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C# GameInfo类代码示例

本文整理汇总了C#中GameInfo的典型用法代码示例。如果您正苦于以下问题:C# GameInfo类的具体用法?C# GameInfo怎么用?C# GameInfo使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


GameInfo类属于命名空间,在下文中一共展示了GameInfo类的15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: Awake

	void Awake ()
	{
		_gi = GetComponent<GameInfo> ();
		switch (_gi.Level) {
		case GameInfo.Difficulty.easy:
			_modifier = 0.85f;
			break;
		case GameInfo.Difficulty.normal:
			_modifier = 1.0f;
			break;
		case GameInfo.Difficulty.hard:
			_modifier = 1.15f;
			break;
		}
		_player = Instantiate (player, Vector3.zero, Quaternion.identity) as GameObject;
		_missileLaunchers = new GameObject[4];
		_spawnIndex = 0;

		if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) {
			helpUI.GetComponent<Text> ().enabled = false;
			restartUI.GetComponent<Text> ().text = "Tap to restart";
		} else {
			helpLeftUI.GetComponent<Text> ().enabled = false;
			helpRightUI.GetComponent<Text> ().enabled = false;
		}
		score = GetComponent<Score> ();
	}
开发者ID:calvinwo,项目名称:missile,代码行数:27,代码来源:GameManager.cs

示例2: SetNextId

	public static void SetNextId( GameInfo gameInfo, Ship ship )
	{
		//islands.id = this.get_u32("islands id")+1;
		//this.set_u32("islands id", islands.id);
		ship.id = gameInfo.ShipsID+1;
		gameInfo.ShipsID = ship.id;
	}
开发者ID:drakelinglabs,项目名称:unityarmada,代码行数:7,代码来源:ShipFunctions.cs

示例3: ProducePart

    public void ProducePart( GameInfo gameInfo, GameObject myGO, int amount = 1 )
    {
        int myGOTeam = myGO.GetComponent<Generic_Team>().TeamNum;

        if (isServer)
        {
            List<GameObject> parts = new List<GameObject>();
            for ( int i = 0; i < amount; i++ )
            {
                parts.Add(MakePart( new Vector2( i, 0 ), Vector2.zero, 0.0f, myGOTeam ));
            }

            List<GameObject> myGO_parts;
            myGO_parts = myGO.GetComponent<Unit_PartPlacement>().parts;
            myGO_parts.Clear();
            int gOID = myGO.GetInstanceID();
            //u16 playerID = blob.getPlayer().getNetworkID();
            for (int i = 0; i < parts.Count; i++)
            {
                GameObject gO = parts[i];
                myGO_parts.Add( gO );
                gO.GetComponent<Part_Info>().OwnerID = gOID;
                //b.set_u16( "playerID", playerID );
                gO.GetComponent<Part_Info>().ShipID = -1; // don't push on ship
            }
        }
    }
开发者ID:Morgasm,项目名称:ironarmada,代码行数:27,代码来源:PartProduction.cs

示例4: Start

 void Start()
 {
     m_Count = 0;
     board = GameObject.Find ("Board").GetComponent<Board> ();
     player = GameObject.Find ("PlayerInput").GetComponent<PlayerInput>();
     gameInfo = GameObject.Find ("GameInfo").GetComponent<GameInfo>();
 }
开发者ID:marv-Shimazug,项目名称:Othello,代码行数:7,代码来源:Undo.cs

示例5: AddBuilding

 public static void AddBuilding(GameObject go, GameInfo.BuildingsTypes type)
 {
     if(type == GameInfo.BuildingsTypes.BunkRoom)
         bunkRooms.Add(go);
     if(type == GameInfo.BuildingsTypes.GreasySpoon)
         greasySpoons.Add(go);
 }
开发者ID:Huginn18,项目名称:BtS,代码行数:7,代码来源:BuildingsManager.cs

