本文整理汇总了C#中AssetManager.GetDictionary方法的典型用法代码示例。如果您正苦于以下问题:C# AssetManager.GetDictionary方法的具体用法?C# AssetManager.GetDictionary怎么用?C# AssetManager.GetDictionary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AssetManager
的用法示例。
在下文中一共展示了AssetManager.GetDictionary方法的2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: Build
public static AnimatedTexture Build(AssetManager assets, string assetName)
{
int columns = 1;
int rows = 1;
float scale = 1;
TextDictionary td = assets.GetDictionary("graphics");
if (td.CheckPropertyExists(assetName, "columns"))
columns = td.LookupInt32(assetName, "columns");
if (td.CheckPropertyExists(assetName, "rows"))
rows = td.LookupInt32(assetName, "rows");
if (td.CheckPropertyExists(assetName, "scale"))
scale = td.LookupSingle(assetName, "scale");
AnimatedTexture sprite = new AnimatedTexture(assetName, assets.GetTexture(assetName), columns, rows, scale);
return sprite;
}
示例2: InputController
/// <summary>
/// Constructs a new InputController.
/// </summary>
/// <param name="assets">The AssetManager object used in the game.</param>
public InputController(AssetManager assets)
{
controllerConnected = GamePad.GetState(PlayerIndex.One).IsConnected;
TextDictionary dict = assets.GetDictionary("controls");
controls = new InputControl[controlNames.Length];
for (int i = 0; i < controls.Length; i++)
{
controls[i] = new InputControl();
if (dict.CheckObjectExists(controlNames[i]))
{
if (dict.CheckPropertyExists(controlNames[i], "key"))
{
Keys key = (Keys)Enum.Parse(typeof(Keys), dict.LookupString(controlNames[i], "key"));
controls[i].AddKey(key);
}
else
{
int j = 0;
while (dict.CheckPropertyExists(controlNames[i], "key" + j))
{
Keys key = (Keys)Enum.Parse(typeof(Keys), dict.LookupString(controlNames[i], "key" + j));
controls[i].AddKey(key);
j++;
}
}
if (dict.CheckPropertyExists(controlNames[i], "button"))
{
Buttons button = (Buttons)Enum.Parse(typeof(Buttons), dict.LookupString(controlNames[i], "button"));
controls[i].AddButton(button);
}
else
{
int j = 0;
while (dict.CheckPropertyExists(controlNames[i], "button" + j))
{
Buttons button = (Buttons)Enum.Parse(typeof(Buttons), dict.LookupString(controlNames[i], "button" + j));
controls[i].AddButton(button);
j++;
}
}
if (dict.CheckPropertyExists(controlNames[i], "leftjoystick"))
{
Vector2 dir = dict.LookupVector2(controlNames[i], "leftjoystick");
controls[i].SetLeftJoystick(dir);
}
if (dict.CheckPropertyExists(controlNames[i], "rightjoystick"))
{
Vector2 dir = dict.LookupVector2(controlNames[i], "rightjoystick");
controls[i].SetRightJoystick(dir);
}
if (dict.CheckPropertyExists(controlNames[i], "lefttrigger"))
{
bool activated = dict.LookupBoolean(controlNames[i], "lefttrigger");
controls[i].SetLeftTrigger(activated);
}
if (dict.CheckPropertyExists(controlNames[i], "righttrigger"))
{
bool activated = dict.LookupBoolean(controlNames[i], "righttrigger");
controls[i].SetRightTrigger(activated);
}
}
}
var keyNames = Enum.GetValues(typeof(Keys));
allKeys = new InputControl();
foreach (Keys key in keyNames)
allKeys.AddKey(key);
allKeys.AddButton(Buttons.A);
allKeys.AddButton(Buttons.B);
allKeys.AddButton(Buttons.Back);
allKeys.AddButton(Buttons.LeftShoulder);
allKeys.AddButton(Buttons.LeftTrigger);
allKeys.AddButton(Buttons.RightShoulder);
allKeys.AddButton(Buttons.RightTrigger);
allKeys.AddButton(Buttons.Start);
allKeys.AddButton(Buttons.X);
allKeys.AddButton(Buttons.Y);
}