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C# Entity.Delete方法代码示例

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


在下文中一共展示了Entity.Delete方法的11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: Process

        public override void Process(Entity e)
        {
            Animation a = e.GetComponent<Animation>();

            if (a.Type == AnimationType.None)
            {
                e.Delete();
            }
        }
开发者ID:LostCodeStudios,项目名称:SpaceHordes,代码行数:9,代码来源:ExplosionSystem.cs

示例2: Process

        public override void Process(Entity e)
        {
            Expires expires = expiresMapper.Get(e);
            expires.ReduceLifeTime(world.ElapsedTime);

            if (expires.IsExpired) {
                e.Delete();
            }
        }
开发者ID:dackjaniels2001,项目名称:starwarrior_CSharp,代码行数:9,代码来源:ExpirationSystem.cs

示例3: Process

        public override void Process(Entity e)
        {
            if (!e.HasComponent<AI>())
                return;

            AI ai = e.GetComponent<AI>();

            bool behavior;

            if (ai.Target != null)
            {
                if (World.EntityManager.GetEntity((ai.Target.UserData as Entity).Id) == null)
                    ai.Target = null;
                else if (!(!ai.Recalculate && ai.Calculated) && ai.Target != null && (ai.Target.UserData as Entity) != null && !(behavior = ai.Behavior(ai.Target))) //Run ai behavior, if behavior returns true look for new target.
                {
                    ai.Calculated = true;

                    if (ai.Target == null && e.Group != "Players" && e.Group != "Structures" && !e.Tag.Contains("Cannon"))
                    {
                        if (e.HasComponent<Health>())
                            e.GetComponent<Health>().SetHealth(null, 0);
                        else
                            e.Delete();
                    }

                    return;
                }
            }

            ai.Calculated = true;
            ai.Target = _FindNewTarget(ai, e.GetComponent<Body>());

            if (ai.Target == null && e.Group != "Players" && e.Group != "Structures" && !e.Tag.Contains("Boss"))
            {
                if (e.HasComponent<Health>())
                    e.GetComponent<Health>().SetHealth(null, 0);
                else
                    e.Delete();
            }
            else if (ai.Target == null && e.Group == "Players")
                ai.Behavior(null);

            e.Refresh();
        }
开发者ID:LostCodeStudios,项目名称:SpaceHordes,代码行数:44,代码来源:AISystem.cs

示例4: DamageTarget

 public static void DamageTarget(Entity user, Entity target, int damage, double hitSuccess = 1)
 {
     EntityCreator.CreateDamageInfo(target, damage, hitSuccess);
     BattleStats stats = target.GetComponent<BattleStats>();
     stats.Health.Decrease(damage);
     if (stats.IsDead && !target.GetComponent<Group>().IsHero)
     {
         target.Delete();
     }
 }
开发者ID:nicojans,项目名称:FinalQuest,代码行数:10,代码来源:BattleEngine.cs

示例5: Process

        public override void Process(Entity e)
        {
            if (!e.HasComponent<FadingText>())
                return;

            FadingText f = e.GetComponent<FadingText>();

            f.Update(world.Delta);

            if (f.Fraction() <= 0)
            {
                e.Delete();
            }
        }
开发者ID:LostCodeStudios,项目名称:SpaceHordes,代码行数:14,代码来源:FadingTextProcessingSystem.cs

示例6: Process

        public override void Process(Entity e)
        {
            try
            {
                if (!e.HasComponent<Bullet>())
                    return;
            }
            catch
            {
                return;
            }

            Particle particle = particleMapper.Get(e);
            Bullet bullet = bulletMapper.Get(e);

            world.RayCast(
                delegate(Fixture fix, Vector2 point, Vector2 normal, float fraction) //On hit
                {
                    ++bullet.collisionChecked;
                    if (fix.Body.UserData is Entity)
                    {
                        if ((fix.Body.UserData as Entity).HasComponent<Health>()
                            && (fix.Body.UserData as Entity).Group == bullet.DamageGroup)
                        { //Do damage
                            (fix.Body.UserData as Entity).GetComponent<Health>().SetHealth(bullet.Firer,
                                (fix.Body.UserData as Entity).GetComponent<Health>().CurrentHealth - bullet.Damage);
                            e.Delete(); //Remove bullet

