本文整理汇总了C#中Entity.AddTags方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.AddTags方法的具体用法?C# Entity.AddTags怎么用?C# Entity.AddTags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Entity
的用法示例。
在下文中一共展示了Entity.AddTags方法的15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: Decoration
public Entity Decoration(int mX, int mY, string mTextureName, string mTilesetName, string mLabelName,
float mRotation = 0)
{
var result = new Entity(_manager);
var cBody = Body(new SSVector2I(mX, mY), 1600, 1600, true);
var cRender = Render(cBody, mTextureName, mTilesetName, mLabelName, mRotation);
cBody.Body.AddGroups(Groups.Decoration);
result.AddComponents(cBody, cRender);
result.AddTags(Tags.Decoration);
return result;
}
示例2: BlueDoor
public static Entity BlueDoor(bool mIsOff = false)
{
var result = new Entity(Tile) {Layer = TDLLayers.Door};
var cRender = TDLComponentFactory.Render(@"environment\door\blue\closed", "doortiles", "single");
var cRecalculateSprites = new TDCRecalculateSprites(TDLTags.DoorClosed, TDLRecalculations.RecalculateDoorSprite);
var cSwitch = TDLComponentFactory.SwitchTexture(cRender, mIsOff, @"environment\door\blue\open", @"environment\door\blue\closed");
cSwitch.OnlyOffTags.Add(TDLTags.BlueDoorOpen);
cSwitch.OnlyOnTags.AddRange(new[] {TDLTags.BlueDoorClosed, TDLTags.Solid, TDLTags.GroundPathmapObstacle});
var cSwitchRecalculateTagAI = new TDCSwitchRecalculateTagAI(cSwitch, cRecalculateSprites, TDLTags.BlueDoorOpen, TDLTags.BlueDoorClosed);
var cDoor = new TDCDoor(TDCDoor.DoorType.Blue, mIsOff, Game, cSwitch, cRecalculateSprites);
result.AddTags(TDLTags.BlueDoor);
result.AddComponents(cRender, cSwitch, cSwitchRecalculateTagAI, cRecalculateSprites, cDoor);
return result;
}
示例3: BreakableWall
public Entity BreakableWall(int mX, int mY)
{
var result = new Entity(_manager);
var cHealth = new CHealth(85);
var cBody = Body(new SSVector2I(mX, mY), 16.ToUnits(), 16.ToUnits(), true);
var cRender = Render(cBody, Textures.Wall, Tilesets.Wall, "breakable");
cBody.Body.AddGroups(Groups.Obstacle);
result.AddComponents(cHealth, cBody, cRender);
result.AddTags(Tags.Wall, Tags.DamagedByAny);
cRender.Sprite.Rotation = Utils.Random.Next(0, 4)*90;
return result;
}
示例4: BigEnemy
public Entity BigEnemy(int mX, int mY)
{
var result = new Entity(_manager);
var cHealth = Health(12);
var cBody = Body(new SSVector2I(mX, mY), 2000, 2000);
var cMovement = Movement(cBody);
var cTargeter = Targeter(cBody, Tags.Friendly);
var cRender = Render(cBody, Textures.BigCharBlack, Tilesets.BigChar, "normal");
var cAI = AI(cBody, cMovement, cTargeter, cRender, true);
cBody.Body.AddGroups(Groups.Character, Groups.Enemy);
cBody.Body.AddGroupsToCheck(Groups.Obstacle);
result.AddComponents(cHealth, cBody, cMovement, cTargeter, cRender, cAI);
result.AddTags(Tags.Char, Tags.Enemy, Tags.DamagedByWhite);
Aura(result, mX, mY, true);
return result;
}
示例5: Arrow
public static Entity Arrow(int mDirection = 0, bool mIsOff = false, List<int> mIDs = default(List<int>))
{
var result = new Entity(Tile) {Layer = TDLLayers.Arrow, UpdateOrder = TDLOrders.Trapdoor};
var cRender = TDLComponentFactory.Render(@"environment\arrow", "onoffdirtiles", "on_n");
var cDirection = new TDCDirection(mDirection);
var cSpecialSquare = new TDCSpecialSquare(TDLPriorities.Arrow);
var cID = TDLComponentFactory.ID(mIDs);
var cSwitch = new TDCSwitch(cRender, mIsOff);
cSwitch.SetOffTextureRect(Assets.GetTileset("onoffdirtiles").GetTextureRect("off_" + cDirection.DirectionString));
cSwitch.SetOnTextureRect(Assets.GetTileset("onoffdirtiles").GetTextureRect("on_" + cDirection.DirectionString));
