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C# GamePlayer.ChangeState_Idle方法代码示例

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


在下文中一共展示了GamePlayer.ChangeState_Idle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: Update

        public override void Update(GameTime deltaTime, GamePlayer player)
        {
            // Change back to idle state
            player.ChangeState_Idle();

            // MAKE sure this is after changing state
            base.Update(deltaTime, player);
        }
开发者ID:Imortilize,项目名称:Psynergy-Engine,代码行数:8,代码来源:GamePlayerStateDeselected.cs

示例2: Update

        public override void Update(GameTime deltaTime, GamePlayer player)
        {
            // Switch back to the movement state after 2 seconds
            float elapsedTime = (float)deltaTime.ElapsedGameTime.TotalSeconds;

            if ( (m_JumpTime -= elapsedTime) <= 0.0f )
            {
                // If there is any movement left then switch to the movement state
                if (player.CurrentDiceRoll != 0)
                {
                    // Move to the next square and continue movement code as normal
                    player.MoveToNextSquare();
                    player.ChangeState_Movement();
                }
                else
                    player.ChangeState_Idle();
            }

            // MAKE sure this is after changing state
            base.Update(deltaTime, player);
        }
开发者ID:Imortilize,项目名称:Psynergy-Engine,代码行数:21,代码来源:GamePlayerStateJump.cs

示例3: Update


//.........这里部分代码省略.........
                {
                    if (!tutorials.HasTutorialBeenShown(TutorialStage.StartTutorial))
                    {
                        // If the camera is stationary
                        if (CameraManager.Instance.ActiveCamera != null)
                        {
                            if (!CameraManager.Instance.ActiveCamera.Tween)
                            {
                                // Show start tutorial
                                tutorials.ShowTutorial(TutorialStage.StartTutorial, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                            }
                        }

                        // Set not to change state this cycle 
                        changeState = false;
                    }
                    else if (current.GetType().IsSubclassOf(typeof(ArithmeticSquare)))
                    {
                        if ( !tutorials.HasTutorialBeenShown(TutorialStage.ArithmeticSquares) )
                        {
                            // If the camera is stationary
                            if (CameraManager.Instance.ActiveCamera != null)
                            {
                                if (!CameraManager.Instance.ActiveCamera.Tween)
                                {
                                    // Show start tutorial
                                    tutorials.ShowTutorial(TutorialStage.ArithmeticSquares, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                                }
                            }

                            // Set not to change state this cycle 
                            changeState = false;
                        }
                    }
                    else if (current.GetType() == typeof(IfSquare))
                    {
                        if (!tutorials.HasTutorialBeenShown(TutorialStage.IfSquare))
                        {
                            // If the camera is stationary
                            if (CameraManager.Instance.ActiveCamera != null)
                            {
                                if (!CameraManager.Instance.ActiveCamera.Tween)
                                {
                                    // Show start tutorial
                                    tutorials.ShowTutorial(TutorialStage.IfSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                                }
                            }

                            // Set not to change state this cycle 
                            changeState = false;
                        }
                    }
                    else if (current.GetType() == typeof(WhileSquare))
                    {
                        if (!tutorials.HasTutorialBeenShown(TutorialStage.WhileSquare))
                        {
                            // If the camera is stationary
                            if (CameraManager.Instance.ActiveCamera != null)
                            {
                                if (!CameraManager.Instance.ActiveCamera.Tween)
                                {
                                    // Show start tutorial
                                    tutorials.ShowTutorial(TutorialStage.WhileSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                                }
                            }

                            // Set not to change state this cycle 
                            changeState = false;
                        }
                    }
                    else if (current.GetType() == typeof(SwitchSquare))
                    {
                        if (!tutorials.HasTutorialBeenShown(TutorialStage.SwitchSquare))
                        {
                            // If the camera is stationary
                            if (CameraManager.Instance.ActiveCamera != null)
                            {
                                if (!CameraManager.Instance.ActiveCamera.Tween)
                                {
                                    // Show start tutorial
                                    tutorials.ShowTutorial(TutorialStage.SwitchSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                                }
                            }

                            // Set not to change state this cycle 
                            changeState = false;
                        }
                    }
                }
            }

            if (changeState)
            {
                // Change back to idle state
                player.ChangeState_Idle();
            }

            // MAKE sure this is after changing state
            base.Update(deltaTime, player);
        }
开发者ID:Imortilize,项目名称:Psynergy-Engine,代码行数:101,代码来源:GamePlayerStateSelected.cs


注:本文中的GamePlayer.ChangeState_Idle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。