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C# Entity.GetNearestEntity方法代码示例

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

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            int cooldown;
            if (state == null) cooldown = 1000;
            else cooldown = (int)state;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;

            var player = (Player)host.GetNearestEntity(distance, null);
            if (player != null)
            {
                Vector2 vect;
                vect = new Vector2(player.X - host.X, player.Y - host.Y);
                vect.Normalize();
                float dist = host.GetSpeed(speed) * (time.thisTickTimes / 1000f);
                host.ValidateAndMove(host.X + (-vect.X) * dist, host.Y + (-vect.Y) * dist);
                host.UpdateCount++;

                if (cooldown <= 0)
                {
                    Status = CycleStatus.Completed;
                    cooldown = 1000;
                }
                else
                {
                    Status = CycleStatus.InProgress;
                    cooldown -= time.thisTickTimes;
                }
            }

            state = cooldown;
        }
开发者ID:RoxyLalonde,项目名称:Phoenix-Realms,代码行数:34,代码来源:StayBack.cs

示例2: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            var s = (OrbitState) state;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;

            Entity entity = host.GetNearestEntity(acquireRange, target);
            if (entity != null)
            {
                double angle;
                if (host.Y == entity.Y && host.X == entity.X) //small offset
                    angle = Math.Atan2(host.Y - entity.Y + (Random.NextDouble()*2 - 1),
                        host.X - entity.X + (Random.NextDouble()*2 - 1));
                else
                    angle = Math.Atan2(host.Y - entity.Y, host.X - entity.X);
                float angularSpd = host.GetSpeed(s.Speed)/s.Radius;
                angle += angularSpd*(time.thisTickTimes/1000f);

                double x = entity.X + Math.Cos(angle)*radius;
                double y = entity.Y + Math.Sin(angle)*radius;
                Vector2 vect = new Vector2((float) x, (float) y) - new Vector2(host.X, host.Y);
                vect.Normalize();
                vect *= host.GetSpeed(s.Speed)*(time.thisTickTimes/1000f);

                host.ValidateAndMove(host.X + vect.X, host.Y + vect.Y);
                host.UpdateCount++;

                Status = CycleStatus.InProgress;
            }

            state = s;
        }
开发者ID:Club559,项目名称:Travs-Domain-Server,代码行数:34,代码来源:Orbit.cs

示例3: OnStateEntry

 protected override void OnStateEntry(Entity host, RealmTime time, ref object state)
 {
     if (host.GetNearestEntity(100, 0x5e4b) != null) return;
     Entity opener = Entity.Resolve(host.Manager, "Realm Portal Opener");
     host.Owner.EnterWorld(opener);
     opener.Move(host.X, host.Y);
 }
开发者ID:SirAnuse,项目名称:fabiano-swagger-of-doom,代码行数:7,代码来源:RealmPortalDrop.cs

示例4: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            int cool = (int)state;

            if (cool <= 0)
            {
                if (host.HasConditionEffect(ConditionEffects.Stunned)) return;

                Entity player = host.GetNearestEntity(range, null);
                if (player != null || fixedAngle != null)
                {
                    Position target;
                    if (fixedAngle != null)
                        target = new Position()
                        {
                            X = (float)(range * Math.Cos(fixedAngle.Value)),
                            Y = (float)(range * Math.Sin(fixedAngle.Value)),
                        };
                    else
                        target = new Position()
                        {
                            X = player.X,
                            Y = player.Y,
                        };
                    host.Owner.BroadcastPacket(new ShowEffectPacket()
                    {
                        EffectType = EffectType.Throw,
                        Color = new ARGB(0xffff0000),
                        TargetId = host.Id,
                        PosA = target
                    }, null);
                    host.Owner.Timers.Add(new WorldTimer(1500, (world, t) =>
                    {
                        world.BroadcastPacket(new AOEPacket()
                        {
                            Position = target,
                            Radius = radius,
                            Damage = (ushort)damage,
                            EffectDuration = 0,
                            Effects = 0,
                            OriginType = host.ObjectType
                        }, null);
                        EntityUtils.AOE(world, target, radius, true, p =>
                        {
                            (p as IPlayer).Damage(damage, host as Character);
                        });
                    }));
                }
                cool = coolDown.Next(Random);
            }
            else
                cool -= time.thisTickTimes;

            state = cool;
        }
开发者ID:RoxyLalonde,项目名称:Phoenix-Realms,代码行数:55,代码来源:Grenade.cs