                            if (bullet.OnBulletHit != null)
                            {
                                //Do bullet effects here........... Maybe a call back?{
                                bullet.OnBulletHit(fix.Body.UserData as Entity);
                            }

                            if (!(fix.Body.UserData as Entity).HasComponent<Health>() || (fix.Body.UserData as Entity).GetComponent<Health>().IsAlive)
                                world.CreateEntity("Explosion", 0f, particle.Position, fix.Body.UserData, 1, fix.Body.LinearVelocity, fix.Body.UserData).Refresh();
                        }
                    }
                    return 0;
                }, particle.Position, particle.Position + particle.LinearVelocity * new Vector2(World.Delta * .001f));
        }
开发者ID:LostCodeStudios,项目名称:SpaceHordes,代码行数:41,代码来源:BulletCollisionSystem.cs

示例7: Process

        /// <summary>Processes the specified entity.</summary>
        /// <param name="entity">The entity.</param>
        public override void Process(Entity entity)
        {
            ExpiresComponent expiresComponent = this.expiresMapper.Get(entity);
            if (expiresComponent != null)
            {
                float ms = TimeSpan.FromTicks(this.EntityWorld.Delta).Milliseconds;
                expiresComponent.ReduceLifeTime(ms);

                if (expiresComponent.IsExpired)
                {
                    entity.Delete();
                }
            }
        }
开发者ID:GrafSeismo,项目名称:starwarrior_CSharp,代码行数:16,代码来源:ExpirationSystem.cs

示例8: BuildEntity

        /// <summary>
        /// Builds the crystal at a specified position and a color.
        /// </summary>
        /// <param name="e"></param>
        /// <param name="args">[0] = position; [1] = color; [2] amount</param>
        /// <returns></returns>
        public Entity BuildEntity(Entity e, params object[] args)
        {
            Vector2 pos = (Vector2)args[0];
            Color color = (Color)args[1];
            string source = "redcrystal";

            e.AddComponent<Components.Timer>(new Components.Timer(10));

            if (color == Color.Red)
                source = "redcrystal";
            if (color == Color.Blue)
                source = "bluecrystal";
            if (color == Color.Yellow)
                source = "yellowcrystal";
            if (color == Color.Green)
                source = "greencrystal";
            if (color == Color.Gray)
                source = "graycrystal";

            Sprite s = e.AddComponent<Sprite>(new Sprite(_SpriteSheet, source, 0.2f + (float)crystals / 10000f));
            Body b = e.AddComponent<Body>(new Body(_World, e));
            b.IsBullet = true;
            FixtureFactory.AttachEllipse((float)ConvertUnits.ToSimUnits(s.CurrentRectangle.Width / 1.5), (float)ConvertUnits.ToSimUnits(s.CurrentRectangle.Height / 1.5), 3, 1f, b);

            b.Position = pos;
            b.BodyType = GameLibrary.Dependencies.Physics.Dynamics.BodyType.Dynamic;

            e.GetComponent<Body>().OnCollision += LambdaComplex.CrystalCollision();

            if (args.Length > 4)
            {
                e.AddComponent<Crystal>(new Crystal(color, (int)args[2], true));
                e.AddComponent<AI>(new AI((args[3] as Entity).GetComponent<Body>(), AI.CreateFollow(e, 5f, false)));
            }
            else if (args.Length > 3)
            {
                e.AddComponent<Crystal>(new Crystal(color, (int)args[2]));
                e.AddComponent<AI>(new AI((args[3] as Entity).GetComponent<Body>(), AI.CreateFollow(e, 5f, false)));
            }

            else
            {
                e.AddComponent<Crystal>(new Crystal(color, (int)args[2]));
            }
            e.Group = "Crystals";

