本文整理汇总了C#中FloatRect.Right方法的典型用法代码示例。如果您正苦于以下问题:C# FloatRect.Right方法的具体用法?C# FloatRect.Right怎么用?C# FloatRect.Right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FloatRect
的用法示例。
在下文中一共展示了FloatRect.Right方法的5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: Update
public override bool Update(Vector2i mouseS, IMapManager currentMap)
{
if (currentMap == null) return false;
spriteToDraw = GetDirectionalSprite(pManager.CurrentBaseSpriteKey);
var spriteBounds = spriteToDraw.GetLocalBounds();
mouseScreen = mouseS;
mouseWorld = CluwneLib.ScreenToWorld(mouseScreen);
var spriteSize = CluwneLib.PixelToTile(new Vector2f(spriteBounds.Width, spriteBounds.Height)); // TODO: Doublecheck this. Use SizeF?
var spriteRectWorld = new FloatRect(mouseWorld.X - (spriteSize.X / 2f),
mouseWorld.Y - (spriteSize.Y / 2f),
spriteSize.X, spriteSize.Y);
if (pManager.CurrentPermission.IsTile)
return false;
currentTile = currentMap.GetTileRef(mouseWorld);
//Align to similar if nearby found else free
if (currentTile.Tile.TileDef.IsWall)
return false; //HANDLE CURSOR OUTSIDE MAP
var rangeSquared = pManager.CurrentPermission.Range * pManager.CurrentPermission.Range;
if (rangeSquared > 0)
if (
(pManager.PlayerManager.ControlledEntity.GetComponent<TransformComponent>(ComponentFamily.Transform)
.Position - mouseWorld).LengthSquared() > rangeSquared) return false;
Entity[] nearbyEntities =
((EntityManager) IoCManager.Resolve<IEntityManagerContainer>().EntityManager).GetEntitiesInRange(
mouseWorld, snapToRange);
IOrderedEnumerable<Entity> snapToEntities = from Entity entity in nearbyEntities
where entity.Template == pManager.CurrentTemplate
orderby
(entity.GetComponent<TransformComponent>(
ComponentFamily.Transform).Position - mouseWorld).LengthSquared()
ascending
select entity;
if (snapToEntities.Any())
{
Entity closestEntity = snapToEntities.First();
ComponentReplyMessage reply = closestEntity.SendMessage(this, ComponentFamily.Renderable,
ComponentMessageType.GetSprite);
//if(replies.Any(x => x.messageType == SS13_Shared.GO.ComponentMessageType.CurrentSprite))
//{
// Sprite closestSprite = (Sprite)replies.Find(x => x.messageType == SS13_Shared.GO.ComponentMessageType.CurrentSprite).paramsList[0]; //This is safer but slower.
if (reply.MessageType == ComponentMessageType.CurrentSprite)
{
var closestSprite = (Sprite) reply.ParamsList[0]; //This is faster but kinda unsafe.
var closestBounds = closestSprite.GetLocalBounds();
var closestRect =
new FloatRect(
closestEntity.GetComponent<TransformComponent>(ComponentFamily.Transform).Position.X - closestBounds.Width / 2f,
closestEntity.GetComponent<TransformComponent>(ComponentFamily.Transform).Position.Y - closestBounds.Height / 2f,
closestBounds.Width, closestBounds.Height);
var sides = new List<Vector2f>
{
new Vector2f(closestRect.Left + (closestRect.Width / 2f), closestRect.Top - closestBounds.Height / 2f),
new Vector2f(closestRect.Left + (closestRect.Width / 2f), closestRect.Bottom() + closestBounds.Height / 2f),
new Vector2f(closestRect.Left - closestBounds.Width / 2f, closestRect.Top + (closestRect.Height / 2f)),
new Vector2f(closestRect.Right() + closestBounds.Width / 2f, closestRect.Top + (closestRect.Height / 2f))
};
Vector2f closestSide =
(from Vector2f side in sides orderby (side - mouseWorld).LengthSquared() ascending select side).First();
mouseWorld = closestSide;
mouseScreen = CluwneLib.WorldToScreen(mouseWorld).Round();
}
}
spriteRectWorld = new FloatRect(mouseWorld.X - (spriteBounds.Width/2f), mouseWorld.Y - (spriteBounds.Height/2f),
spriteBounds.Width, spriteBounds.Height);
if (pManager.CollisionManager.IsColliding(spriteRectWorld)) return false;
return true;
}
示例2: Encloses
public static bool Encloses(this FloatRect outer, FloatRect inner)
=> (outer.Left <= inner.Left)
&& (inner.Right() <= outer.Right())
&& (outer.Top <= inner.Top)
&& (inner.Bottom() <= outer.Bottom());
示例3: GetTilesIntersecting
// If `ignoreSpace` is false, this will return tiles in chunks that don't even exist.
