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C# FloatRect.Right方法代码示例

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;
        }
开发者ID:MSylvia,项目名称:space-station-14,代码行数:84,代码来源:AlignSimilar.cs

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());
开发者ID:MSylvia,项目名称:space-station-14,代码行数:5,代码来源:SfmlExt.cs

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);
                            }
                        }
                    }
                }
            }
        }
开发者ID:MSylvia,项目名称:space-station-14,代码行数:57,代码来源:MapManager.cs

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);
        }
开发者ID:MSylvia,项目名称:space-station-14,代码行数:34,代码来源:GameScreen.cs

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);
        }
开发者ID:MSylvia,项目名称:space-station-14,代码行数:40,代码来源:CollisionManager.cs


注:本文中的FloatRect.Right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。