示例5: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            int cool = (int)state;

            if (cool <= 0)
            {
                if (host.HasConditionEffect(ConditionEffectIndex.Sick)) return;

                Player entity = host.GetNearestEntity(range, null) as Player;

                if (entity != null)
                {
                    int maxHp = entity.Stats[0] + entity.Boost[0];
                    int newHp = Math.Min(maxHp, entity.HP + amount);
                    if (newHp != entity.HP)
                    {
                        int n = newHp - entity.HP;
                        entity.HP = newHp;
                        entity.UpdateCount++;
                        entity.Owner.BroadcastPacket(new ShowEffectPacket
                        {
                            EffectType = EffectType.Potion,
                            TargetId = entity.Id,
                            Color = new ARGB(0xffffffff)
                        }, null);
                        entity.Owner.BroadcastPacket(new ShowEffectPacket
                        {
                            EffectType = EffectType.Trail,
                            TargetId = host.Id,
                            PosA = new Position { X = entity.X, Y = entity.Y },
                            Color = new ARGB(0xffffffff)
                        }, null);
                        entity.Owner.BroadcastPacket(new NotificationPacket
                        {
                            ObjectId = entity.Id,
                            Text = "{\"key\":\"blank\",\"tokens\":{\"data\":\"+" + n + "\"}}",
                            Color = new ARGB(0xff00ff00)
                        }, null);
                    }
                }
                cool = coolDown.Next(Random);
            }
            else
                cool -= time.thisTickTimes;

            state = cool;
        }
开发者ID:OryxAwakening,项目名称:Fabiano_Swagger_of_Doom,代码行数:47,代码来源:NexusHealHp.cs

示例6: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            int cool = (int) state;

            if (cool <= 0)
            {
                if (host.HasConditionEffect(ConditionEffectIndex.Stunned)) return;

                double? tossAngle = randomToss ? Random.Next(0, 360)*Math.PI/180 : angle;
                Entity en = null;
                if(tossAngle == null)
                    en = host.GetNearestEntity(range, null);
                if (tossAngle == null && en == null) return;

                Position target = tossAngle == null ?
                new Position
                {
                    X = en.X,
                    Y = en.Y
                } :
                new Position
                {
                    X = host.X + (float)(range * Math.Cos(tossAngle.Value)),
                    Y = host.Y + (float)(range * Math.Sin(tossAngle.Value)),
                };
                host.Owner.BroadcastPacket(new ShowEffectPacket
                {
                    EffectType = EffectType.Throw,
                    Color = new ARGB(0xffffbf00),
                    TargetId = host.Id,
                    PosA = target
                }, null);
                host.Owner.Timers.Add(new WorldTimer(1500, (world, t) =>
                {
                    Entity entity = Entity.Resolve(world.Manager, child);
                    entity.Move(target.X, target.Y);
                    if(entity is Enemy && host is Enemy)
                        (entity as Enemy).Terrain = (host as Enemy).Terrain;
                    world.EnterWorld(entity);
                }));
                cool = coolDown.Next(Random);
            }
            else
                cool -= time.thisTickTimes;

            state = cool;
        }
开发者ID:SirAnuse,项目名称:fabiano-swagger-of-doom,代码行数:47,代码来源:TossObject.cs

示例7: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            ChargeState s;
            if (state == null) s = new ChargeState();
            else s = (ChargeState)state;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;

            if (s.RemainingTime <= 0)
            {
                if (s.Direction == Vector2.Zero)
                {
                    var player = (Player)host.GetNearestEntity(range, null);
                    if (player != null && player.X != host.X && player.Y != host.Y)
                    {
                        s.Direction = new Vector2(player.X - host.X, player.Y - host.Y);
                        var d = s.Direction.Length();
                        s.Direction.Normalize();
                        s.RemainingTime = coolDown.Next(Random);
                        if (d / host.GetSpeed(speed) < s.RemainingTime)
                            s.RemainingTime = (int)(d / host.GetSpeed(speed) * 1000);
                        Status = CycleStatus.InProgress;
                    }
                }
                else
                {
                    s.Direction = Vector2.Zero;
                    s.RemainingTime = coolDown.Next(Random);
                    Status = CycleStatus.Completed;
                }
            }
            if (s.Direction != Vector2.Zero)
            {
                float dist = host.GetSpeed(speed) * (time.thisTickTimes / 1000f);
                host.ValidateAndMove(host.X + s.Direction.X * dist, host.Y + s.Direction.Y * dist);
                host.UpdateCount++;
                Status = CycleStatus.InProgress;
            }
            s.RemainingTime -= time.thisTickTimes;

            state = s;
        }
开发者ID:RoxyLalonde,项目名称:Phoenix-Realms,代码行数:44,代码来源:Charge.cs