// This is to make the tile count predictable. Is this appropriate behavior?
public IEnumerable<TileRef> GetTilesIntersecting(FloatRect area, bool ignoreSpace)
{
int chunkLeft = (int)Math.Floor(area.Left / ChunkSize);
int chunkTop = (int)Math.Floor(area.Top / ChunkSize);
int chunkRight = (int)Math.Floor(area.Right() / ChunkSize);
int chunkBottom = (int)Math.Floor(area.Bottom() / ChunkSize);
for (int chunkY = chunkTop; chunkY <= chunkBottom; ++chunkY)
{
for (int chunkX = chunkLeft; chunkX <= chunkRight; ++chunkX)
{
int xMin = 0;
int yMin = 0;
int xMax = 15;
int yMax = 15;
if (chunkX == chunkLeft)
xMin = Mod(Math.Floor(area.Left), ChunkSize);
if (chunkY == chunkTop)
yMin = Mod(Math.Floor(area.Top), ChunkSize);
if (chunkX == chunkRight)
xMax = Mod(Math.Floor(area.Right()), ChunkSize);
if (chunkY == chunkBottom)
yMax = Mod(Math.Floor(area.Bottom()), ChunkSize);
Chunk chunk;
if (!chunks.TryGetValue(new Vector2i(chunkX, chunkY), out chunk))
{
if (ignoreSpace)
continue;
else
for (int y = yMin; y <= yMax; ++y)
for (int x = xMin; x <= xMax; ++x)
yield return new TileRef(this,
chunkX * ChunkSize + x,
chunkY * ChunkSize + y);
}
else
{
for (int y = yMin; y <= yMax; ++y)
{
int i = y * ChunkSize + xMin;
for (int x = xMin; x <= xMax; ++x, ++i)
{
if (!ignoreSpace || chunk.Tiles[i].TileId != 0)
yield return new TileRef(this,
chunkX * ChunkSize + x,
chunkY * ChunkSize + y,
chunk, i);
}
}
}
}
}
}
示例4: RenderComponents
/// <summary>
/// Render the renderables
/// </summary>
/// <param name="frametime">time since the last frame was rendered.</param>
private void RenderComponents(float frameTime, FloatRect viewPort)
{
IEnumerable<Component> components = _entityManager.ComponentManager.GetComponents(ComponentFamily.Renderable)
.Union(_entityManager.ComponentManager.GetComponents(ComponentFamily.Particles));
IEnumerable<IRenderableComponent> floorRenderables = from IRenderableComponent c in components
orderby c.Bottom ascending, c.DrawDepth ascending
where c.DrawDepth < DrawDepth.MobBase
select c;
RenderList(new Vector2f(viewPort.Left, viewPort.Top), new Vector2f(viewPort.Right(), viewPort.Bottom()),
floorRenderables);
IEnumerable<IRenderableComponent> largeRenderables = from IRenderableComponent c in components
orderby c.Bottom ascending
where c.DrawDepth >= DrawDepth.MobBase &&
c.DrawDepth < DrawDepth.WallTops
select c;
RenderList(new Vector2f(viewPort.Left, viewPort.Top), new Vector2f(viewPort.Right(), viewPort.Bottom()),
largeRenderables);
IEnumerable<IRenderableComponent> ceilingRenderables = from IRenderableComponent c in components
orderby c.Bottom ascending, c.DrawDepth ascending
where c.DrawDepth >= DrawDepth.WallTops
select c;
RenderList(new Vector2f(viewPort.Left, viewPort.Top), new Vector2f(viewPort.Right(), viewPort.Bottom()),
ceilingRenderables);
}
示例5: IsColliding
/// <summary>
/// returns true if collider intersects a collidable under management. Does not trigger Bump.
/// </summary>
/// <param name="collider">Rectangle to check for collision</param>
/// <returns></returns>
public bool IsColliding(FloatRect collider)
{
Vector2f[] points =
{
new Vector2f(collider.Left, collider.Top),
new Vector2f(collider.Right(), collider.Top),
new Vector2f(collider.Right(), collider.Bottom()),
new Vector2f(collider.Left, collider.Bottom())
};
//Get the buckets that correspond to the collider's points.
List<CollidableBucket> buckets = points.Select(GetBucket).Distinct().ToList();
//Get all of the points
var cpoints = new List<CollidablePoint>();
foreach (CollidableBucket bucket in buckets)
{
cpoints.AddRange(bucket.GetPoints());
}
//Expand points to distinct AABBs
List<CollidableAABB> aabBs = (cpoints.Select(cp => cp.ParentAABB)).Distinct().ToList();
//try all of the AABBs against the target rect.
bool collided = false;
foreach (CollidableAABB aabb in aabBs.Where(aabb => aabb.Collidable.AABB.Intersects(collider)))
{
if (aabb.IsHardCollider) //If the collider is supposed to prevent movement
{
collided = true;
}
}
return collided || IoCManager.Resolve<IMapManager>().GetTilesIntersecting(collider, true).Any(t => t.Tile.TileDef.IsCollidable);
}