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C# Fighter.GetPos方法代码示例

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


在下文中一共展示了Fighter.GetPos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: Attack

    protected virtual void Attack(Fighter plr,int tr, AttkTrack aBox, AttkData data)
    {
        //pHit is a bool array of flags that tell whether a sub-poly held collision
        //aBox is a modified track taken from current frame
        //plr is the player hit
        //check pnum else we cut Serenuity's sword
        if((plr.stats.id.num<100)&&(attackBox.trackList[fHelper.atkType].hit[tr][plr.stats.id.num])){//if this attack was recorded already
            data.noHit=true; //flag so this does not trigger impact
            return;//don't hit again
        }
        attackBox.trackList[fHelper.atkType].hit[tr][plr.stats.id.num]=true;

        bool isInBox=false;
        bool vNextInBox=false;
        AttkVtx iVt;
        bool[] cornerFlag = new bool[4];
        SPoint[] hb = plr.GetHitBox();// double[4]
        for(int i=0;i<4;i++){
            cornerFlag[i]=true;
            hb[i].x = hb[i].x-GetPos().x;//translate to origin
            hb[i].y = hb[i].y-GetPos().y;
        }
        bool emptyFlag = true;
        bool fullFlag =true;//assume true, disprove by counterexample
        SPoint vPos = new SPoint ();
        SPoint opp = new SPoint();
        int vNext,vLast,jl, il;
        float nX, nY, lY=0, lX=0, vX, vY, ppX, ppY, ph2, pw2, diDist,vDir, vDmg, vMag, vWgt = 0;
        //add poitional value (for wgt=0) into data
        opp.x=plr.GetPos().x-GetPos().x;//used to store the centerpoint
        if(fHelper.IsFacingRight())      //for input into data
            opp.x-=(aBox.centre.pos.x);
        else
            opp.x+=(aBox.centre.pos.x);
        opp.y=plr.GetPos().y-GetPos().y+aBox.centre.pos.y;
        data.SetAVals(opp);
        il = aBox.iLength;
        //set data.abds as an sPoint holding the vertices for aBox.vtx
        //this is done purely for debug rendering
        //which will later handle 'data'
        data.aBds = new SPoint[il][];
        for(int j=0;j<il;j++){
            data.aBds[j] = new SPoint[aBox.GetJlength(j)];
            for(int i=0;i<aBox.GetJlength(j);i++)
                data.aBds[j][i] = new SPoint(aBox.aVtx[j][i].pos.x-GetPos().x, aBox.aVtx[j][i].pos.y-GetPos().y);
        }

        emptyFlag=true;
        fullFlag=true;
        ph2 = plr.stats.size.y/2;
        pw2 = plr.stats.size.x/2;
        ppX = plr.GetPos().x;
        ppY = plr.GetPos().y+ph2;
        for(int i=0;i<4;i++)//assume true then prove false
            cornerFlag[i]=true;
        for(int p=0; p<aBox.iLength;p++){
            jl = aBox.GetJlength(p);
            for(int v = 0; v < jl;v++){//loop through the second index
                vPos = aBox.aVtx[p][v].pos;//use this vertex to check whether it falls
                if((Mathf.Abs(vPos.x-ppX)<pw2)&&(Mathf.Abs(vPos.y-ppY)<ph2))// within hitbox
                    emptyFlag = false;//can't be empty
                else
                    fullFlag = false;//can't be full
            }
            if(fullFlag){
                for(int v = 0; v < jl;v++){
                    int before = v-1;
                    if(before<0)
                        before=jl-1;
                    diDist = Mathf.Sqrt(Mathf.Pow(aBox.aVtx[p][before].pos.x-aBox.aVtx[p][v].pos.x, 2) + Mathf.Pow(aBox.aVtx[p][before].pos.y-aBox.aVtx[p][v].pos.y, 2));
                    vMag = aBox.aVtx[p][v].mag;
                    vDir = aBox.aVtx[p][v].dir;
                    vDmg = aBox.aVtx[p][v].dmg;
                    vWgt = aBox.aVtx[p][v].wgt;
                    data.addVal(aBox.aVtx[p][v].pos, vMag, vDir, diDist, vDmg, vWgt);
                    for(int i=0;i<4;i++)
                        cornerFlag[i]=false;//none possible to be included
                }
            }
            else if(emptyFlag){
                for(int j = 0;j<jl;j++){
                    diDist=1;
                    vMag = aBox.aVtx[p][j].mag;
                    vDir = aBox.aVtx[p][j].dir;
                    vDmg = aBox.aVtx[p][j].dmg;
                    vWgt = aBox.aVtx[p][j].wgt;
                    vPos = aBox.aVtx[p][j].pos;
                    vPos.x-=GetPos().x;
                    vPos.y-=GetPos().y;
                    data.addVal(vPos, vMag, vDir, diDist, vDmg, vWgt);
                }
            }
            else
            for(int v = 0; v < jl;v++){
                vNext = (v+1)%jl;//circular array
                vPos = aBox.aVtx[p][vNext].pos;
                vNextInBox = ((Mathf.Abs(vPos.x-ppX)<pw2)&&(Mathf.Abs(vPos.y-ppY)<ph2));
                vLast=v-1;
                if(vLast<0)
                    vLast=jl-1;
//.........这里部分代码省略.........
开发者ID:cWalters2,项目名称:ShSoul,代码行数:101,代码来源:Fighter.cs

