPos> cells)
{
foreach (var c in cells)
{
var mi = a.TraitInfoOrDefault<MobileInfo>();
if (mi != null && mi.CanEnterCell(self.World, self, c))
return true;
}
return false;
}
示例3: EditorActorBrush
public EditorActorBrush(EditorViewportControllerWidget editorWidget, ActorInfo actor, PlayerReference owner, WorldRenderer wr)
{
this.editorWidget = editorWidget;
worldRenderer = wr;
world = wr.World;
editorLayer = world.WorldActor.Trait<EditorActorLayer>();
Actor = actor;
this.owner = owner;
preview = editorWidget.Get<ActorPreviewWidget>("DRAG_ACTOR_PREVIEW");
preview.GetScale = () => worldRenderer.Viewport.Zoom;
preview.IsVisible = () => editorWidget.CurrentBrush == this;
var buildingInfo = actor.TraitInfoOrDefault<BuildingInfo>();
if (buildingInfo != null)
{
locationOffset = -FootprintUtils.AdjustForBuildingSize(buildingInfo);
previewOffset = FootprintUtils.CenterOffset(world, buildingInfo);
}
var td = new TypeDictionary();
td.Add(new FacingInit(facing));
td.Add(new TurretFacingInit(facing));
td.Add(new OwnerInit(owner.Name));
td.Add(new FactionInit(owner.Faction));
preview.SetPreview(actor, td);
var ios = actor.TraitInfoOrDefault<IOccupySpaceInfo>();
if (ios != null)
footprint = ios.OccupiedCells(actor, CPos.Zero)
.Select(c => c.Key - CPos.Zero)
.ToArray();
else
footprint = new CVec[0];
// The preview widget may be rendered by the higher-level code before it is ticked.
// Force a manual tick to ensure the bounds are set correctly for this first draw.
Tick();
}
示例4: Produce
public override bool Produce(Actor self, ActorInfo producee, string factionVariant)
{
var location = self.World.Map.ChooseClosestEdgeCell(self.Location);
var pos = self.World.Map.CenterOfCell(location);
// If aircraft, spawn at cruise altitude
var aircraftInfo = producee.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo != null)
pos += new WVec(0, 0, aircraftInfo.CruiseAltitude.Length);
var initialFacing = self.World.Map.FacingBetween(location, self.Location, 0);
self.World.AddFrameEndTask(w =>
{
var td = new TypeDictionary
{
new OwnerInit(self.Owner),
new LocationInit(location),
new CenterPositionInit(pos),
new FacingInit(initialFacing)
};
if (factionVariant != null)
td.Add(new FactionInit(factionVariant));
var newUnit = self.World.CreateActor(producee.Name, td);
var move = newUnit.TraitOrDefault<IMove>();
if (move != null)
newUnit.QueueActivity(move.MoveIntoWorld(newUnit, self.Location));
newUnit.SetTargetLine(Target.FromCell(self.World, self.Location), Color.Green, false);
if (!self.IsDead)
foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, self.Location);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
t.BuildingComplete(newUnit);
});
return true;
}
示例5: HasAdequateAirUnitReloadBuildings
// For mods like RA (number of building must match the number of aircraft)
bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
{
var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo == null)
return true;
var ammoPoolsInfo = actorInfo.TraitInfos<AmmoPoolInfo>();
if (ammoPoolsInfo.Any(x => !x.SelfReloads))
{
var countOwnAir = CountUnits(actorInfo.Name, Player);
var countBuildings = aircraftInfo.RearmBuildings.Sum(b => CountBuilding(b, Player));
if (countOwnAir >= countBuildings)
return false;
}
return true;
}
示例6: DoProduction
public virtual void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string factionVariant)
{
var exit = CPos.Zero;
var exitLocation = CPos.Zero;
var target = Target.Invalid;
var bi = producee.TraitInfoOrDefault<BuildableInfo>();
if (bi != null && bi.ForceFaction != null)
factionVariant = bi.ForceFaction;
var td = new TypeDictionary
{
new OwnerInit(self.Owner),
};
if (self.OccupiesSpace != null)
{
exit = self.Location + exitinfo.ExitCell;
var spawn = self.CenterPosition + exitinfo.SpawnOffset;
var to = self.World.Map.CenterOfCell(exit);
var initialFacing = exitinfo.Facing;
if (exitinfo.Facing < 0)
{
var delta = to - spawn;
if (delta.HorizontalLengthSquared == 0)
{
var fi = producee.TraitInfoOrDefault<IFacingInfo>();
initialFacing = fi != null ? fi.GetInitialFacing() : 0;
}
else
initialFacing = delta.Yaw.Facing;
}
exitLocation = rp.Value != null ? rp.Value.Location : exit;
target = Target.FromCell(self.World, exitLocation);
td.Add(new LocationInit(exit));
td.Add(new CenterPositionInit(spawn));
td.Add(new FacingInit(initialFacing));
}
self.World.AddFrameEndTask(w =>
{
if (factionVariant != null)
td.Add(new FactionInit(factionVariant));
var newUnit = self.World.CreateActor(producee.Name, td);
var move = newUnit.TraitOrDefault<IMove>();
if (move != null)
{
if (exitinfo.MoveIntoWorld)
{
if (exitinfo.ExitDelay > 0)
newUnit.QueueActivity(new Wait(exitinfo.ExitDelay, false));
newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
newUnit.QueueActivity(new AttackMoveActivity(
newUnit, move.MoveTo(exitLocation, 1)));
}
}
newUnit.SetTargetLine(target, rp.Value != null ? Color.Red : Color.Green, false);
if (!self.IsDead)
foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, exit);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
t.BuildingComplete(newUnit);
});
}
示例7: CanUseExit
static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s)
{
var mobileInfo = producee.TraitInfoOrDefault<MobileInfo>();
self.NotifyBlocker(self.Location + s.ExitCell);
return mobileInfo == null ||
mobileInfo.CanEnterCell(self.World, self, self.Location + s.ExitCell, self);
}
示例8: GetBuildTime
public virtual int GetBuildTime(ActorInfo unit, BuildableInfo bi)
{
if (developerMode.FastBuild)
return 0;
var time = bi.BuildDuration;
if (time == -1)
{
var valued = unit.TraitInfoOrDefault<ValuedInfo>();
time = valued != null ? valued.Cost : 0;
}
time = time * bi.BuildDurationModifier * Info.BuildDurationModifier / 10000;
return time;
}