本文整理汇总了C#中Agent.getPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Agent.getPosition方法的具体用法?C# Agent.getPosition怎么用?C# Agent.getPosition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Agent
的用法示例。
在下文中一共展示了Agent.getPosition方法的5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: fire
public override void fire(Agent p, PhysicsEngine ph)
{
base.fire(p, ph);
if (curCooldown == cooldown) {
Random rand = new Random();
Vector3 dir = Vector3.Normalize(p.getDirectionVector());
Vector3 right = Vector3.Cross(dir, Vector3.Up);
Vector3 up = Vector3.Cross(dir, right);
up *= inaccuracy;
right *= inaccuracy;
dir = dir + (float)(rand.NextDouble() * 2 - 1) * up + (float)(rand.NextDouble() * 2 - 1) * right;
inaccuracy = Math.Min(maxInaccuracy, inaccruacyJump + inaccuracy);
inaccuracyCurCooldown = 0;
List<Agent> l = new List<Agent>();
l.Add(p);
PhysicsEngine.HitScan hs = ph.hitscan(p.getPosition() + new Vector3(0, 75, 0) + p.getDirectionVector() * 10, p.getDirectionVector(), null);
PhysicsEngine.AgentHitScan ahs = ph.agentHitscan(p.getPosition() + new Vector3(0, 60, 0) + p.getDirectionVector() * 10, dir, l);
if (hs != null && (ahs == null || hs.Distance() < ahs.Distance()))
makeLaser(p, hs.ray, Vector3.Distance(hs.ray.Position, hs.collisionPoint), 5, 5, "Rifle");
else if (ahs != null) {
ahs.agent.dealDamage(damage, p);
makeLaser(p, ahs.ray, Vector3.Distance(ahs.ray.Position, ahs.collisionPoint), 5, 5, "Rifle");
}
}
}
示例2: fire
public override void fire(Agent p, PhysicsEngine ph)
{
base.fire(p, ph);
if (curCooldown == cooldown) {
Random rand = new Random();
Vector3 [] dirs = new Vector3[5];
dirs[0] = Vector3.Normalize(p.getDirectionVector());
Vector3 right = Vector3.Cross(dirs[0], Vector3.Up);
Vector3 up = Vector3.Cross(dirs[0], right);
up *= 0.15f;
right *= 0.15f;
dirs[1] = dirs[0] + (float)rand.NextDouble() * right + (float)rand.NextDouble() * up;
dirs[2] = dirs[0] + (float)rand.NextDouble() * right - (float)rand.NextDouble() * up;
dirs[3] = dirs[0] - (float)rand.NextDouble() * right - (float)rand.NextDouble() * up;
dirs[4] = dirs[0] - (float)rand.NextDouble() * right + (float)rand.NextDouble() * up;
foreach(Vector3 dir in dirs) {
List<Agent> l = new List<Agent>();
l.Add(p);
PhysicsEngine.HitScan hs = ph.hitscan(p.getPosition() + new Vector3(0, 75, 0) + p.getDirectionVector() * 10, dir, null);
PhysicsEngine.AgentHitScan ahs = ph.agentHitscan(p.getPosition() + new Vector3(0, 75, 0) + p.getDirectionVector() * 10, dir, l);
if (hs != null && (ahs == null || hs.Distance() < ahs.Distance()))
makeLaser(p, hs.ray, Vector3.Distance(hs.ray.Position, hs.collisionPoint), 5, 5, "Shotgun");
else if (ahs != null) {
ahs.agent.dealDamage(damage, p);
makeLaser(p, ahs.ray, Vector3.Distance(ahs.ray.Position, ahs.collisionPoint), 5, 5, "Shotgun");
}
}
}
}
示例3: fire
public override void fire(Agent p, PhysicsEngine ph)
{
base.fire(p, ph);
if (curCooldown == cooldown) {
List<Agent> l = new List<Agent>();
l.Add(p);
PhysicsEngine.HitScan hs = ph.hitscan(p.getPosition() + new Vector3(0, 75, 0) + p.getDirectionVector() * 10, p.getDirectionVector(), null);
PhysicsEngine.AgentHitScan ahs = ph.agentHitscan(p.getPosition() + new Vector3(0, 60, 0) + p.getDirectionVector() * 10, p.getDirectionVector(), l);
if (hs != null && (ahs == null || hs.Distance() < ahs.Distance()))
makeLaser(p, hs.ray, Vector3.Distance(hs.ray.Position, hs.collisionPoint), 10, 10, "Railgun");
else {
if (ahs != null) {
ahs.agent.dealDamage((int)damage, p);
makeLaser(p, ahs.ray, Vector3.Distance(ahs.ray.Position, ahs.collisionPoint), 10, 10, "Railgun");
}
}
}
}
示例4: fire
public override void fire(Agent p, PhysicsEngine ph)
{
base.fire(p, ph);
if (curCooldown == cooldown) {
PhysicsEngine.HitScan hs = ph.hitscan(p.getPosition() + new Vector3(0, 75, 0) + p.getDirectionVector() * 10, p.getDirectionVector(), null);
if (hs != null) {
makeRocket(p, hs.ray, Vector3.Distance(hs.ray.Position, hs.collisionPoint), 1200, 40);
}
}
}
示例5: Update
//.........这里部分代码省略.........
