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C# BaseObject.GetComponent方法代码示例

本文整理汇总了C#中BaseObject.GetComponent方法的典型用法代码示例。如果您正苦于以下问题:C# BaseObject.GetComponent方法的具体用法?C# BaseObject.GetComponent怎么用?C# BaseObject.GetComponent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BaseObject的用法示例。


在下文中一共展示了BaseObject.GetComponent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: LoadContent

        public override void LoadContent(ContentManager content)
        {
            _managerMap.LoadContent();

            var player = new BaseObject {Id = "player"};
            player.AddComponent(new Sprite(content.Load<Texture2D>("link_full"), 16, 16, new Vector2(50, 50)));
            player.AddComponent(new PlayerInput(ManagerScreen,_managerPlayer));
            player.AddComponent(new Animation(16, 16,2));
            player.AddComponent(new Collision(_managerMap,_entities));
            player.AddComponent(new Camera(_managerCamera));
            player.AddComponent(new Equipment(content,_managerMap,_managerCamera,_entities));
            player.GetComponent<Equipment>(ComponentType.Equipment).AddItem(new Boomerang());
            player.GetComponent<Equipment>(ComponentType.Equipment).AddItem(new Sword(_entities));
            player.GetComponent<Equipment>(ComponentType.Equipment).EquipItemInSlot(1,ItemSlot.A);
            player.GetComponent<Equipment>(ComponentType.Equipment).EquipItemInSlot(2, ItemSlot.B);
            player.AddComponent(new Damage(_entities,true));
            player.AddComponent(FactoryStats.GetStats("Link"));
            player.AddComponent(new GUI());
            player.GetComponent<GUI>(ComponentType.GUI).LoadContent(content);

            //var testNPC = new BaseObject();
            //testNPC.AddComponent(new Sprite(content.Load<Texture2D>("Marin"), 16, 16, new Vector2(50, 50)));
            //testNPC.AddComponent(new AIMovementRandom(200));
            //testNPC.AddComponent(new Animation(16, 16));
            //testNPC.AddComponent(new Collision(_managerMap));
            //testNPC.AddComponent(new Camera(_managerCamera));
            _entities.AddEntity(player);
            //for (int n = 0; n < 3; n++)
            //{
            //    var testEnemy = new BaseObject {Id = string.Format("enemy_{0}", n)};
            //    testEnemy.AddComponent(new Sprite(content.Load<Texture2D>("Octorok"), 16, 16, new Vector2(50 + ManagerFunction.Random(10,20), 50 + ManagerFunction.Random(10,20))));
            //    testEnemy.AddComponent(new AIMovementRandom(1000, 0.5f));
            //    testEnemy.AddComponent(new Animation(16, 16, 2));
            //    testEnemy.AddComponent(new Collision(_managerMap));
            //    testEnemy.AddComponent(new Octorok(player, content.Load<Texture2D>("Octorok_bullet"), _managerMap));
            //    testEnemy.AddComponent(new Camera(_managerCamera));
            //    testEnemy.AddComponent(new Damage(_entities));
            //    testEnemy.AddComponent(FactoryStats.GetStats("Octorok"));
            //    _entities.AddEntity(testEnemy);
            //}

            //_entities.AddEntity(testNPC);
            //Script test!
            //var testEnemy = new BaseObject { Id = string.Format("enemy_{0}", "script") };
            //testEnemy.AddComponent(new Sprite(content.Load<Texture2D>("Octorok"), 16, 16, new Vector2(50 + ManagerFunction.Random(10, 20), 50 + ManagerFunction.Random(10, 20))));
            //testEnemy.AddComponent(new AIMovementRandom(1000, 0.5f));
            //testEnemy.AddComponent(new Animation(16, 16, 2));
            //testEnemy.AddComponent(new Collision(_managerMap,_entities));
            //testEnemy.AddComponent(new Octorok(player, content.Load<Texture2D>("Octorok_bullet"), _managerMap,_entities));
            //testEnemy.AddComponent(new Camera(_managerCamera));
            //testEnemy.AddComponent(new Damage(_entities));
            //testEnemy.AddComponent(FactoryStats.GetStats("Octorok"));
            //testEnemy.AddComponent(new Script("script_time_test"));
            //_entities.AddEntity(testEnemy);

            //Just for test
            //var window = new WindowMessage("Hello, this is a message! This is a long message",content);
            //ManagerWindow.NewWindow("test_message",window);
        }
开发者ID:noogai03sprojects,项目名称:SpeedCodingZelda,代码行数:59,代码来源:ScreenWorld.cs

示例2: isReadyToRun

	public bool isReadyToRun(BaseObject obj,bool reserve){
		// the script is qualified to run, and all the actors it needs are available	
		if (obj == null) return true;
		if (!isReadyFor (obj)) return false;
		
		ObjectInteraction oi = obj.GetComponent<ObjectInteraction>();
		if (reserve) oi.NeededFor(this);
		if (oi != null && !oi.IsAvailableFor(this))
			return false;
		bool allAvailable = true;
		if (actorObjects != null){
			foreach (ObjectInteraction actor in actorObjects){
				if (reserve) actor.NeededFor(this);
				if (!actor.IsAvailableFor(this)) allAvailable = false;
			}
		}
		return allAvailable;
	}
开发者ID:MedStarSiTEL,项目名称:UnityTrauma,代码行数:18,代码来源:InteractionScript.cs

示例3: RegisterObject

    public void RegisterObject(BaseObject obj)
    {
        if (obj == null)
        {
            UnityEngine.Debug.Log("ObjectManager.RegisterObject() : obj is NULL");
            return;
        }

        if (obj.Name == null)
        {
            UnityEngine.Debug.Log("ObjectManager.RegisterObject() : obj Name is NULL. using name "+obj.name);
			obj.Name = obj.name;
//            return;
        }
		
        // add to list
        if (objects == null)
            objects = new List<BaseObject>();
		
		if (objects.Contains (obj)){
//			UnityEngine.Debug.LogWarning("object tried to register twice "+obj.name);
			return;
		}
		
		// don't register objects if their Scripted Object component says not to.
		// this is fallout from having ALL base objects register.
		if (obj.GetComponent<ScriptedObject>() != null &&
			obj.GetComponent<ScriptedObject>().register == false)
			return;
		
        objects.Add(obj);

        // add to dictionary
        if (objectmap == null)
            objectmap = new Dictionary<string, BaseObject>();
        objectmap[obj.Name.ToLower()] = obj;
#if DEBUG_OBJECT
        UnityEngine.Debug.Log("ObjectManager.RegisterObject(" + obj.Name+" "+obj.name + ")"+objectmap.Count);
#endif
		Dispatcher.GetInstance().RegisterObject(obj);
    }
开发者ID:MedStarSiTEL,项目名称:UnityTrauma,代码行数:41,代码来源:Object.cs


注:本文中的BaseObject.GetComponent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。