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C# Game.Length方法代码示例

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

    internal void LimitThirdPersonCameraToWalls(Game game, Vector3Ref eye, Vector3Ref target, FloatRef curtppcameradistance)
    {
        float one = 1;
        Vector3Ref ray_start_point = target;
        Vector3Ref raytarget = eye;

        Line3D pick = new Line3D();
        float raydirX = (raytarget.X - ray_start_point.X);
        float raydirY = (raytarget.Y - ray_start_point.Y);
        float raydirZ = (raytarget.Z - ray_start_point.Z);

        float raydirLength1 = game.Length(raydirX, raydirY, raydirZ);
        raydirX /= raydirLength1;
        raydirY /= raydirLength1;
        raydirZ /= raydirLength1;
        raydirX = raydirX * (game.tppcameradistance + 1);
        raydirY = raydirY * (game.tppcameradistance + 1);
        raydirZ = raydirZ * (game.tppcameradistance + 1);
        pick.Start = Vec3.FromValues(ray_start_point.X, ray_start_point.Y, ray_start_point.Z);
        pick.End = new float[3];
        pick.End[0] = ray_start_point.X + raydirX;
        pick.End[1] = ray_start_point.Y + raydirY;
        pick.End[2] = ray_start_point.Z + raydirZ;

        //pick terrain
        IntRef pick2Count = new IntRef();
        BlockPosSide[] pick2 = game.Pick(game.s, pick, pick2Count);

        if (pick2Count.value > 0)
        {
            BlockPosSide pick2nearest = game.Nearest(pick2, pick2Count.value, ray_start_point.X, ray_start_point.Y, ray_start_point.Z);
            //pick2.Sort((a, b) => { return (FloatArrayToVector3(a.blockPos) - ray_start_point).Length.CompareTo((FloatArrayToVector3(b.blockPos) - ray_start_point).Length); });

            float pickX = pick2nearest.blockPos[0] - target.X;
            float pickY = pick2nearest.blockPos[1] - target.Y;
            float pickZ = pick2nearest.blockPos[2] - target.Z;
            float pickdistance = game.Length(pickX, pickY, pickZ);
            curtppcameradistance.value = MathCi.MinFloat(pickdistance - 1, curtppcameradistance.value);
            if (curtppcameradistance.value < one * 3 / 10) { curtppcameradistance.value = one * 3 / 10; }
        }

        float cameraDirectionX = target.X - eye.X;
        float cameraDirectionY = target.Y - eye.Y;
        float cameraDirectionZ = target.Z - eye.Z;
        float raydirLength = game.Length(raydirX, raydirY, raydirZ);
        raydirX /= raydirLength;
        raydirY /= raydirLength;
        raydirZ /= raydirLength;
        eye.X = target.X + raydirX * curtppcameradistance.value;
        eye.Y = target.Y + raydirY * curtppcameradistance.value;
        eye.Z = target.Z + raydirZ * curtppcameradistance.value;
    }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:52,代码来源:Camera.ci.cs

示例2: GetPickingLine

    public void GetPickingLine(Game game, Line3D retPick, bool ispistolshoot)
    {
        int mouseX;
        int mouseY;

        if (game.cameratype == CameraType.Fpp || game.cameratype == CameraType.Tpp)
        {
            mouseX = game.Width() / 2;
            mouseY = game.Height() / 2;
        }
        else
        {
            mouseX = game.mouseCurrentX;
            mouseY = game.mouseCurrentY;
        }