}
else if (m.linkedPickupGen.itemType == PickUp.PickUpType.AMMO) {
if (dist < closestAmmoDist) {
closestAmmoDist = dist;
closestAmmo = m;
}
}
else if (dist < closestUpgradeDist) {
closestUpgradeDist = dist;
closestUpgrade = m;
}
}
}
//now decide what to do, but how? we calculate a score for each value between 0 and 1
double agentScore = Math.Min(1, Math.Max(0, (closestAgent == null || closestFeasibleTargetDist >= sightRadius ?
0 : Math.Pow((sightRadius - closestFeasibleTargetDist) / sightRadius, 0.4)))),
healthScore = Math.Min(1, Math.Max(0, (closestHealth == null ?
0 : Math.Pow((double)(70 - health)/maxHealth, 2)))),
ammoScore = Math.Min(1, Math.Max(0, (closestAmmo == null ?
0 : Math.Pow((double)(maxAmmo - ammo)/maxAmmo, 3)))),
upgradeScore = Math.Min(1, Math.Max(0, (closestUpgrade == null ?
0 : Math.Pow((double)(2 - weaponTier) / 2, 4))));
//find the max
double maxScore = Math.Max(agentScore, Math.Max(healthScore, Math.Max(ammoScore, upgradeScore)));
//do the work
if (maxScore > 0) {
ignore.Clear();
if (agentScore == maxScore) {
Console.WriteLine("going for agent: " + closestAgent);
agentTarget = closestAgent;
setPathTo(core.aiEngine.findClosestMeshNode(agentTarget.getPosition(), 100, ignore), ignore);
}
else if (healthScore == maxScore) {
Console.WriteLine("going for health: " + closestHealth);
setPathTo(closestHealth, null);
}
else if (ammoScore == maxScore) {
Console.WriteLine("going for ammo: " + closestAmmo);
setPathTo(closestAmmo, null);
}
else {
Console.WriteLine("going for upgrade: " + closestUpgrade);
setPathTo(closestUpgrade, null);
}
}
}
if (agentTarget != null && (agentTarget == this || agentTarget.spawnTime > 0))
agentTarget = null;
if(agentTarget != null) {
//walking towards the target
if (path.Count == 0)
setPathTo(core.aiEngine.findClosestMeshNode(agentTarget.getPosition(), 100, ignore), ignore);
Vector3 aCent = agentTarget.getCenter();
Vector3 cent = position + new Vector3(0, size.Y / 2, 0);
direction = getDirectionFromVector(Vector3.Normalize(aCent - cent));
//shooting the target
curAgentShootTime -= (float)gameTime.ElapsedGameTime.TotalSeconds;
if (curAgentShootTime <= 0 && equipped.curCooldown <= 0) {
curAgentShootTime = agentShootTime;
//try and shoot the player
PhysicsEngine.HitScan hs = core.physicsEngine.hitscan(cent, aCent - cent, null);