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C# Field.FocusOnForced方法代码示例

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


在下文中一共展示了Field.FocusOnForced方法的2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: MenuInGame

    public MenuInGame(FSM parentFsm, UIManager2 panel1, UIManager2 panel2)
        : base(parentFsm, panel1, panel2, "MenuInGame.fsm")
    {
        timeClient = TimeManager.Instance.Create();

        InitUI();

        int stageId = (int)parentFsm.Variables["stageId"];
        InitStage(stageId, out stageEntity, out gameEntity);

        Rect fieldArea = UI.GetFieldArea();
        itemDropManager = new ItemDropManager(stageEntity.GameModeType, stageEntity.ConsumableTier);
        field = CreateField(stageEntity, fieldArea, timeClient, itemDropManager, fsm);

        // ddong
        CharacterSelect characterSelect = new CharacterSelect()
        {
            heroLevel = SaveData.level,
            heroId = GetClassCode(SaveData.selectClass),
            equipIds = ArrayTool.Create<int>(),
        };
        this.heroEntity = TableLoader.GetTable<ItemHeroEntity>().Get(characterSelect.heroId);

        Rect puzzleArea = UI.GetPuzzleArea();
        CreatePuzzle(stageEntity, heroEntity.HeroType, puzzleArea, timeClient, out puzzleRecord, out puzzlePanel);

        user = CreateUser(stageEntity, UI, fsm);
        heroCharacter = CreateCharacter(characterSelect, user, puzzlePanel, itemDropManager, UI.AddBuffIcon, UI.RemoveBuffIcon);
        user.SetCharacter(heroCharacter);
        puzzlePanel.SetOwner(heroCharacter);

        Func<float> getLifeDrainRate = (() => gameEntity.DefaultLifeDrainRate + gameEntity.LifeDrainRateIncrease * timeClient.time);
        new PlayerCharacter(user, heroCharacter, getLifeDrainRate, fsm);
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.HP, OnCharacterHPChanged);
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.HP, UI.ChangeHP);
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.MP, UI.ChangeMana);
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.Armor, UI.ChangeShield);

        UI.InitCommendSlots(fsm, heroCharacter);

        field.AddPlayerCharacter(heroCharacter);
        field.FocusOnForced(heroCharacter, 0);
        puzzlePanel.SetQueue(user.commandQueue);

        SetFocusTarget(heroCharacter);

        // ddong
        CutInStarter = StartCutIn;
    }
开发者ID:pb0,项目名称:ID0_Test,代码行数:49,代码来源:MenuInGame.cs

示例2: MenuInGame

    public MenuInGame(FSM parentFsm, UIManager2 panel1, UIManager2 panel2)
        : base(parentFsm, panel1, panel2, "MenuInGame.fsm")
    {
        timeClient = TimeManager.Instance.Create();

        InitUI();

        int stageId = (int)parentFsm.Variables["stageId"];

        /*
        // ddong
        if (stageId < 2000)
        {
            stageId += 2000;
        }
        */

        InitStage(stageId, out stageEntity, out gameEntity);

        Rect fieldArea = UI.GetFieldArea();
        field = CreateField(stageEntity, fieldArea, timeClient, fsm);

        // ddong
        int subClassCode = 11;
        int level = 1;
        int trainLevel = 1;

        this.subClassEntity = TableLoader.GetTable<SubClassEntity>().Get(subClassCode);
        ClassLevelEntity levelEntity = TableLoader.GetTable<ClassLevelEntity>().Get(subClassEntity.classCode, level);
        TrainLevelEntity trainLevelEntity = TableLoader.GetTable<TrainLevelEntity>().Get(subClassEntity.classCode, trainLevel);
        FieldObjectEntity objectField = TableLoader.GetTable<FieldObjectEntity>().Get(subClassEntity.objectCode);

        Rect puzzleArea = UI.GetPuzzleArea();
        CreatePuzzle(puzzleArea, timeClient, subClassCode, out puzzleRecord, out puzzlePanel);

        user = CreateUser(stageEntity, UI, fsm);
        heroCharacter = CreateCharacter(objectField, levelEntity, trainLevelEntity, subClassEntity, user, puzzlePanel, itemDropManager, UI.AddBuffIcon, UI.RemoveBuffIcon, fsm);
        itemDropManager = new ConsumableSpawn(stageEntity.gameModeCode, levelEntity.consumableTier);

        Func<float> getLifeDrainRate = (() => gameEntity.defaultHP);
        new PlayerCharacter(user, heroCharacter, getLifeDrainRate, fsm);
        /*
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.HP, OnCharacterHPChanged);
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.HP, UI.ChangeHP);
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.MP, UI.ChangeMana);
        heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.Armor, UI.ChangeShield);
        */

        UI.InitCommendSlots(fsm, heroCharacter);

        field.AddPlayerCharacter(heroCharacter);
        field.FocusOnForced(heroCharacter, 0);
        puzzlePanel.SetQueue(user.commandQueue);

        var screenPosTable = TableLoader.GetTable<ScreenPositionEntity2>();
        var hpToPos = screenPosTable.Values.Select(x => new KeyValuePair<float, float>(x.hp, x.screenPos));
        convertHPRatioToScreenPos = new RangeConvertor(hpToPos).Convert;

        SetFocusTarget(heroCharacter);
    }
开发者ID:pb0,项目名称:ID0_Test,代码行数:60,代码来源:MenuInGame.cs


注:本文中的Field.FocusOnForced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。