示例8: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            if (host is Pet) if ((host as Pet).PlayerOwner != null) return;

            WmapTile tile = host.Owner.Map[(int)host.X, (int)host.Y].Clone();
            if (tile.Region == TileRegion.None && host.Owner is PetYard)
            {
                Position pos = (host as Pet).SpawnPoint;
                host.Move(pos.X, pos.Y);
                return;
            }

            if (host.GetNearestEntity(1, null) == null)
            {
                WanderStorage storage;
                if (state == null) storage = new WanderStorage();
                else storage = (WanderStorage)state;

                Status = CycleStatus.NotStarted;

                if (host.HasConditionEffect(ConditionEffectIndex.Paralyzed)) return;

                Status = CycleStatus.InProgress;
                if (storage.RemainingDistance <= 0)
                {
                    storage.Direction = new Vector2(Random.Next(-2, 2), Random.Next(-2, 2));
                    storage.Direction.Normalize();
                    storage.RemainingDistance = coolDown.Next(Random) / 1000f;
                    Status = CycleStatus.Completed;
                }

                float dist = host.GetSpeed(speed) * (time.thisTickTimes / 1000f);
                host.ValidateAndMove(host.X + storage.Direction.X * dist, host.Y + storage.Direction.Y * dist);
                host.UpdateCount++;

                storage.RemainingDistance -= dist;

                state = storage;
            }
        }
开发者ID:SirAnuse,项目名称:fabiano-swagger-of-doom,代码行数:40,代码来源:PetWander.cs

示例9: TickCore

 protected override bool TickCore(Entity host, RealmTime time, ref object state)
 {
     foreach (string children in childrens)
         if (host.GetNearestEntity(dist, host.Manager.GameData.IdToObjectType[children]) != null) return false;
     return true;
 }
开发者ID:SirAnuse,项目名称:fabiano-swagger-of-doom,代码行数:6,代码来源:EntitiesNotExistsTransition.cs

示例10: TickCore

 protected override bool TickCore(Entity host, RealmTime time, ref object state)
 {
     return host.GetNearestEntity(dist, null) != null;
 }
开发者ID:RoxyLalonde,项目名称:Phoenix-Realms,代码行数:4,代码来源:PlayerWithinTransition.cs

示例11: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            if (state != null && cooldown.CoolDown == 0) return;    //cooldown = 0 -> once per state entry

            int c;
            if (state == null) c = cooldown.Next(Random);
            else c = (int)state;

            c -= time.thisTickTimes;
            state = c;
            if (c > 0) return;

            c = cooldown.Next(Random);
            state = c;

            if (Random.NextDouble() >= probability) return;

            var taunt = text.Length == 1 ? text[0] : text[Random.Next(text.Length)];
            if (taunt.Contains("{PLAYER}"))
            {
                Entity player = host.GetNearestEntity(10, null);
                if (player == null) return;
                taunt = taunt.Replace("{PLAYER}", player.Name);
            }
            taunt = taunt.Replace("{HP}", (host as Enemy).HP.ToString());

            var packet = new TextPacket()
            {
                Name = "#" + (host.ObjectDesc.DisplayId ?? host.ObjectDesc.ObjectId),
                ObjectId = host.Id,
                Stars = -1,
                BubbleTime = 5,
                Recipient = "",
                Text = taunt,
                CleanText = ""
            };
            if (broadcast)
                host.Owner.BroadcastPacket(packet, null);
            else
                foreach (var i in host.Owner.PlayersCollision.HitTest(host.X, host.Y, 15))
                {
                    if (BehaviorUtils.Dist(host, i) < 15)
                        (i as Player).Client.SendPacket(packet);
                }
        }
开发者ID:patrick323,项目名称:rotmg_svr,代码行数:45,代码来源:Taunt.cs

示例12: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            if (state == null) return;
            int cool = (int) state;
            Status = CycleStatus.NotStarted;

            if (cool <= 0)
            {
                if (host.HasConditionEffect(ConditionEffectIndex.Stunned)) return;