示例2: AttackDetect

    public virtual void AttackDetect(Fighter plr)
    {
        bool multiHitFlag = false;
        string hitText;
        //std::stringstream log;
        bool hitflag = true;
        int atkLen;
        int spI=0;
        int spJ=0;
        int hbLen=4;
        SPoint[] plBox;
        SPoint[][] spBox;
        float[] plAng ={0, Mathf.PI/2, Mathf.PI, -Mathf.PI/2};
        int il = 0;
        if (fHelper.atkType  == GRAB)
             il = 1;
        else
            il = attackBox.trackList[fHelper.atkType].iLength;//num of tracks
        AttkTrack aBox = new AttkTrack();

        int polyHit=-1;
        plBox = plr.GetHitBox();//loads victim hitbox into plBox
        //each side is made from the vertices [i] and [+1]
        int numPoly = 0; //number of polygons in a track;
        int pInd = 0;//polygon index
        SPoint[] pHdr = new SPoint[8];

        //projectile checks
        for(int p=0;p<PROJ_LMT;p++){
            if(projectile[p].active){
                for(int i=0;i<8;i++)
                    pHdr[i]=new SPoint(projectile[p].v[i].x+projectile[p].pos.x,projectile[p].v[i].y+projectile[p].pos.y);
                atkLen =  projectile[p].GetVNum();
                for(int j = 0; j < atkLen; j++)
                    if(!CheckAxis(pHdr[0], projectile[p].ang[j], plBox, pHdr, hbLen, projectile[p].GetVNum()) ) //no axis intersection
                        hitflag = false;

                if(hitflag)//test on the axis of the player hit box to confirm
                    for(int j = 0; j < 4; j++)
                        if(!CheckAxis(plBox[j], plAng[j], plBox, pHdr, hbLen, projectile[p].GetVNum())) //no axis intersection
                            hitflag = false;
                if(hitflag){
                    projectile[p].active=false;
                    plr.GetHit(projectile[p].hitdata);
                }

            }
        }
        if(!atkTmr.IsReady()){//only continue if an attack is out
            if(fHelper.atkType==GRAB){
                aBox= new AttkTrack();
                aBox.noHit=false;
                float gCheck = grabTime/fHelper.actionTmr.GetLen();
                float fCheck = fHelper.frame/fHelper.actionTmr.GetLen();
                if(Mathf.Abs(fCheck-gCheck)<Time.deltaTime){

                    aBox.SetGrabBox(GetPos (), stats.grabRange);

                    float[] atAng = new float[4];
                    atAng[0]=0;
                    atAng[1]=Mathf.PI/2;
                    atAng[2]=Mathf.PI;
                    atAng[3]=-Mathf.PI/2;
                    //for(pInd=0;pInd<numPoly;pInd++)//iterate per poly
                    atkLen =  4;
                    hitflag=true;
                    attackBox.grabRange= stats.grabRange;
                    SPoint[] spArr = attackBox.FetchGrabRenderFrame(fHelper.frame, GetPos (), fHelper.IsFacingRight());

                    for(int j = 0; j < atkLen; j++)
                        if(!CheckAxis(spArr[j], atAng[j], plBox, spArr, hbLen, atkLen) ) //no axis intersection
                            hitflag = false;

                    if(hitflag)//test on the axis of the player hit box to confirm
                        for(int j = 0; j < 4; j++)
                            if(!CheckAxis(plBox[j], plAng[j], plBox, spArr, hbLen, atkLen)) //no axis intersection
                                hitflag = false;

                    if(hitflag){//hit
                        if(plr.grabbedPlr!=null){
                            plr.grabbedPlr. state=IDLE;
                            plr.grabbedPlr.Idle();
                            plr.grabbedPlr.fHelper.Animate ("Idle", true, 0);
                            plr.fHelper.Animate ("Idle", true, 0);
                            plr.grabbedPlr.stats.flags.mBusy=false;
                            plr.grabbedPlr.stats.flags.aBusy=false;
                            plr.grabbedPlr=null;
                            Idle();
                            fHelper.Animate ("Idle", true, 0);

                        }
                        else if(plr.stats.dodge.IsReady()){
                        grabbedPlr=plr;
                            plr.Grabbed ();}
                    }
                }

            }else{
            //attack checks

//.........这里部分代码省略.........
开发者ID:cWalters2,项目名称:ShSoul,代码行数:101,代码来源:Fighter.cs


注:本文中的Fighter.GetPos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。