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C# Game.DeserializeFloat方法代码示例

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


在下文中一共展示了Game.DeserializeFloat方法的7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: OnNewFrameFixed

    public override void OnNewFrameFixed(Game game, NewFrameEventArgs args)
    {
        game.pushX = 0;
        game.pushY = 0;
        game.pushZ = 0;

        float LocalPlayerPositionX = game.player.position.x;
        float LocalPlayerPositionY = game.player.position.y;
        float LocalPlayerPositionZ = game.player.position.z;
        for (int i = 0; i < game.entitiesCount; i++)
        {
            Entity entity = game.entities[i];
            if (entity == null) { continue; }
            if (entity.push == null) { continue; }
            //Prevent players that aren't displayed from pushing
            if (entity.networkPosition != null && !entity.networkPosition.PositionLoaded) { continue; }
            float kposX = game.DeserializeFloat(entity.push.XFloat);
            float kposY = game.DeserializeFloat(entity.push.ZFloat);
            float kposZ = game.DeserializeFloat(entity.push.YFloat);
            if (entity.push.IsRelativeToPlayerPosition != 0)
            {
                kposX += LocalPlayerPositionX;
                kposY += LocalPlayerPositionY;
                kposZ += LocalPlayerPositionZ;
            }
            float dist = game.Dist(kposX, kposY, kposZ, LocalPlayerPositionX, LocalPlayerPositionY, LocalPlayerPositionZ);
            if (dist < game.DeserializeFloat(entity.push.RangeFloat))
            {
                float diffX = LocalPlayerPositionX - kposX;
                float diffY = LocalPlayerPositionY - kposY;
                float diffZ = LocalPlayerPositionZ - kposZ;
                game.pushX += diffX;
                game.pushY += diffY;
                game.pushZ += diffZ;
            }
        }
    }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:37,代码来源:Push.ci.cs

示例2: OnNewFrameFixed

 public override void OnNewFrameFixed(Game game, NewFrameEventArgs args)
 {
     if (game.reloadstartMilliseconds != 0
         && (game.one * (game.platform.TimeMillisecondsFromStart() - game.reloadstartMilliseconds) / 1000)
         > game.DeserializeFloat(game.blocktypes[game.reloadblock].ReloadDelayFloat))
     {
         {
             int loaded = game.TotalAmmo[game.reloadblock];
             loaded = MathCi.MinInt(game.blocktypes[game.reloadblock].AmmoMagazine, loaded);
             game.LoadedAmmo[game.reloadblock] = loaded;
             game.reloadstartMilliseconds = 0;
             game.reloadblock = -1;
         }
     }
 }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:15,代码来源:ReloadAmmo.ci.cs

