本文整理汇总了C#中Entity.ValidateAndMove方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.ValidateAndMove方法的具体用法?C# Entity.ValidateAndMove怎么用?C# Entity.ValidateAndMove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Entity
的用法示例。
在下文中一共展示了Entity.ValidateAndMove方法的12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)
{
WanderStorage storage;
if (state == null) storage = new WanderStorage();
else storage = (WanderStorage)state;
Status = CycleStatus.NotStarted;
if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;
Status = CycleStatus.InProgress;
if (storage.RemainingDistance <= 0)
{
storage.Direction = new Vector2(Random.Next(-1, 2), Random.Next(-1, 2));
storage.Direction.Normalize();
storage.RemainingDistance = period.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;
}
示例2: TickCore
protected override void TickCore(Entity host, RealmTime time, ref object state)
{
BuzzStorage storage = (BuzzStorage)state;
Status = CycleStatus.NotStarted;
if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;
if (storage.RemainingTime > 0)
{
storage.RemainingTime -= time.thisTickTimes;
Status = CycleStatus.NotStarted;
}
else
{
Status = CycleStatus.InProgress;
if (storage.RemainingDistance <= 0)
{
do
{
storage.Direction = new Vector2(Random.Next(-1, 2), Random.Next(-1, 2));
} while (storage.Direction.X == 0 && storage.Direction.Y == 0);
storage.Direction.Normalize();
storage.RemainingDistance = this.dist;
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;
}
示例3: 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;
}
示例4: 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;
}
示例5: TickCore
protected override void TickCore(Entity host, RealmTime time, ref object state)
{
float dist;
if (state == null) dist = distance;
else dist = (float)state;
Status = CycleStatus.NotStarted;
if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;
float moveDist = host.GetSpeed(speed) * (time.thisTickTimes / 1000f);
if (dist > 0)
{
Status = CycleStatus.InProgress;
host.ValidateAndMove(host.X + moveDist, host.Y);
host.UpdateCount++;
dist -= moveDist;
if (dist <= 0)
{
dist = -distance;
Status = CycleStatus.Completed;
}
}
else
{
Status = CycleStatus.InProgress;
host.ValidateAndMove(host.X - moveDist, host.Y);
host.UpdateCount++;
dist += moveDist;
if (dist >= 0)
{
dist = distance;
Status = CycleStatus.Completed;
}
}
state = dist;
}
示例6: 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;
}
示例7: 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;
}
}
示例8: TickCore
protected override void TickCore(Entity host, RealmTime time, ref object state)
{
Status = CycleStatus.NotStarted;
if (host.HasConditionEffect(ConditionEffects.Paralyzed)) return;
var map = host.Owner.Map;
var tile = map[(int)host.X, (int)host.Y];
if (tile.Elevation != 0 && tile.Elevation < altitude)
{
Vector2 vect;
vect = new Vector2(map.Width / 2 - host.X, map.Height / 2 - 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++;
Status = CycleStatus.InProgress;
}
else
Status = CycleStatus.Completed;
}
示例9: 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;
Player player = host.GetPlayerOwner();
if (player.Owner == null)
{
host.Owner.LeaveWorld(host);
return;
}
Vector2 vect;
switch (s.State)
{
case F.DontKnowWhere:
if (s.RemainingTime > 0)
s.RemainingTime -= time.thisTickTimes;
else
s.State = F.Acquired;
break;
case F.Acquired:
if (player == null)
{
s.State = F.DontKnowWhere;
s.RemainingTime = 0;
break;
}
if (s.RemainingTime > 0)
s.RemainingTime -= time.thisTickTimes;
vect = new Vector2(player.X - host.X, player.Y - host.Y);
if (vect.Length > 20)
{
host.Move(player.X, player.Y);
host.UpdateCount++;
}
else if (vect.Length > 1)
{
float dist = host.GetSpeed(1.2f) * (time.thisTickTimes / 1000f);
if (vect.Length > 2)
dist = host.GetSpeed(1.2f + ((float)player.Stats[4] / 100)) * (time.thisTickTimes / 1000f);
else if (vect.Length > 3.5)
dist = host.GetSpeed(1.2f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
else if (vect.Length > 5)
dist = host.GetSpeed(1.3f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
else if (vect.Length > 6)
dist = host.GetSpeed(1.4f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
else if (vect.Length > 7)
dist = host.GetSpeed(1.5f + ((float)player.Stats[4] + (float)player.Boost[4] / 100)) * (time.thisTickTimes / 1000f);
Status = CycleStatus.InProgress;
vect.X -= Random.Next(-2, 2) / 2f;
vect.Y -= Random.Next(-2, 2) / 2f;
vect.Normalize();
host.ValidateAndMove(host.X + vect.X * dist, host.Y + vect.Y * dist);
host.UpdateCount++;
}
break;
}
state = s;
}
示例10: 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;
}
示例11: 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;
}
示例12: 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;
}