本文整理汇总了C#中Agent.getRadius方法的典型用法代码示例。如果您正苦于以下问题:C# Agent.getRadius方法的具体用法?C# Agent.getRadius怎么用?C# Agent.getRadius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.getRadius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: AdjacentAgents
public AdjacentAgents(Agent me, float radius, Grid grid, Type agentType = null)
: base(me)
{
this.adjAgentsRadius = radius;
adjAgentsTotalRadius = radius + me.getRadius();
this.grid = grid;
adjAgentsRadiusCameraSpace = DebugRenderer.worldToCameraLength(radius);
adjAgentsTotalRadiusCameraSpace = adjAgentsRadiusCameraSpace + me.getRadiusCameraSpace();
this.agentType = agentType;
}
示例2: add
//Add an agent to the grid.
//Returns true if agent was added.
//Returns false if location is out of bounds or agent is already within the grid.
public bool add(Agent a, Vector2 to)
{
if (!inBounds(to) || grid [(int)to.y,(int)to.x].Contains(a))
return false;
maxAgentRadius = Mathf.Max(maxAgentRadius, a.getRadius());
grid [(int)to.y,(int)to.x].Add (a);
if(grid [(int)to.y, (int)to.x].Count == 1)
map.canMove[(int)to.x,(int)to.y] = false;
return true;
}
示例3: getNear
// This gets the adjacent agents within a given radius of Agent A
// If looking for adjacent node sensor, it will be in Map.cs
public List<Agent> getNear(Agent a, float radius, Type agentType = null)
{
List<Agent> near = new List<Agent> ();
agentType = agentType == null? typeof(Agent): agentType;
float myRadius = a.getRadius();
radius += myRadius;
Vector2 lower = getCellIndex (a.renderer.bounds.center - new Vector3 (radius+ maxAgentRadius, radius+ maxAgentRadius, 0));
Vector2 upper = getCellIndex (a.renderer.bounds.center + new Vector3 (radius+ maxAgentRadius, radius+ maxAgentRadius, 0));
for (int i = (int)lower.y; i <= (int)upper.y; ++i) {
for (int j = (int)lower.x; j <= (int)upper.x; ++j) {
if (!inBounds(j,i))
continue;
for (int k = 0; k < grid[i,j].Count; ++k) {
Agent b = grid[i,j][k];
if (b.Equals(a) || !agentType.IsAssignableFrom(b.GetType())) continue;
float theirRadius = b.getRadius();
float dist = Vector3.Distance(a.renderer.bounds.center, b.renderer.bounds.center);
if(dist <= radius + theirRadius) {
near.Add(b);
}
}
}
}
return near;
}