示例3: ToClientEntity

 public static Entity ToClientEntity(Game game, Packet_ServerEntity entity, Entity old, bool updatePosition)
 {
     if (entity.Position != null)
     {
         if (old.position == null || updatePosition)
         {
             old.networkPosition = ToClientEntityPosition(entity.Position);
             old.networkPosition.PositionLoaded = true;
             old.networkPosition.LastUpdateMilliseconds = game.platform.TimeMillisecondsFromStart();
             old.position = ToClientEntityPosition(entity.Position);
         }
     }
     if (entity.DrawModel != null)
     {
         old.drawModel = new EntityDrawModel();
         old.drawModel.eyeHeight = game.DeserializeFloat(entity.DrawModel.EyeHeight);
         old.drawModel.ModelHeight = game.DeserializeFloat(entity.DrawModel.ModelHeight);
         old.drawModel.Texture_ = entity.DrawModel.Texture_;
         old.drawModel.Model_ = entity.DrawModel.Model_;
         if (old.drawModel.Model_ == null)
         {
             old.drawModel.Model_ = "player.txt";
         }
         old.drawModel.DownloadSkin = entity.DrawModel.DownloadSkin != 0;
     }
     if (entity.DrawName_ != null)
     {
         old.drawName = new DrawName();
         if (entity.DrawName_.Color != null)
         {
            old.drawName.Name = game.platform.StringFormat2("{0}{1}", entity.DrawName_.Color, entity.DrawName_.Name);
         }
         else
         {
             old.drawName.Name = entity.DrawName_.Name;
         }
         if (!game.platform.StringStartsWithIgnoreCase(old.drawName.Name, "&"))
         {
             old.drawName.Name = game.platform.StringFormat("&f{0}", old.drawName.Name);
         }
         old.drawName.OnlyWhenSelected = entity.DrawName_.OnlyWhenSelected;
         old.drawName.ClientAutoComplete = entity.DrawName_.ClientAutoComplete;
     }
     if (entity.DrawText != null)
     {
         old.drawText = new EntityDrawText();
         old.drawText.text = entity.DrawText.Text;
         float one_ = 1;
         old.drawText.dx = one_ * entity.DrawText.Dx / 32;
         old.drawText.dy = one_ * entity.DrawText.Dy / 32;
         old.drawText.dz = one_ * entity.DrawText.Dz / 32;
     }
     else
     {
         old.drawText = null;
     }
     if (entity.DrawBlock != null)
     {
     }
     if (entity.Push != null)
     {
         old.push = new Packet_ServerExplosion();
         old.push.RangeFloat = entity.Push.RangeFloat;
     }
     else
     {
         old.push = null;
     }
     old.usable = entity.Usable;
     if (entity.DrawArea != null)
     {
         //New DrawArea
         old.drawArea = new EntityDrawArea();
         old.drawArea.x = entity.DrawArea.X;
         old.drawArea.y = entity.DrawArea.Y;
         old.drawArea.z = entity.DrawArea.Z;
         old.drawArea.sizex = entity.DrawArea.Sizex;
         old.drawArea.sizey = entity.DrawArea.Sizey;
         old.drawArea.sizez = entity.DrawArea.Sizez;
     }
     else
     {
         //DrawArea deleted/not present
         old.drawArea = null;
     }
     return old;
 }
开发者ID:samuto,项目名称:manicdigger,代码行数:87,代码来源:NetworkEntity.ci.cs

示例4: ConvertDialog

 GameScreen ConvertDialog(Game game, Packet_Dialog p)
 {
     DialogScreen s = new DialogScreen();
     s.widgets = new MenuWidget[p.WidgetsCount];
     s.WidgetCount = p.WidgetsCount;
     for (int i = 0; i < p.WidgetsCount; i++)
     {
         Packet_Widget a = p.Widgets[i];
         MenuWidget b = new MenuWidget();
         if (a.Type == Packet_WidgetTypeEnum.Text)
         {
             b.type = WidgetType.Label;
         }
         if (a.Type == Packet_WidgetTypeEnum.Image)
         {
             b.type = WidgetType.Button;
         }
         if (a.Type == Packet_WidgetTypeEnum.TextBox)
         {
             b.type = WidgetType.Textbox;
         }
         b.x = a.X;
         b.y = a.Y;
         b.sizex = a.Width;
         b.sizey = a.Height_;
         b.text = a.Text;
         if (b.text != null)
         {
             b.text = game.platform.StringReplace(b.text, "!SERVER_IP!", game.ServerInfo.connectdata.Ip);
         }
         if (b.text != null)
         {
             b.text = game.platform.StringReplace(b.text, "!SERVER_PORT!", game.platform.IntToString(game.ServerInfo.connectdata.Port));
         }
         b.color = a.Color;
         if (a.Font != null)
         {
             b.font = new FontCi();
             b.font.family = game.ValidFont(a.Font.FamilyName);
             b.font.size = game.DeserializeFloat(a.Font.SizeFloat);
             b.font.style = a.Font.FontStyle;
         }
         b.id = a.Id;
         b.isbutton = a.ClickKey != 0;
         if (a.Image == "Solid")
         {
             b.image = null;
         }
         else if (a.Image != null)
         {
             b.image = StringTools.StringAppend(game.platform, a.Image, ".png");
         }
         s.widgets[i] = b;
     }
     for (int i = 0; i < s.WidgetCount; i++)
     {
         if (s.widgets[i] == null) { continue; }
         if (s.widgets[i].type == WidgetType.Textbox)
         {
             s.widgets[i].editing = true;
             break;
         }
     }
     return s;
 }
开发者ID:Matthewism,项目名称:manicdigger,代码行数:65,代码来源:Dialog.ci.cs

