本文整理汇总了C#中GamePlayer.ZoomOut方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.ZoomOut方法的具体用法?C# GamePlayer.ZoomOut怎么用?C# GamePlayer.ZoomOut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.ZoomOut方法的4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: OnEnter
public override void OnEnter(GamePlayer player)
{
base.OnEnter(player);
if (player.Selected)
{
// Zoom camera out
player.ZoomOut();
}
m_WaitRollTime = 0.0f;
if (player.Control == Player.PlayerControl.AI)
{
// Selected play code only
if (player.Selected)
{
if ((player.Pawns.Count - player.PawnsAtEnd) > 1)
{
int randomNum = RandomHelper.m_RandomGenerator.Next(0, 101);
if (randomNum <= 20)
player.FocusNextPawn();
}
}
m_WaitRollTime = m_WaitRollTimeReset;
}
}
示例2: OnEnter
public override void OnEnter(GamePlayer player)
{
base.OnEnter(player);
// Zoom camera out
player.ZoomOut();
// Not celebrated yet
player.ActivePawn.ShowReachedEnd();
}
示例3: Update
public override void Update(GameTime deltaTime, GamePlayer player)
{
if (player.PreDecisionRoll == 0)
{
if (player.Dice != null)
{
// If the dice has stopped rolling
if (player.Dice.IsStationary())
{
// Calculate the dice roll number and generate roll data
// Get the dice roll and then take the square stats into account to determine the final
// dice roll value
player.PreDecisionRoll = player.Dice.FindResult();
// Get the square decision data
player.GenerateDecisionData();
// Focus the camera back onto the player
PlayerManager.Instance.SetCameraFocus(player.Index);
// Zoom out
player.ZoomOut();
// Move to the zoom camera state
//player.CameraZoom = true;
// Remove player ui objects ( for now all of them here )
//player.RemoveUIInterfaceObjects();
// Change to pre movement state
player.ChangeState_PreMovement();
}
// Show selected effect
player.ActivePawn.ShowSelected();
}
}
// MAKE sure this is after changing state
base.Update(deltaTime, player);
}
示例4: OnEnter
public override void OnEnter(GamePlayer player)
{
base.OnEnter(player);
// Show the player texture to say it is a new turn
float width = RenderManager.Instance.GraphicsDevice.Viewport.Width;
float height = RenderManager.Instance.GraphicsDevice.Viewport.Height;
float xPos = (width * 0.5f);
float yPos = (height * 0.25f);
float border = 15.0f;
// Select first pawn in collection by default
if (player.Pawns.Count > 0)
{
int pawnsLeft = (player.Pawns.Count - player.PawnsAtEnd);
int index = 0;
if (player.Control != Player.PlayerControl.AI)
{
// If more then one game pawn being used ( TODO )
if (pawnsLeft > 1)
{
// Add game pawn selectors ( Minimum of one
String gamePawn1 = player.GetUIInterfaceObjectName(GamePlayer.UIInterfaceObject.Pawn1);
UIManager.Instance.AddUIObject(gamePawn1, new Vector3(border, (height * 0.5f), 0.0f), UIManager.TextureAlignment.eCenterLeft);
if (player.Pawns.Count > 1)
{
String gamePawn2 = player.GetUIInterfaceObjectName(GamePlayer.UIInterfaceObject.Pawn2);
UIManager.Instance.AddUIObject(gamePawn2, new Vector3((width - border), (height * 0.5f), 0.0f), UIManager.TextureAlignment.eCenterRight);
}
}
// Bring up roll dice image
String rollDice = player.GetUIInterfaceObjectName(GamePlayer.UIInterfaceObject.RollDice);
UIManager.Instance.AddUIObject(rollDice, new Vector3((width * 0.5f), height, 0.0f), UIManager.TextureAlignment.eCenterBottom);
}
// Get the index of the pawn last selected
if (player.ActivePawn != null)
{
if ((player.ActivePawn.CurrentSquare != null) && (player.ActivePawn.CurrentSquare.GetType() != typeof(EndSquare)))
index = player.Pawns.IndexOf(player.ActivePawn);
else
{
foreach (GamePawn pawn in player.Pawns)
{
// Find the next pawn that isn't at the end square
if (pawn.CurrentSquare != null)
{
if (pawn.CurrentSquare.GetType() != typeof(EndSquare))
index = player.Pawns.IndexOf(pawn);
}
}
}
}
// Set pawn index
player.SetActivePawn(index);
}
else
player.SetActivePawn(-1);
// Set camera focus
PlayerManager.Instance.SetCameraFocus(player.Index);
// Generate a new camera modifier
player.GenerateCameraModifier(false);
// Zoom camera out
player.ZoomOut();
// Set selected
player.Selected = true;
// Focus player indicator
player.FocusUIInterfaceObject(GamePlayer.UIInterfaceObject.PlayerIndicator);
if ( player.PawnsAtEnd > 0 )
player.FocusUIInterfaceObject(GamePlayer.UIInterfaceObject.PlayerIndicator2);
if (player.PawnsAtEnd > 1)
player.FocusUIInterfaceObject(GamePlayer.UIInterfaceObject.PlayerIndicator3);
// Check if the game players current square is the start square or not.
// If it is, then show tutorial 1 if it hasn't already.
if (player.ActivePawn != null)
{
TutorialManager tutorials = TutorialManager.Instance;
if (!tutorials.HasTutorialBeenShown(TutorialStage.StartTutorial))
player.ZoomInHalfWay();
/* if (player.ActivePawn.CurrentSquare != null)
{
Type squareType = player.ActivePawn.CurrentSquare.GetType();
if (squareType == typeof(StartSquare))
//.........这里部分代码省略.........