            e.AddComponent<AI>(new AI((args[3] as Entity).GetComponent<Body>(), //AI was severely lagging the game.
                (target) =>
                {
                    if ((target.UserData as Entity).HasComponent<Health>() && (target.UserData as Entity).GetComponent<Health>().IsAlive && target.Position != b.Position && (target.UserData as Entity).Group == "Players")
                    {
                        Vector2 distance = target.Position - b.Position;
                        distance.Normalize();
                        b.LinearVelocity = distance * new Vector2(14);
                        return false;
                    }
                    else
                    {
                        e.Delete();
                        return false;
                    }
                }));

            e.Refresh();
            return e;
        }
开发者ID:LostCodeStudios,项目名称:SpaceHordes,代码行数:72,代码来源:CrystalTemplate.cs

示例9: AdjustIntensity

        private void AdjustIntensity(Entity beamEntity, BeamComponent beamComponent)
        {
            // adjust intensity
            if (beamComponent.Intensity >= 1 && beamComponent.Beam.Lifetime > 0)
            {
                beamComponent.Age += (EntityWorld.Delta / 1000f);
                if (beamComponent.Age > beamComponent.Beam.Lifetime)
                {
                    beamComponent.IsPowered = false;
                }
            }

            if (beamComponent.IsPowered)
            {
                if (beamComponent.Beam.IntensityFadeInTime > 0)
                {
                    beamComponent.Intensity += (EntityWorld.Delta / beamComponent.Beam.IntensityFadeInTime) / 1000f;
                    if (beamComponent.Intensity > 1)
                        beamComponent.Intensity = 1;
                }
                else
                {
                    beamComponent.Intensity = 1;
                }
            }
            else
            {
                if (beamComponent.Beam.IntensityFadeOutTime > 0)
                {
                    beamComponent.Intensity -= (EntityWorld.Delta / beamComponent.Beam.IntensityFadeOutTime) / 1000f;
                    if (beamComponent.Intensity < 0)
                        beamComponent.Intensity = 0;
                }
                else
                {
                    beamComponent.Intensity = 0;
                }

                if (beamComponent.Intensity <= 0)
                {
                    beamEntity.Delete();
                }
            }
        }
开发者ID:raycrasher,项目名称:Fell-Sky,代码行数:44,代码来源:BeamSystem.cs

示例10: Process

 public override void Process(Entity entity)
 {
     //save command
     entity.Delete();
 }
开发者ID:ZloyZlobin,项目名称:JoustCommon,代码行数:5,代码来源:CommandSystems.cs

示例11: Process

        public override void Process(Entity e)
        {
            AI ai = e.GetComponent<AI>();

            switch (ai.Targeting)
            {
                case Targeting.Closest:
                    ai.Target = ClosestTarget(e);
                    break;

                case Targeting.Strongest:
                    ai.Target = StrongestEntity(world.GetBodiesInArea(e.GetComponent<ITransform>().Position, ai.SearchRadius)).GetComponent<Body>();
                    break;

                case Targeting.Weakest:
                    ai.Target = WeakestEntity(world.GetBodiesInArea(e.GetComponent<ITransform>().Position, ai.SearchRadius)).GetComponent<Body>();
                    break;
            }

            if (e.Group == "Crystals")
            {
                if ((ai.Target.UserData as Entity).DeletingState != true)
                {
                    Vector2 distance = e.GetComponent<AI>().Target.Position - e.GetComponent<Body>().Position;
                    distance.Normalize();
                    e.GetComponent<Body>().LinearVelocity = distance * new Vector2(7);
                }
                else
                {
                    e.Delete();

                    //ai.Target = ClosestTarget(e);
                }
            }
            e.RemoveComponent<AI>(e.GetComponent<AI>());
            e.AddComponent<AI>(ai);
        }
开发者ID:LostCodeStudios,项目名称:SpaceHordes,代码行数:37,代码来源:AISystem.cs


注:本文中的Entity.Delete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。