示例5: CurrentPickDistance

 float CurrentPickDistance(Game game)
 {
     float pick_distance = game.PICK_DISTANCE;
     IntRef inHand = game.BlockInHand();
     if (inHand != null)
     {
         if (game.blocktypes[inHand.value].PickDistanceWhenUsedFloat > 0)
         {
             // This check ensures that players can select blocks when no value is given
             pick_distance = game.DeserializeFloat(game.blocktypes[inHand.value].PickDistanceWhenUsedFloat);
         }
     }
     if (game.cameratype == CameraType.Tpp)
     {
         pick_distance = game.tppcameradistance + game.PICK_DISTANCE;
     }
     if (game.cameratype == CameraType.Overhead)
     {
         if (game.platform.IsFastSystem())
         {
             pick_distance = 100;
         }
         else
         {
             pick_distance = game.overheadcameradistance * 2;
         }
     }
     return pick_distance;
 }
开发者ID:YoungGames,项目名称:manicdigger,代码行数:29,代码来源:Picking.ci.cs

示例6: NextBullet


//.........这里部分代码省略.........
                            shot.IsHitHead = 1;
                        }
                    }
                    else
                    {
                        p = Intersection.CheckLineBoxExact(pick, bodybox);
                        if (p != null)
                        {
                            //do not allow to shoot through terrain
                            if (pick2count.value == 0 || (game.Dist(pick2[0].blockPos[0], pick2[0].blockPos[1], pick2[0].blockPos[2], localeyeposX, localeyeposY, localeyeposZ)
                                > game.Dist(p[0], p[1], p[2], localeyeposX, localeyeposY, localeyeposZ)))
                            {
                                if (!isgrenade)
                                {
                                    Entity entity = new Entity();
                                    Sprite sprite = new Sprite();
                                    sprite.positionX = p[0];
                                    sprite.positionY = p[1];
                                    sprite.positionZ = p[2];
                                    sprite.image = "blood.png";
                                    entity.sprite = sprite;
                                    entity.expires = Expires.Create(one * 2 / 10);
                                    game.EntityAddLocal(entity);
                                }
                                shot.HitPlayer = i;
                                shot.IsHitHead = 0;
                            }
                        }
                    }
                }
                shot.WeaponBlock = item.BlockId;
                game.LoadedAmmo[item.BlockId] = game.LoadedAmmo[item.BlockId] - 1;
                game.TotalAmmo[item.BlockId] = game.TotalAmmo[item.BlockId] - 1;
                float projectilespeed = game.DeserializeFloat(game.blocktypes[item.BlockId].ProjectileSpeedFloat);
                if (projectilespeed == 0)
                {
                    {
                        Entity entity = game.CreateBulletEntity(
                          pick.Start[0], pick.Start[1], pick.Start[2],
                          toX, toY, toZ, 150);
                        game.EntityAddLocal(entity);
                    }
                }
                else
                {
                    float vX = toX - pick.Start[0];
                    float vY = toY - pick.Start[1];
                    float vZ = toZ - pick.Start[2];
                    float vLength = game.Length(vX, vY, vZ);
                    vX /= vLength;
                    vY /= vLength;
                    vZ /= vLength;
                    vX *= projectilespeed;
                    vY *= projectilespeed;
                    vZ *= projectilespeed;
                    shot.ExplodesAfter = game.SerializeFloat(game.grenadetime - wait);

                    {
                        Entity grenadeEntity = new Entity();

                        Sprite sprite = new Sprite();
                        sprite.image = "ChemicalGreen.png";
                        sprite.size = 14;
                        sprite.animationcount = 0;
                        sprite.positionX = pick.Start[0];
                        sprite.positionY = pick.Start[1];
开发者ID:YoungGames,项目名称:manicdigger,代码行数:67,代码来源:Picking.ci.cs

示例7: BuildDelay

 internal float BuildDelay(Game game)
 {
     float default_ = (1f * 95 / 100) * (1 / game.basemovespeed);
     Packet_Item item = game.d_Inventory.RightHand[game.ActiveMaterial];
     if (item == null || item.ItemClass != Packet_ItemClassEnum.Block)
     {
         return default_;
     }
     float delay = game.DeserializeFloat(game.blocktypes[item.BlockId].DelayFloat);
     if (delay == 0)
     {
         return default_;
     }
     return delay;
 }
开发者ID:YoungGames,项目名称:manicdigger,代码行数:15,代码来源:Picking.ci.cs


注:本文中的Game.DeserializeFloat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。