        PointFloatRef aim = GetAim(game);
        if (ispistolshoot && (aim.X != 0 || aim.Y != 0))
        {
            mouseX += game.platform.FloatToInt(aim.X);
            mouseY += game.platform.FloatToInt(aim.Y);
        }

        tempViewport[0] = 0;
        tempViewport[1] = 0;
        tempViewport[2] = game.Width();
        tempViewport[3] = game.Height();

        unproject.UnProject(mouseX, game.Height() - mouseY, 1, game.mvMatrix.Peek(), game.pMatrix.Peek(), tempViewport, tempRay);
        unproject.UnProject(mouseX, game.Height() - mouseY, 0, game.mvMatrix.Peek(), game.pMatrix.Peek(), tempViewport, tempRayStartPoint);

        float raydirX = (tempRay[0] - tempRayStartPoint[0]);
        float raydirY = (tempRay[1] - tempRayStartPoint[1]);
        float raydirZ = (tempRay[2] - tempRayStartPoint[2]);
        float raydirLength = game.Length(raydirX, raydirY, raydirZ);
        raydirX /= raydirLength;
        raydirY /= raydirLength;
        raydirZ /= raydirLength;

        retPick.Start = new float[3];
        retPick.Start[0] = tempRayStartPoint[0];// +raydirX; //do not pick behind
        retPick.Start[1] = tempRayStartPoint[1];// +raydirY;
        retPick.Start[2] = tempRayStartPoint[2];// +raydirZ;

        float pickDistance1 = CurrentPickDistance(game) * ((ispistolshoot) ? 100 : 1);
        pickDistance1 += 1;
        retPick.End = new float[3];
        retPick.End[0] = tempRayStartPoint[0] + raydirX * pickDistance1;
        retPick.End[1] = tempRayStartPoint[1] + raydirY * pickDistance1;
        retPick.End[2] = tempRayStartPoint[2] + raydirZ * pickDistance1;
    }
开发者ID:YoungGames,项目名称:manicdigger,代码行数:51,代码来源:Picking.ci.cs

示例3: DrawPlayers

    internal void DrawPlayers(Game game, float dt)
    {
        game.totaltimeMilliseconds = game.platform.TimeMillisecondsFromStart();
        for (int i = 0; i < game.entitiesCount; i++)
        {
            if (game.entities[i] == null)
            {
                continue;
            }
            if (game.entities[i].drawModel == null)
            {
                continue;
            }
            Entity p_ = game.entities[i];
            if (i == game.LocalPlayerId && (!game.ENABLE_TPP_VIEW))
            {
                continue;
            }
            if ((p_.networkPosition != null) && (!p_.networkPosition.PositionLoaded))
            {
                continue;
            }
            if (!game.d_FrustumCulling.SphereInFrustum(p_.position.x, p_.position.y, p_.position.z, 3))
            {
                continue;
            }
            if (p_.drawModel.CurrentTexture == -1)
            {
                continue;
            }
            int cx = game.platform.FloatToInt(p_.position.x) / Game.chunksize;
            int cy = game.platform.FloatToInt(p_.position.z) / Game.chunksize;
            int cz = game.platform.FloatToInt(p_.position.y) / Game.chunksize;
            if (game.map.IsValidChunkPos(cx, cy, cz))
            {
                if (!game.map.IsChunkRendered(cx, cy, cz))
                {
                    continue;
                }
            }
            float shadow = (one * game.GetLight(game.platform.FloatToInt(p_.position.x), game.platform.FloatToInt(p_.position.z), game.platform.FloatToInt(p_.position.y))) / Game.maxlight;
            if (p_.playerDrawInfo == null)
            {
                p_.playerDrawInfo = new PlayerDrawInfo();
            }
            p_.playerDrawInfo.anim.light = shadow;
            float FeetPosX = p_.position.x;
            float FeetPosY = p_.position.y;
            float FeetPosZ = p_.position.z;
            AnimationHint animHint = game.entities[i].playerDrawInfo.AnimationHint_;

            float playerspeed_;
            if (i == game.LocalPlayerId)
            {
                if (game.player.playerDrawInfo == null)
                {
                    game.player.playerDrawInfo = new PlayerDrawInfo();
                }
                Vector3Ref playerspeed = Vector3Ref.Create(game.playervelocity.X / 60, game.playervelocity.Y / 60, game.playervelocity.Z / 60);
                float playerspeedf = playerspeed.Length() * (one * 15 / 10);
                game.player.playerDrawInfo.moves = playerspeedf != 0;
                playerspeed_ = playerspeedf;
            }
            else
            {
                playerspeed_ = (game.Length(p_.playerDrawInfo.velocityX, p_.playerDrawInfo.velocityY, p_.playerDrawInfo.velocityZ) / dt) * (one * 4 / 100);
            }