var cIDSwitchAI = new TDCIDSwitchAI(cSwitch, cID);
var cArrow = new TDCArrow(cSpecialSquare, cDirection, cSwitch);
cSwitch.OnlyOnTags.Add(TDLTags.GroundPathmapObstacle);
result.AddTags(TDLTags.Arrow);
result.AddComponents(cRender, cDirection, cSpecialSquare, cID, cSwitch, cIDSwitchAI, cArrow);
return result;
}
示例6: WoodenSword
public static Entity WoodenSword()
{
var result = new Entity(Tile) {Layer = TDLLayers.Weapon};
var cRender = TDLComponentFactory.Render(@"weapon\woodensword", "dirtiles", "n", true);
var cDirection = new TDCDirection(0);
var cWeapon = new TDCWeapon();
var cRenderDirectionAI = new TDCRenderDirectionAI(cRender, cDirection, "dirtiles");
result.AddTags(TDLTags.Solid, TDLTags.Weapon, TDLTags.DoesNotTriggerPlate);
result.AddComponents(cRender, cDirection, cWeapon, cRenderDirectionAI);
Instance.AddEntity(result);
return result;
}
示例7: Water
public static Entity Water()
{
var result = new Entity(Tile) {Layer = TDLLayers.Pit};
var cRender = TDLComponentFactory.Render(@"environment\water", "doortiles", "single");
var cRecalculateSprites = new TDCRecalculateSprites(TDLTags.Water, TDLRecalculations.RecalculateDoorSprite);
result.AddTags(TDLTags.Solid, TDLTags.Water, TDLTags.GroundPathmapObstacle);
result.AddComponents(cRender, cRecalculateSprites);
return result;
}
示例8: Tunnel
public static Entity Tunnel(int mDirection = 0)
{
var result = new Entity(Tile) {Layer = TDLLayers.Arrow};
var cRender = TDLComponentFactory.Render(@"elements\tunnel");
var cDirection = new TDCDirection(mDirection);
var cSpecialSquare = new TDCSpecialSquare(TDLPriorities.Trapdoor);
var cTunnel = new TDCTunnel(cRender, cDirection, cSpecialSquare);
result.AddTags(TDLTags.Tunnel, TDLTags.GroundPathmapObstacle);
result.AddComponents(cRender, cSpecialSquare, cDirection, cTunnel);
return result;
}
示例9: RoachEgg
public static Entity RoachEgg()
{
var result = new Entity(Tile) {Layer = TDLLayers.Roach, UpdateOrder = TDLOrders.Roach};
var cRender = TDLComponentFactory.Render(@"monster\roachegg", "roachtiles", "n", true);
var cHitByWeapon = new TDCHitByWeapon(TDCHitByWeapon.HitActions.Kill);
var cEgg = new TDCEgg(cRender, 4);
var cPathmapper = new TDCPathmapper(Instance, TDLPathmaps.SideBad);
result.AddTags(TDLTags.Solid, TDLTags.SideBad, TDLTags.HitByWeapon, TDLTags.RequiredKill);
result.AddComponents(cRender, cHitByWeapon, cEgg, cPathmapper);
return result;
}
示例10: PressurePlateSingleUse
public static Entity PressurePlateSingleUse(List<int> mTargetIDs = default(List<int>), List<int> mTargetEffects = default(List<int>))
{
var result = new Entity(Tile) {Layer = TDLLayers.Floor, UpdateOrder = TDLOrders.Trapdoor};
var cRender = TDLComponentFactory.Render(@"environment\pressureplate", "pressureplatetiles", "single");
var cSpecialSquare = new TDCSpecialSquare(TDLPriorities.Trapdoor);
var cIDCaller = new TDCIDCaller(mTargetIDs, mTargetEffects);
var cFloodFiller = new TDCFloodFiller(TDLTags.PressurePlateSingleUse);
var cPressurePlate = new TDCPressurePlate(TDCPressurePlate.PressurePlateType.Single, cRender, cFloodFiller, cIDCaller, cSpecialSquare, "triggered_single", "single");
result.AddTags(TDLTags.PressurePlateSingleUse);
result.AddComponents(cRender, cPressurePlate, cSpecialSquare, cIDCaller, cFloodFiller);
return result;
}
示例11: Brain
public static Entity Brain()
{
var result = new Entity(Tile) {Layer = TDLLayers.Roach, UpdateOrder = TDLOrders.Roach};
var cRender = TDLComponentFactory.Render(@"monster\brain", true);
var cHitByWeapon = new TDCHitByWeapon(TDCHitByWeapon.HitActions.KillBrain);