                Entity player = host.GetNearestEntity(radius, null);
                if (player != null || defaultAngle != null || fixedAngle != null)
                {
                    ProjectileDesc desc = host.ObjectDesc.Projectiles[projectileIndex];

                    double a = fixedAngle ??
                               (player == null ? defaultAngle.Value : Math.Atan2(player.Y - host.Y, player.X - host.X));
                    a += angleOffset;
                    if (predictive != 0 && player != null)
                        a += Predict(host, player, desc)*predictive;

                    int dmg;
                    if (host is Character)
                        dmg = (host as Character).Random.Next(desc.MinDamage, desc.MaxDamage);
                    else
                        dmg = Random.Next(desc.MinDamage, desc.MaxDamage);

                    double startAngle = a - shootAngle*(count - 1)/2;
                    byte prjId = 0;
                    Position prjPos = new Position {X = host.X, Y = host.Y};
                    for (int i = 0; i < count; i++)
                    {
                        Projectile prj = host.CreateProjectile(
                            desc, host.ObjectType, dmg, time.tickTimes,
                            prjPos, (float) (startAngle + shootAngle*i));
                        host.Owner.EnterWorld(prj);
                        if (i == 0)
                            prjId = prj.ProjectileId;
                    }

                    host.Owner.BroadcastPacket(new ShootPacket
                    {
                        BulletId = prjId,
                        OwnerId = host.Id,
                        Position = prjPos,
                        Angle = (float)startAngle,
                        Damage = (short)dmg,
                        BulletType = (byte)desc.BulletType,
                        AngleInc = (float)shootAngle,
                        NumShots = (byte)count,
                    }, null);
                }
                cool = coolDown.Next(Random);
                Status = CycleStatus.Completed;
            }
            else
            {
                cool -= time.thisTickTimes;
                Status = CycleStatus.InProgress;
            }

            state = cool;
        }
开发者ID:SirAnuse,项目名称:fabiano-swagger-of-doom,代码行数:63,代码来源:Shoot.cs

示例13: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            SwirlState s = (SwirlState)state;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffectIndex.Paralyzed)) return;

            int period = (int)(1000 * radius / host.GetSpeed(speed) * (2 * Math.PI));
            if (!s.Acquired &&
                s.RemainingTime <= 0 &&
                targeted)
            {
                Entity entity = host.GetNearestEntity(acquireRange, null);
                if (entity != null && entity.X != host.X && entity.Y != host.Y)
                {
                    //find circle which pass through host and player pos
                    double l = entity.Dist(host);
                    float hx = (host.X + entity.X) / 2;
                    float hy = (host.Y + entity.Y) / 2;
                    double c = Math.Sqrt(Math.Abs(radius * radius - l * l) / 4);
                    s.Center = new Vector2(
                        (float)(hx + c * (host.Y - entity.Y) / l),
                        (float)(hy + c * (entity.X - host.X) / l));

                    s.RemainingTime = period;
                    s.Acquired = true;
                }
                else
                    s.Acquired = false;
            }
            else if (s.RemainingTime <= 0 || (s.RemainingTime - period > 200 && host.GetNearestEntity(2, null) != null))
            {
                if (targeted)
                {
                    s.Acquired = false;
                    Entity entity = host.GetNearestEntity(acquireRange, null);
                    if (entity != null)
                        s.RemainingTime = 0;
                    else
                        s.RemainingTime = 5000;
                }
                else
                    s.RemainingTime = 5000;
            }
            else
                s.RemainingTime -= time.thisTickTimes;

            double angle;
            if (host.Y == s.Center.Y && host.X == s.Center.X) //small offset
                angle = Math.Atan2(host.Y - s.Center.Y + (Random.NextDouble() * 2 - 1),
                    host.X - s.Center.X + (Random.NextDouble() * 2 - 1));
            else
                angle = Math.Atan2(host.Y - s.Center.Y, host.X - s.Center.X);

            double spd = host.GetSpeed(speed) * (s.Acquired ? 1 : 0.2);
            double angularSpd = spd / radius;
            angle += angularSpd * (time.thisTickTimes / 1000f);

            double x = s.Center.X + Math.Cos(angle) * radius;
            double y = s.Center.Y + Math.Sin(angle) * radius;
            Vector2 vect = new Vector2((float)x, (float)y) - new Vector2(host.X, host.Y);
            vect.Normalize();
            vect *= (float)spd * (time.thisTickTimes / 1000f);

            host.ValidateAndMove(host.X + vect.X, host.Y + vect.Y);
            host.UpdateCount++;