示例6: ChangeTo

    public void ChangeTo(GameInfo.States state)
    {
        uSC.uMC.Reset();

        if(state == GameInfo.States.Idle)
            uSC.currentState = uSC.idle;
    }
开发者ID:Huginn18,项目名称:BtS,代码行数:7,代码来源:ReturnHome.cs

示例7: SetUp

		public void SetUp()
		{
			GameInfo gameInfo = new GameInfo();
			gameInfo.Mock();
			this.Manager = new ScreensManager(gameInfo);

			this.Screen1 = new Mock<Screen>("Screen1", ScreenType.Fullscreen);
			this.Screen1.Setup(s => s.OnInit());
			this.Screen1.Setup(s => s.OnDeinit());

			this.Screen2 = new Mock<Screen>("Screen2", ScreenType.Popup);
			this.Screen2.Setup(s => s.OnInit());
			this.Screen2.Setup(s => s.OnDeinit());

			this.Screen3 = new Mock<Screen>("Screen3", ScreenType.Normal);
			this.Screen3.Setup(s => s.OnInit());
			this.Screen3.Setup(s => s.OnDeinit());

			this.Screen4 = new Mock<Screen>("Screen4", ScreenType.Normal);
			this.Screen4.Setup(s => s.OnInit());
			this.Screen4.Setup(s => s.OnDeinit());

			this.Manager.Add(this.Screen1.Object);
			this.Manager.Add(this.Screen2.Object);
			this.Manager.Add(this.Screen3.Object);
			this.Manager.Add(this.Screen4.Object);

			this.ScreensList = new IScreen[]
			{
				this.Screen1.Object,
				this.Screen2.Object,
				this.Screen3.Object,
				this.Screen4.Object
			};
		}
开发者ID:jakubfijalkowski,项目名称:Kingdoms-Clash.NET,代码行数:35,代码来源:ScreensManagerTests.cs

示例8: Update

        /// <summary>
        /// これがAIの動作の処理です。
        /// gameInfoを用いて1フレームに与える指示を出してください。
        /// HumanControllerも全く同じ仕組です
        /// </summary>
        /// <param name="gameInfo"></param>
        /// <param name="input"></param>
        public override void Update(GameInfo gameInfo, Input input)
        {
            //最初に必ずbaseのUpdateを呼び出してください
            base.Update(gameInfo, input);

            //攻撃する。
            Attack();
            //移動する(同じフレームでAttackが呼ばれているときはAttackが無条件で優先されます)
            //複数回呼んだ場合最後のMoveが使われます。
            Move(Direction.UP);

            //gameInfoから自分のPlayerInfoを取得
            PlayerInfo myInfo;
            foreach (PlayerInfo info in gameInfo.PlayerInfos)
            {
                if (info.Index == PlayerIndex)
                {
                    myInfo = info;
                }
            }


            //おまけ:PlayerIndexをintにしたい!(キャラごとにユニークな値が取れるので乱数のシードなどに使えます)
            int index = PlayerIndex - PlayerIndex.One;
        }
开发者ID:hirama-akihiro,项目名称:DropFight,代码行数:32,代码来源:HinagataAI.cs

示例9: PerformLogic

        public IGameState[] PerformLogic(GameTime gameTime, GameInfo gameInfo)
        {
            var currentPlayer = gameInfo.CurrentPlayer;

            bool reversing = currentPlayer.CurrentNode == currentPlayer.NextNode;
            var currentLocation = currentPlayer.ActualLocation;
            var targetLocation =
                reversing
                    ? currentPlayer.NextNode.GetTravelPosition(gameInfo.CurrentPlayerIndex, gameInfo.TotalPlayers)
                    : currentPlayer.NextNode.Center;

            float newRotation;
            Vector2 normalisedVector;

