本文整理汇总了C#中Door.Unload方法的典型用法代码示例。如果您正苦于以下问题:C# Door.Unload方法的具体用法?C# Door.Unload怎么用?C# Door.Unload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Door
的用法示例。
在下文中一共展示了Door.Unload方法的1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: GeneratePrison
public void GeneratePrison(Vector2 position, GameData data)
{
const float doorSize = 96;
const float doorAscent = 64;
const float prisonWidth = 576;
const float prisonHeight = 576;
const float halfWidth = prisonWidth / 2;
const float halfHeight = prisonHeight / 2;
const float wallWidth = 16;
const float wallHalfWidth = wallWidth / 2;
const float doorTopHeight = doorSize + doorAscent;
const float wallAboveDoorSize = (prisonHeight - (doorAscent + doorSize));
const float halfWallAboveDoorSize = wallAboveDoorSize / 2;
const float cellSize = prisonWidth / 3;
const float cellDoorSize = 96;
float internalWallHeight = position.Y + halfHeight - cellSize - wallHalfWidth;
float internalWallSize = cellSize - cellDoorSize;
//floor
EntList.Add(new BldgFloor(position, new Vector2(prisonWidth, prisonHeight)));
//solid walls
EntList.Add(new BldgWall(position + new Vector2(0, halfHeight + wallHalfWidth), new Vector2(prisonWidth + 2 * wallWidth, wallWidth), 0));
EntList.Add(new BldgWall(position - new Vector2(0, halfHeight + wallHalfWidth), new Vector2(prisonWidth + 2 * wallWidth, wallWidth), 0));
EntList.Add(new BldgWall(position + new Vector2(halfWidth + wallHalfWidth, 0), new Vector2(prisonHeight, wallWidth), 3 * MathHelper.PiOver2));
//wall w/ entrance
EntList.Add(new BldgWall(position - new Vector2(halfWidth + wallHalfWidth, halfHeight - (doorAscent / 2)), new Vector2(doorAscent, wallWidth), MathHelper.PiOver2));
EntList.Add(new BldgWall(position - new Vector2(halfWidth + wallHalfWidth, halfHeight - doorTopHeight - halfWallAboveDoorSize), new Vector2(wallAboveDoorSize, wallWidth), MathHelper.PiOver2));
//internal walls
EntList.Add(new BldgWall(new Vector2(position.X - halfWidth + cellDoorSize + (internalWallSize / 2), internalWallHeight), new Vector2(cellSize - cellDoorSize, wallWidth), 0));
EntList.Add(new BldgWall(new Vector2(position.X - halfWidth + cellSize + cellDoorSize + (internalWallSize / 2), internalWallHeight), new Vector2(cellSize - cellDoorSize, wallWidth), 0));
EntList.Add(new BldgWall(new Vector2(position.X - halfWidth + 2 * cellSize + cellDoorSize + (internalWallSize / 2), internalWallHeight), new Vector2(cellSize - cellDoorSize, wallWidth), 0));
EntList.Add(new BldgWall(new Vector2(position.X - halfWidth + cellSize - wallHalfWidth, internalWallHeight + (cellSize / 2) + wallHalfWidth), new Vector2(cellSize, wallWidth), 3 * MathHelper.PiOver2));
EntList.Add(new BldgWall(new Vector2(position.X - halfWidth + 2 * cellSize - wallHalfWidth, internalWallHeight + (cellSize / 2) + wallHalfWidth), new Vector2(cellSize, wallWidth), 3 * MathHelper.PiOver2));
//key
if (!data.PrisonKeyFound)
{
DoorKey prisonKey = new DoorKey(position + new Vector2(halfWidth, -halfHeight) - new Vector2(32, -32), "prison door key");
PickupTriggers.Add(new TriggerPickup(prisonKey.Position, new Vector2(64, 64), prisonKey));
EntList.Add(prisonKey);
}
Note n = new Note(position - new Vector2(halfWidth, halfHeight) + new Vector2(64, 64));
EntList.Add(n);
ReadingTriggers.Add(new TriggerReading(n.Position, new Vector2(64, 64), Notes.PrisonNote));
//doors
Door prisonDoor = new Door(new Vector2(position.X - halfWidth + (cellDoorSize / 2), internalWallHeight), 0, "prison door");
if (!data.PrisonDoorOpened)
{
EntList.Add(prisonDoor);
}
else
prisonDoor.Unload();
EntList.Add(new Door(new Vector2(position.X - halfWidth + cellSize + (cellDoorSize / 2), internalWallHeight), 0));
EntList.Add(new Door(new Vector2(position.X - halfWidth + cellSize * 2 + (cellDoorSize / 2), internalWallHeight), 0));
DoorOpenTriggers.Add(new TriggerDoorOpen(prisonDoor.Position, new Vector2(96, 96), prisonDoor, "prison door key"));
//fuse
if (!data.FuseFound)
{
Fuse f = new Fuse(new Vector2(position.X - halfWidth + (cellSize / 2), internalWallHeight + (cellSize / 2)));
EntList.Add(f);
PickupTriggers.Add(new TriggerPickup(f.Position, new Vector2(64, 64), f));
}
}