本文整理汇总了C#中GamePlayer.ChangeState_Jump方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.ChangeState_Jump方法的具体用法?C# GamePlayer.ChangeState_Jump怎么用?C# GamePlayer.ChangeState_Jump使用的例子?那么, 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GamePlayer
的用法示例。
在下文中一共展示了GamePlayer.ChangeState_Jump方法的2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)
{
if (player.ActivePawn != null)
{
TutorialManager tutorials = TutorialManager.Instance;
BoardSquare current = player.ActivePawn.CurrentSquare;
// Show idle animation if done
if (player.ActivePawn.AnimationPlayer != null)
{
if (player.ActivePawn.AnimationPlayer.Done)
player.ActivePawn.ShowMovement();
}
// Set the next soldier spline position
if (player.ActivePawn.Spline.IsEndReached(player.transform.Position))
{
// Empty the spline
player.ActivePawn.Spline.ClearSpline();
// Check if this next square is a question square or not
if (current != null)
{
if (current.Name == "IntXSquare")
{
// Check for any tutorials that should be shown
if (!tutorials.HasTutorialBeenShown(TutorialStage.DeclareXTutorial))
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.DeclareXTutorial, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
else if (current.Name == "MainSquare")
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.EnterMain))
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.EnterMain, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
else if (current.GetType() == typeof(IfSquare))
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.IfSquare))
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.IfSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
else if (current.GetType() == typeof(WhileSquare))
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.WhileSquare))
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.WhileSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
else if (current.GetType() == typeof(SwitchSquare))
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.SwitchSquare))
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.SwitchSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
if (current.QuestionSquare)
{
// If it is the first question and they are passing it,
// fire a first question passed event and show the first question
// tutorial.
if (current.FirstQuestionSquare && !current.FirstQuestionPassed)
{
FirstQuestionPassedEvent firstQuestionEvent = new FirstQuestionPassedEvent();
firstQuestionEvent.Fire();
// Question tutorial
if (!tutorials.HasTutorialBeenShown(TutorialStage.Questions))
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.Questions, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
}
}
if (player.CurrentDiceRoll > 0)
{
// Decrease the dice roll
player.CurrentDiceRoll--;
if (player.CurrentDiceRoll != 0)
{
player.Data = new BoardSquare.DecisionData();
if ((current.GetType() == typeof(IfSquare) || (current.GetType() == typeof(WhileSquare))))
player.Data = current.Decision(player.PreDecisionRoll);
// If not default route, switch to the jump state briefly
if (player.Data.route != BoardSquare.Route.eDefault)
player.ChangeState_Jump();
//.........这里部分代码省略.........
示例2: Update
public override void Update(GameTime deltaTime, GamePlayer player)
{
if (player.ActivePawn != null)
{
if (player.CurrentDiceRoll == 0)
{
BaseCamera camera = CameraManager.Instance.ActiveCamera;
if (!camera.Tween)
{
if (camera.GetType().IsSubclassOf(typeof(Camera3D)))
{
if (camera.GetType() == typeof(FixedThirdPersonCamera))
{
FixedThirdPersonCamera fixedCamera = (camera as FixedThirdPersonCamera);
float zoomDistance = fixedCamera.GetDistanceFromDesiredZoom();
if ((zoomDistance <= 50.0f) && (zoomDistance >= -50.0f))
{
/* Begin the pawn moving */
// Save the dice roll determined
player.OriginalDiceRoll = player.CurrentDiceRoll = player.Data.diceRoll;
// Display text in 3D
Color textColor = Color.Yellow;
String rollText = "";
if (player.CurrentDiceRoll > 0)
{
rollText = "+";
textColor = Color.ForestGreen;
}
else if (player.CurrentDiceRoll < 0)
{
rollText = "-";
textColor = Color.OrangeRed;
}
rollText += player.CurrentDiceRoll.ToString();
if (player.CurrentDiceRoll != 1)
rollText += " Squares";
else
rollText += " Square";
String colorText = "red";
if (player.Color == GamePlayer.PlayerColor.Blue)
colorText = "blue";
// Add text to it
colorText += "text";
// Add text
UIManager.Instance.AddText3DObject(colorText, rollText, (player.ActivePawn.transform.Position + new Vector3(0, +10, 0)), textColor, 1.5f);
//UIManager.Instance.AddText3DObject(colorText + "outline", rollText, (player.ActivePawn.Position + new Vector3(-0.05f, +10, -0.05f)), Color.White, 2.05f);
// Generate a new camera modifier
player.GenerateCameraModifier(true);
if (player.CurrentDiceRoll != 0)
{
// Move to the next square assuming the dice roll returned grater than 0 ( should do )
if (player.CurrentDiceRoll > 0)
{
// Check whether to go to the jump state first or not
if (player.Data.route != BoardSquare.Route.eDefault)
player.ChangeState_Jump();
else
{
player.MoveToNextSquare();
// Swap to movement state
player.ChangeState_Movement();
}
}
else
{
player.MoveToPreviousSquare();
// Swap to movement state
player.ChangeState_Movement();
}
}
else
{
if (player.ActivePawn.CurrentSquare.GetType() != typeof(EndSquare))
player.ChangeState_EndOfTurn();
else
player.ChangeState_EndOfBoard();
}
}
}
}
}
else
player.ActivePawn.ShowSelected();
}
}
//.........这里部分代码省略.........