            {
                if (p_.drawModel.renderer == null)
                {
                    p_.drawModel.renderer = new AnimatedModelRenderer();
                    byte[] data = game.GetFile(p_.drawModel.Model_);
                    int dataLength = game.GetFileLength(p_.drawModel.Model_);
                    if (data != null)
                    {
                        string dataString = game.platform.StringFromUtf8ByteArray(data, dataLength);
                        AnimatedModel model = AnimatedModelSerializer.Deserialize(game.platform, dataString);
                        p_.drawModel.renderer.Start(game, model);
                    }
                }
                game.GLPushMatrix();
                game.GLTranslate(FeetPosX, FeetPosY, FeetPosZ);
                //game.GLRotate(PlayerInterpolate.RadToDeg(p_.position.rotx), 1, 0, 0);
                game.GLRotate(PlayerInterpolate.RadToDeg(-p_.position.roty + Game.GetPi()), 0, 1, 0);
                //game.GLRotate(PlayerInterpolate.RadToDeg(p_.position.rotz), 0, 0, 1);
                game.platform.BindTexture2d(game.entities[i].drawModel.CurrentTexture);
                p_.drawModel.renderer.Render(dt, PlayerInterpolate.RadToDeg(p_.position.rotx + Game.GetPi()), true, p_.playerDrawInfo.moves, shadow);
                game.GLPopMatrix();
            }
        }
    }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:92,代码来源:DrawPlayers.ci.cs

示例4: NextBullet


//.........这里部分代码省略.........
                                    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];
                        sprite.positionZ = pick.Start[2];
                        grenadeEntity.sprite = sprite;

                        Grenade_ projectile = new Grenade_();
                        projectile.velocityX = vX;
                        projectile.velocityY = vY;
                        projectile.velocityZ = vZ;
                        projectile.block = item.BlockId;
                        projectile.sourcePlayer = game.LocalPlayerId;

                        grenadeEntity.expires = Expires.Create(game.grenadetime - wait);

                        grenadeEntity.grenade = projectile;
                        game.EntityAddLocal(grenadeEntity);
                    }
开发者ID:YoungGames,项目名称:manicdigger,代码行数:67,代码来源:Picking.ci.cs

示例5: OnTouchMove

 public override void OnTouchMove(Game game, TouchEventArgs e)
 {
     float one = 1;
     if (e.GetId() == touchIdMove)
     {
         float range = game.Width() * one / 20;
         game.touchMoveDx = e.GetX() - touchMoveStartX;
         game.touchMoveDy = -((e.GetY() - 1) - touchMoveStartY);
         float length = game.Length(game.touchMoveDx, game.touchMoveDy, 0);
         if (e.GetY() < game.Height() * 50 / 100)
         {
             game.touchMoveDx = 0;
             game.touchMoveDy = 1;
         }
         else
         {
             if (length > 0)
             {
                 game.touchMoveDx /= length;
                 game.touchMoveDy /= length;
             }
         }
     }
     if (e.GetId() == touchIdRotate)
     {
         game.touchOrientationDx += (e.GetX() - touchRotateStartX) / (game.Width() * one / 40);
         game.touchOrientationDy += (e.GetY() - touchRotateStartY) / (game.Width() * one / 40);
         touchRotateStartX = e.GetX();
         touchRotateStartY = e.GetY();
     }
 }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:31,代码来源:GuiTouchButtons.ci.cs


注:本文中的Game.Length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。