本文整理汇总了C#中Coord.isEqual方法的典型用法代码示例。如果您正苦于以下问题:C# Coord.isEqual方法的具体用法?C# Coord.isEqual怎么用?C# Coord.isEqual使用的例子?那么, 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Coord
的用法示例。
在下文中一共展示了Coord.isEqual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: Start
// Use this for initialization
void Start () {
supportive = GetComponent<AudioSource>();
// This is some instantiation.
// We want it so that if the player is within a + direction from the particle, they will get hurt.
GameObject player = GameObject.FindGameObjectWithTag("Player");
int playerX = (int)player.transform.position.x;
int playerY = (int)player.transform.position.y;
Coord myPlace = new Coord((int)this.transform.position.x, (int)this.transform.position.y);
Coord playerCoord = new Coord(playerX, playerY);
Coord n, w, s, e;
n = playerCoord.nextCoord (Direction.North);
w = playerCoord.nextCoord (Direction.West);
s = playerCoord.nextCoord (Direction.South);
e = playerCoord.nextCoord (Direction.East);
if( myPlace.isEqual (playerCoord) ||
myPlace.isEqual (n) ||
myPlace.isEqual (w) ||
myPlace.isEqual (s) ||
myPlace.isEqual (e) ) {
PlayerMovement hitPlayer = player.GetComponent<PlayerMovement>();
supportive.PlayOneShot(haha,1f);
hitPlayer.LoseHealth(750); }
Destroy (this.gameObject, 3);
}
示例2: Update
// Update is called once per frame
void Update () {
if ( Input.GetButtonDown("Fire1") ) {
// Do we have enough MP?
PlayerMovement thatsMe = GetComponent<PlayerMovement>();
if(thatsMe.getPlayerCurrentMP() > 0) {
int thatsMyMP = thatsMe.getPlayerCurrentMP();
thatsMyMP -= spellCost;
if(thatsMyMP < 0) thatsMyMP = 0;
thatsMe.setPlayerCurrentMP (thatsMyMP);
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
float vol = Random.Range (volLowRange, volHighRange);
source.PlayOneShot(magicSound,vol);
Coord playerCoord = new Coord((int)thatsMe.transform.position.x, (int)thatsMe.transform.position.y);
Coord rangeNorth, rangeSouth, rangeWest, rangeEast;
// OK so we're going to figure out what enemies are in our range
List<Enemy> newEnemyList = new List<Enemy>();
List<Enemy> allEnemies = GameManager.instance.getListOfEnemies();
for(int i = 0; i < allEnemies.Count; i++) {
// Store coordinates for calculations
Coord enemyCoord = new Coord((int)allEnemies[i].transform.position.x, (int)allEnemies[i].transform.position.y);
bool sameSpot = false;
if(enemyCoord.isEqual(playerCoord)) {
newEnemyList.Add (allEnemies[i]);
sameSpot = true;
}
rangeNorth = rangeSouth = rangeWest = rangeEast = playerCoord;
// We'll have to travel down the particle's route
// and see if the enemy lands squarely within that.
// If so, then we're going to add it to the hit list and break
// (we don't need to keep searching)
for(int j = 1; j <= spellRadius && !sameSpot; j++) {
rangeNorth = rangeNorth.nextCoord (Direction.North);
rangeSouth = rangeSouth.nextCoord (Direction.South);
rangeWest = rangeWest.nextCoord (Direction.West);
rangeEast = rangeEast.nextCoord (Direction.East);
if(enemyCoord.isEqual (rangeNorth) ||
enemyCoord.isEqual (rangeSouth) ||
enemyCoord.isEqual (rangeWest) ||
enemyCoord.isEqual (rangeEast) ) {
newEnemyList.Add (allEnemies[i]);
break;
}
}
}
// This is just particle effects
rangeNorth = rangeSouth = rangeWest = rangeEast = playerCoord;
for(int i = 1; i <= spellRadius; i++) {
rangeNorth = rangeNorth.nextCoord (Direction.North);
rangeSouth = rangeSouth.nextCoord (Direction.South);
rangeWest = rangeWest.nextCoord (Direction.West);
rangeEast = rangeEast.nextCoord (Direction.East);
GameObject objectN = Instantiate(particleGfx, new Vector3 (rangeNorth.x, rangeNorth.y, 0), Quaternion.identity) as GameObject;
GameObject objectS = Instantiate(particleGfx, new Vector3 (rangeSouth.x, rangeSouth.y, 0), Quaternion.identity) as GameObject;
GameObject objectW = Instantiate(particleGfx, new Vector3 (rangeWest.x, rangeWest.y, 0), Quaternion.identity) as GameObject;
GameObject objectE = Instantiate(particleGfx, new Vector3 (rangeEast.x, rangeEast.y, 0), Quaternion.identity) as GameObject;
Destroy (objectN, 1f);
Destroy (objectS, 1f);
Destroy (objectW, 1f);
Destroy (objectE, 1f);
}
// When we're here, it's time to inflict damage
for(int i = 0; i < newEnemyList.Count; i++)
newEnemyList[i].loseHealth (spellDamage);
}
}
}
示例3: FloodFillCheck
public void FloodFillCheck(Tile[,] map, Coord current, Coord stop) {
// The recursive algorithm. Starting at x and y, traverse down adjacent tiles and mark them if travelled, find the exit from the entrance
int mapWidth = map.GetLength(0);
int mapHeight = map.GetLength(1);
int x = current.x;
int y = current.y;
//Debug.Log (x.ToString() + " and " + y.ToString () );
if (map[x,y].mark != 0)
// Base case. If the current tile is marked, then do nothing.
return;
// Change the current tile as marked
map[x,y].mark = 1;
if ( stop.isEqual (current) ) {
Debug.Log ("Flood Fill found, flagging clearable: " + current.x.ToString() + " " + current.y.ToString ());
clearable = true;
return;
}
// Recursive calls. Make a recursive call as long as we are not on the
// boundary (which would cause an Index Error.)
if (x > 0 && !isSolid (map, current.nextCoord (Direction.West)) ) // left
FloodFillCheck(map, current.nextCoord (Direction.West), stop);
if (y > 0 && !isSolid (map, current.nextCoord (Direction.South)) ) // up
FloodFillCheck(map, current.nextCoord (Direction.South), stop);
if (x < mapWidth-1 && !isSolid (map, current.nextCoord (Direction.East)) ) // right
FloodFillCheck(map, current.nextCoord (Direction.East), stop);
if (y < mapHeight-1 && !isSolid (map, current.nextCoord (Direction.North)) ) // down
FloodFillCheck(map, current.nextCoord (Direction.North), stop);
}