            Status = CycleStatus.InProgress;

            state = s;
        }
开发者ID:OryxAwakening,项目名称:Fabiano_Swagger_of_Doom,代码行数:72,代码来源:Swirl.cs

示例14: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            FollowState s;
            if (state == null) s = new FollowState();
            else s = (FollowState)state;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;

            var player = (Player)host.GetNearestEntity(acquireRange, null);
            Vector2 vect;
            switch (s.State)
            {
                case F.DontKnowWhere:
                    if (player != null && s.RemainingTime <= 0)
                    {
                        s.State = F.Acquired;
                        if (duration > 0)
                            s.RemainingTime = duration;
                        goto case F.Acquired;
                    }
                    else if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;
                    break;
                case F.Acquired:
                    if (player == null)
                    {
                        s.State = F.DontKnowWhere;
                        s.RemainingTime = 0;
                        break;
                    }
                    else if (s.RemainingTime <= 0 && duration > 0)
                    {
                        s.State = F.DontKnowWhere;
                        s.RemainingTime = coolDown.Next(Random);
                        Status = CycleStatus.Completed;
                        break;
                    }
                    if (s.RemainingTime > 0)
                        s.RemainingTime -= time.thisTickTimes;

                    vect = new Vector2(player.X - host.X, player.Y - host.Y);
                    if (vect.Length() > range)
                    {
                        Status = CycleStatus.InProgress;
                        vect.X -= Random.Next(-2, 2) / 2f;
                        vect.Y -= Random.Next(-2, 2) / 2f;
                        vect.Normalize();
                        float dist = host.GetSpeed(speed) * (time.thisTickTimes / 1000f);
                        host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                        host.UpdateCount++;
                    }
                    else
                    {
                        Status = CycleStatus.Completed;
                        s.State = F.Resting;
                        s.RemainingTime = 0;
                    }
                    break;
                case F.Resting:
                    if (player == null)
                    {
                        s.State = F.DontKnowWhere;
                        if (duration > 0)
                            s.RemainingTime = duration;
                        break;
                    }
                    Status = CycleStatus.Completed;
                    vect = new Vector2(player.X - host.X, player.Y - host.Y);
                    if (vect.Length() > range + 1)
                    {
                        s.State = F.Acquired;
                        s.RemainingTime = duration;
                        goto case F.Acquired;
                    }
                    break;

            }

            state = s;
        }
开发者ID:RoxyLalonde,项目名称:Phoenix-Realms,代码行数:82,代码来源:Follow.cs

示例15: TickCore

        protected override void TickCore(Entity host, RealmTime time, ref object state)
        {
            ProtectState s;
            if (state == null) s = ProtectState.DontKnowWhere;
            else s = (ProtectState)state;

            Status = CycleStatus.NotStarted;

            if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;

            var entity = host.GetNearestEntity(acquireRange, protectee);
            Vector2 vect;
            switch (s)
            {
                case ProtectState.DontKnowWhere:
                    if (entity != null)
                    {
                        s = ProtectState.Protecting;
                        goto case ProtectState.Protecting;
                    }
                    break;
                case ProtectState.Protecting:
                    if (entity == null)
                    {
                        s = ProtectState.DontKnowWhere;
                        break;
                    }
                    vect = new Vector2(entity.X - host.X, entity.Y - host.Y);
                    if (vect.Length() > reprotectRange)
                    {
                        Status = CycleStatus.InProgress;
                        vect.Normalize();
                        float dist = host.GetSpeed(speed) * (time.thisTickTimes / 1000f);
                        host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
                        host.UpdateCount++;
                    }
                    else
                    {
                        Status = CycleStatus.Completed;
                        s = ProtectState.Protected;
                    }
                    break;
                case ProtectState.Protected:
                    if (entity == null)
                    {
                        s = ProtectState.DontKnowWhere;
                        break;
                    }
                    Status = CycleStatus.Completed;
                    vect = new Vector2(entity.X - host.X, entity.Y - host.Y);
                    if (vect.Length() > protectionRange)
                    {
                        s = ProtectState.Protecting;
                        goto case ProtectState.Protecting;
                    }
                    break;

            }

            state = s;
        }
开发者ID:patrick323,项目名称:rotmg_svr,代码行数:61,代码来源:Protect.cs


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