            // If we've reached our destination
            if (TravelTo(currentLocation, targetLocation, currentPlayer.Rotation, reversing, out normalisedVector, out newRotation)) {
                // We have now reached the 'next' node, and thus it is our current node.
                currentPlayer.CurrentNode = currentPlayer.NextNode;

                return (!reversing && currentPlayer.RollAmount == 0) ? new IGameState[] { this } : null;
            }

            currentPlayer.ActualLocation += normalisedVector * MoveSpeed;
            currentPlayer.Rotation = newRotation;

            return new IGameState[] { this };
        }
开发者ID:AlanFoster,项目名称:Game-of-Life,代码行数:27,代码来源:VisuallyMovePlayer.cs

示例10: CalculateModifiedEffect

    public int CalculateModifiedEffect(GameObject character, int initial, GameInfo.Stat stat, float modifierAmount)
    {
        float modifier = modifierAmount;
        CharacterInfo characterInfo = character.GetComponent<CharacterInfo>();
        switch (stat) {
            case GameInfo.Stat.Strength:
                modifier *= characterInfo.GetStrength();
                break;
            case GameInfo.Stat.Agility:
                modifier *= characterInfo.GetAgility();
                break;
            case GameInfo.Stat.Intelligence:
                modifier *= characterInfo.GetIntelligence();
                break;
            case GameInfo.Stat.Wisdom:
                modifier *= characterInfo.GetWisdom();
                break;
            case GameInfo.Stat.Defense:
                modifier *= characterInfo.GetDefense();
                break;
            default:
                break;
        }

        return (int)(initial + modifier);
    }
开发者ID:picklenerd,项目名称:LD33-get-off-my-lawn,代码行数:26,代码来源:Skill.cs

示例11: Start

    void Start()
    {
        try
        {
            gameInfo = GameObject.Find("GameInfo").GetComponent<GameInfo>();
        }
        catch (Exception e)
        {

        }
        if (gameInfo == null)
        {
            GameObject gameInfoObj = new GameObject("GameInfo");
            UnityEngine.Object.DontDestroyOnLoad(gameInfoObj);

            gameInfoObj.AddComponent<GameInfo>();
            gameInfo = gameInfoObj.GetComponent<GameInfo>();
        }

        mapName = gameInfo.mapName;

        sr = gameObject.GetComponent<SpriteRenderer>();
        sr.sprite = Resources.Load<Sprite>("Sprites/Loading/loading_" + mapName + "_01");

        beep1 = Resources.Load<AudioClip>("Sounds/Loading/loading_beep_01");
        beep2 = Resources.Load<AudioClip>("Sounds/Loading/loading_beep_02");
        beep3 = Resources.Load<AudioClip>("Sounds/Loading/loading_beep_03");
        beep4 = Resources.Load<AudioClip>("Sounds/Loading/loading_beep_04");

        frameCountSinceLvlLoad = 0;
        SoundManager.instance.PlaySingle(beep1, false, 1f, 128, false);
    }
开发者ID:ja003,项目名称:PV255-Brainiacs,代码行数:32,代码来源:Loading.cs

示例12: PerformLogic

        public override IGameState[] PerformLogic(GameTime gameTime, GameInfo gameInfo)
        {
            var currentPlayer = gameInfo.CurrentPlayer;

            currentPlayer.CareerType = CareerType.CollegeCareer;

            // Test if they're already taken the exam before
            if (currentPlayer.PassedExam) {
                return null;
            }

            var waitState = StateFactory.GetState(GameStates.GameStates.Wait);

            if (currentPlayer.CurrentlyTakingExam) {
                return TestPassedExamLogic(gameInfo, waitState);
            }

            if (currentPlayer.CareerType != CareerType.CollegeCareer) {
                return CreateAlert(gameInfo, waitState, "You can only take an exam if you took college path", icon: "Images/AlertIcons/Fail");
            }

            // Strip their roll amount;
            currentPlayer.RollAmount = 0;

            // Set their taking exam boolean to be true
            currentPlayer.CurrentlyTakingExam = true;

            return TakeExamLogic(gameInfo);
        }
开发者ID:AlanFoster,项目名称:Game-of-Life,代码行数:29,代码来源:TakeExam.cs

