本文整理汇总了C#中GPoint.GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# GPoint.GetPosition方法的具体用法?C# GPoint.GetPosition怎么用?C# GPoint.GetPosition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类GPoint
的用法示例。
在下文中一共展示了GPoint.GetPosition方法的3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: CoDestroyTiles
GameTile[,] tiles; // = new GameTile[,];
#endregion Fields
#region Methods
IEnumerator CoDestroyTiles()
{
NotificationCenter.DefaultCenter.PostNotification (this, "Destroy");
yield return new WaitForSeconds (0.01f);
for (int ix =0; ix<tiles.GetLength(0); ix++) {
for (int iy =0; iy <tiles.GetLength(1); iy++) {
//GameTile tile = ;
if (!tiles [ix, iy]) {
GPoint gP = new GPoint (new Vector2 (ix + 1, iy + 1), GPoint.PType.TILE_DESTROYED);
GameObject newTile = (GameObject)Instantiate (destroyedTile, gP.GetWorldPosition (), Quaternion.identity);
newTile.name = "/x:" + gP.GetPosition ().x + "$/y:" + gP.GetPosition ().y + "$/t:" + gP.GetPType () + "$";
newTile.transform.parent = transform;
tiles [ix, iy] = newTile.GetComponent<GameTile> ();
tiles [ix, iy].SetData ();
}
}
}
AStarGrid.Scan ();
StopCoroutine ("CoDestroyTiles");
}
示例2: CalculateDirection
public static GPoint.Direction CalculateDirection (Grid g, GPoint gp)
{
ScanPoint scp = new ScanPoint (gp.GetPosition ());
List<string> dirs = new List<string> ();
string direction = "";
switch (g.GetPoint (scp.VirtualMove (Direction.n)).GetPType ()) {
case GPoint.PType.TILE_ROADH:
dirs.Add ("N");
break;
case GPoint.PType.TILE_ROADV:
dirs.Add ("N");
break;
default:
//nothing
break;
}
switch (g.GetPoint (scp.VirtualMove (Direction.s)).GetPType ()) {
case GPoint.PType.TILE_ROADH:
dirs.Add ("S");
break;
case GPoint.PType.TILE_ROADV:
dirs.Add ("S");
break;
default:
//nothing
break;
}
switch (g.GetPoint (scp.VirtualMove (Direction.e)).GetPType ()) {
case GPoint.PType.TILE_ROADH:
dirs.Add ("E");
break;
case GPoint.PType.TILE_ROADV:
dirs.Add ("E");
break;
default:
//nothing
break;
}
switch (g.GetPoint (scp.VirtualMove (Direction.w)).GetPType ()) {
case GPoint.PType.TILE_ROADH:
dirs.Add ("W");
break;
case GPoint.PType.TILE_ROADV:
dirs.Add ("W");
break;
default:
//nothing
break;
}
/* foreach (string s in dirs) {
Debug.Log (s);
}*/
int val = (int)Random.Range (0, dirs.Count ());
//Debug.Log ("integer " + val);
//Debug.Log ("directions " + dirs.Count ());
direction = dirs.ElementAt (val);
//Debug.Log ("direction chosen" + direction);
switch (direction) {
case "N":
//Debug.Log ("turn north");
return GPoint.Direction.NORTH;
//break;
case "S":
//Debug.Log ("turn south");
return GPoint.Direction.SOUTH;
//break;
case "E":
//Debug.Log ("turn east");
return GPoint.Direction.EAST;
//break;
case "W":
//Debug.Log ("turn west");
return GPoint.Direction.WEST;
//break;
default:
return GPoint.Direction.NORTH;
//break;
}
;
//return GPoint.Direction.NORTH;
}
示例3: InstantiateTile
public void InstantiateTile (GPoint gp)
{
int index = 0;
switch (gp.GetPType ()) {
case GPoint.PType.DEBUG:
index = 0;
break;
case GPoint.PType.TILE_TEST:
index = 1;
break;
case GPoint.PType.TILE_GRASS:
index = 2;
break;
case GPoint.PType.TILE_SAND:
index = 3;
break;
case GPoint.PType.TILE_ROADI:
index = 4;
break;
case GPoint.PType.TILE_ROADH:
index = 5;
break;
case GPoint.PType.TILE_ROADV:
index = 6;
break;
case GPoint.PType.TILE_TREE:
index = 7;
break;
case GPoint.PType.TILE_BUILDING:
index = 8;
break;
case GPoint.PType.TILE_HOUSE:
index = 9;
break;
default:
index = -1;
break;
}
if (index >= 0) {
float scale = 1;
GameObject newTile = null;
//Destroy (newTile);
if (index < 8) {
newTile = (GameObject)Instantiate (tilePrefabs [index], gp.GetWorldPosition (), Quaternion.identity);
if (index == 7) {
scale = Random.Range (0.75f, 1.25f);
}
} else if (index == 8) {
int addup = Random.Range (0, buildingPrefabs.Count ());
scale = Random.Range (0.75f, 1.25f);
newTile = (GameObject)Instantiate (buildingPrefabs [addup], gp.GetWorldPosition (), Quaternion.identity);
} else if (index == 9) {
int addup = Random.Range (0, housePrefabs.Count ());
newTile = (GameObject)Instantiate (housePrefabs [addup], gp.GetWorldPosition (), Quaternion.identity);
}
newTile.name = "/x:" + gp.GetPosition ().x + "$/y:" + gp.GetPosition ().y + "$/t:" + gp.GetPType () + "$";
newTile.transform.parent = tilePool.transform;
newTile.transform.localScale = new Vector3 (1, scale, 1);
if (gp.GetPType () == GPoint.PType.TILE_BUILDING || gp.GetPType () == GPoint.PType.TILE_HOUSE) {
switch (gp.GetDirection ()) {
case GPoint.Direction.NORTH:
//Debug.Log ("tile turned north");
newTile.transform.LookAt (newTile.transform.position + Vector3.back);
//newTile.transform.Translate (Vector3.up * 1);
break;
case GPoint.Direction.SOUTH:
//Debug.Log ("tile turned south");
newTile.transform.LookAt (newTile.transform.position + Vector3.forward);
//newTile.transform.Translate (Vector3.up * 2);
break;
case GPoint.Direction.EAST:
//Debug.Log ("tile turned east");
newTile.transform.LookAt (newTile.transform.position + Vector3.left);
//newTile.transform.Translate (Vector3.up * 3);
break;
case GPoint.Direction.WEST:
//Debug.Log ("tile turned west");
newTile.transform.LookAt (newTile.transform.position + Vector3.right);
//newTile.transform.Translate (Vector3.up * 4);
break;
default:
break;
}
;
}
}
}