var cPathmapper = new TDCPathmapper(Instance, TDLPathmaps.SideBad);
result.AddTags(TDLTags.Solid, TDLTags.SideBad, TDLTags.HitByWeapon,
TDLTags.RequiredKill, TDLTags.WeightLow, TDLTags.Brain);
result.AddComponents(cRender, cHitByWeapon, cPathmapper);
result.Field.TurnActions[TDLTurnActions.StartBrainCheck] += () => TDLMethods.CheckForBrains(result.Field);
return result;
}
示例12: Enemy
public Entity Enemy(int mX, int mY)
{
var result = new Entity(_manager);
var cStats = new CStats(1, 1, 1, 75);
var cHealth = new CHealth(cStats);
var cBody = Body(new SSVector2I(mX, mY), 10.ToUnits(), 10.ToUnits());
var cMovement = Movement(cBody);
var cRender = Render(cBody, Textures.CharEnemy, Tilesets.Char, "normal");
var cShadower = new CShadower(_game, cBody, false, new Color(125, 255, 125, 125));
var cLineOfSight = new CLineOfSight(_game, cBody, cShadower) {TargetTag = Tags.Friendly, Angle = 90, Amplitude = 65};
var cAI = AI(cStats, cBody, cMovement, cRender, cLineOfSight);
cBody.Body.AddGroups(Groups.Character, Groups.Enemy);
cBody.Body.AddGroupsToCheck(Groups.Obstacle);
result.AddComponents(cHealth, cBody, cMovement, cRender, cShadower, cLineOfSight, cAI);
result.AddTags(Tags.Char, Tags.Enemy, Tags.DamagedByFriendly);
return result;
}
示例13: BulletBase
private Entity BulletBase(int mX, int mY, float mDegrees, int mSpeed, string mTextureName, bool mEnemy)
{
var result = new Entity(_manager);
var cBody = Body(new SSVector2I(mX, mY), 250, 250);
var cMovement = Movement(cBody);
var cRender = Render(cBody, mTextureName);
cBody.Body.AddGroupsToCheck(Groups.Obstacle, Groups.Character);
cBody.Body.AddGroupsToIgnoreResolve(Groups.Obstacle, Groups.Character);
cBody.OnCollision += (mCollisionInfo) =>
{
var entity = (Entity) mCollisionInfo.UserData;
var cHealth = entity.GetComponent<CHealth>();
if (entity.HasTag(Tags.DamagedByAny))
{
cHealth.Health--;
result.Destroy();
}
else if (result.HasTag(Tags.BulletFriendly) &&
entity.HasTag(Tags.DamagedByFriendly))
{
cHealth.Health--;
result.Destroy();
}
else if (result.HasTag(Tags.BulletEnemy) &&
entity.HasTag(Tags.DamagedByEnemy))
{
cHealth.Health--;
result.Destroy();
}
if (entity.HasTag(Tags.DestroysBullets)) result.Destroy();
};
cMovement.Angle = mDegrees;
cMovement.Speed = mSpeed;
cRender.Torque = 8;
result.AddComponents(cBody, cMovement, cRender);
result.AddTags(Tags.Bullet);
return result;
}
示例14: Wall
public Entity Wall(int mX, int mY, string mLabelName = "fill", float mRotation = 0)
{
var result = new Entity(_manager);
var cBody = Body(new SSVector2I(mX, mY), 16.ToUnits(), 16.ToUnits(), true);
var cRender = Render(cBody, Textures.Wall, Tilesets.Wall, mLabelName, mRotation);
cBody.Body.AddGroups(Groups.Obstacle);
result.AddComponents(cBody, cRender);
result.AddTags(Tags.Wall, Tags.DestroysBullets);
return result;
}
示例15: Player
public Entity Player(int mX, int mY)
{
var result = new Entity(_manager);
var cStats = new CStats(1, 1, 1, 50);
var cHealth = new CHealth(cStats);
var cBody = Body(new SSVector2I(mX, mY), 10.ToUnits(), 10.ToUnits());
var cMovement = Movement(cBody);
var cRender = Render(cBody, Textures.CharPlayer, Tilesets.Char, "normal");
var cControl = Control(cBody, cStats, cMovement, cRender);
var cShadower = new CShadower(_game, cBody, true, new Color(77, 77, 175, 255), 1);
cBody.Body.AddGroups(Groups.Character, Groups.Friendly);
cBody.Body.AddGroupsToCheck(Groups.Obstacle);
result.AddComponents(cStats, cHealth, cBody, cMovement, cControl, cRender, cShadower);
result.AddTags(Tags.Char, Tags.Friendly, Tags.DamagedByEnemy);
return result;
}