示例13: idle

        // ランダムに移動
        void idle(GameInfo gameInfo)
        {
            if (gameInfo.GameTime.TotalGameTime.TotalMilliseconds - preActionTime > 200)
            {
                Random rnd = new Random((PlayerIndex - PlayerIndex.One)*100 + Environment.TickCount);
                int act = rnd.Next(100);
                act /= 25;
                switch (act)
                {
                    case 0:
                        nowDirection=Direction.UP;
                        break;
                    case 1:
                        nowDirection=Direction.RIGHT;
                        break;
                    case 2:
                        nowDirection=Direction.LEFT;
                        break;
                    case 3:
                        nowDirection=Direction.DOWN;
                        break;
                }
                preActionTime = gameInfo.GameTime.TotalGameTime.TotalMilliseconds;
            }

            Move(nowDirection);
            return;
        }
开发者ID:hirama-akihiro,项目名称:DropFight,代码行数:29,代码来源:SimpleAI.cs

示例14: World

        public World(GameInfo game, int size)
        {
            Game       = game;
            Size       = size;
            Cells      = TerrainGenerator.generateCells(this);
            BaseCell   = Cells.Where(c => c.Type == CellType.Start).First();
            ActiveCell = BaseCell;
            FogOfWar   = new FogOfWar(this);

            var brush = Marooned.Instance.GetService<ContentCache>().Load<TiledBrush>("brush/base");
            brush.Stamp(BaseCell, (Vector2.One * Cell.CELL_SIZE - brush.Bounds) / 2);
            // TEMP: Debug
            new UnitKekeke(BaseCell[10, 10]);
            new UnitKekeke(BaseCell[23, 52]);
            new UnitKekeke(BaseCell[5, 49]);
            new UnitKekeke(BaseCell[40, 52]);
            new UnitKekeke(BaseCell[36, 15]);
            //for (int i = 0; i < game.ArtifactsTotal; ++i)
            //    new ItemArtifact(BaseCell[21, 20 + i]);
            // Setup any entities created/etc....
            foreach (var c in Cells) c.Update(new TimeSpan(0));
            foreach (var u in BaseCell.Entities.Where(e => e is UnitCrew)
                                               .Select(e => (UnitCrew)e))
                u.IFF = IFFPlayer;
        }
开发者ID:zdawson,项目名称:Marooned,代码行数:25,代码来源:World.cs

示例15: AddStatusEffect

    public void AddStatusEffect(GameInfo.StatusEffect effectName, int duration, int magnitude, int addMagnitude, int removeMagnitude)
    {
        bool hasDuplicate = false;
        GameObject duplicate = null;
        StatusEffect duplicateEffect = null;

        for (int i = 0; i < statusEffectList.Count; i++) {
            if (statusEffectList[i].GetComponent<StatusEffect>().GetEffectName() == effectName) {
                hasDuplicate = true;
                duplicate = statusEffectList[i];
                duplicateEffect = duplicate.GetComponent<StatusEffect>();
                break;
            }
        }
        if (hasDuplicate && duplicateEffect.maxStacks > 0 && (duplicateEffect.GetNumberOfStacks() < duplicateEffect.GetMaxStacks())) {
            duplicateEffect.AddStack(duration, magnitude);
        }

        else {
            GameObject newEffect = (GameObject)Instantiate(gameInfo.statusEffectList[(int)effectName], transform.position, Quaternion.identity);
            newEffect.GetComponent<StatusEffect>().Initialize(duration, magnitude, addMagnitude, removeMagnitude);
            newEffect.transform.parent = transform;
            statusEffectList.Add(newEffect);
            newEffect.GetComponent<StatusEffect>().AddStatusEffect();
        }
    }
开发者ID:picklenerd,项目名称:LD33-get-off-my-lawn,代码行数:26,代码来源:StatusEffectManager.cs


注:本文中的GameInfo类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。