本文整理汇总了C#中GameState类的典型用法代码示例。如果您正苦于以下问题:C# GameState类的具体用法?C# GameState怎么用?C# GameState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。
GameState类属于命名空间,在下文中一共展示了GameState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: Start
// Use this for initialization
void Start() {
//Set high to be out of pickable range
location = 0;
//
minZombies = 4;
maxZombies = 5;
zombieSpeed = 3;
zombieSpawn = 5;
timeToSpawn = 5;
// Init Lists //
zombies = new List<GameObject>();
currentZombies = new List<GameObject>();
zombieWave = new List<int>();
//Add Zombies to List//
zombies.Add(zombie1);
zombies.Add(zombie2);
zombies.Add(zombie3);
zombies.Add(zombie4);
//
spawnLocations = new List<Vector3>();
//Store locations in list
for (int x = -150; x < 180; x += 30) {
spawnLocations.Add(new Vector3(x, 0, 1500));
}
//LINK Scripts//
bc = gameObject.GetComponent<BuildingControl>();
gs = GameObject.Find ("GameController").GetComponent<GameState>();
}
示例2: Draw
protected override void Draw(GameTime gameTime)
{
if(_state == GameState.Menu)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed)
_state = GameState.Menu;
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
play.Draw(spriteBatch);
options.Draw(spriteBatch);
exit.Draw(spriteBatch);
spriteBatch.Draw(Textures.Bullet, new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Color.Gray);
spriteBatch.End();
}
if (_state == GameState.Game)
{
GraphicsDevice.Clear(Color.WhiteSmoke);
spriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend);
handler.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
if (_state == GameState.Pause)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin(SpriteSortMode.Deferred,BlendState.AlphaBlend);
handler.Draw(gameTime, spriteBatch);
spriteBatch.Draw(_pauseScreen, Vector2.Zero, Color.White);
play.Draw(spriteBatch);
exit.Draw(spriteBatch);
spriteBatch.Draw(Textures.Bullet, new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Color.Gray);
spriteBatch.End();
}
base.Draw(gameTime);
}
示例3: PauseGame
public void PauseGame()
{
gameState = GameState.PAUSE;
timer.StopTimer();
fillterController.StopBlinking();
fillterController.Change2Black();
}
示例4: Move
/// <summary>
/// This will be run on each turns. It must return a direction fot the bot to follow
/// </summary>
/// <param name="state">The game state</param>
/// <returns></returns>
public string Move(GameState state)
{
myFinder = new Pathfinder(state);
string direction;
switch (random.Next(0, 5)) {
case 0:
direction = Direction.East;
break;
case 1:
direction = Direction.West;
break;
case 2:
direction = Direction.North;
break;
case 3:
direction = Direction.South;
break;
default:
direction = Direction.Stay;
break;
}
direction = myFinder.GetNextMoveToGetToDestination(2, 2);
Console.WriteLine("Completed turn {0}, going {1}", state.currentTurn, direction);
Console.WriteLine(DateTime.Now - delta);
return direction;
}
示例5: Defeat
public void Defeat()
{
defeatUI.SetActive(true);
replayBtn.SetActive(true);
catAnimator.runtimeAnimatorController = happyAnima;
state = GameState.GAME_OVER;
}
示例6: Generate
public void Generate(PlayerInfo owner, GameState state, ActionCandidates candidates)
{
if (!owner.IsBallOwner || owner.CanBeTackled.Any()) { return; }
foreach (var direction in WalkingDirections)
{
var target = owner.Position + direction;
// Don't try to leave the field.
if(Game.Field.IsOnField(target))
{
var dribble = PlayerPath.Create(owner, target, MaximumDribbleLength, Distance.Tackle);
var catchUp = dribble.GetCatchUps(state.Current.OtherPlayers).FirstOrDefault();
// don't start (too) short walks.
if(catchUp == null || catchUp.Turn >= MinimumDribbleLength)
{
if (catchUp != null) { target = dribble[catchUp.Turn - 2]; }
var action = Actions.Move(owner, target);
var length = catchUp == null ? dribble.Count : catchUp.Turn - 1;
candidates.Add(Evaluator.GetPositionImprovement(owner, target, length), action);
}
}
}
}
示例7: Start
// Use this for initialization
void Start()
{
gameState = GameState.InGame;
//SAFE CODE : Check si il existe un autre gamemanager si c'est le cas, je m'autodetruit
if (gameController != null && gameController != this)
{
Destroy(this.gameObject);
return;
}
// pour qu'on puisse y accéder dans les methodes statiques
gameController = this;
// L'objet n'est pas détruit quand on change de scène
//DontDestroyOnLoad(this.gameObject);
SettingTarget();
BrowseLists();
//chargement de menu
//Application.LoadLevel("Menu");
//Application.LoadLevel("arena");
foreach (GameObject go in Killers)
{
LoadObjectives(go);
}
}
示例8: Start
// Use this for initialization
void Start () {
GameState freedom = new GameState(){RoomPrompt=StringsStore.Freedom_Prompt};
GameState lock_1 = new GameState(){RoomPrompt=StringsStore.Lock_1_Prompt};
GameState cell_mirror = new GameState(){RoomPrompt=StringsStore.Cell_Mirror_Prompt};
GameState sheets_1 = new GameState(){RoomPrompt=StringsStore.Sheets_1_Prompt};
GameState mirror_0 = new GameState(){RoomPrompt=StringsStore.Mirror_0_Prompt};
GameState lock_0 = new GameState(){RoomPrompt=StringsStore.Lock_0_Prompt};
GameState sheets_0 = new GameState(){RoomPrompt=StringsStore.Sheets_0_Prompt};
GameState cell_0 = new GameState(){RoomPrompt=StringsStore.PrisonCell_0_Prompt};
cell_0.UserChoices.Add(new UserChoice (KeyCode.S, StringsStore.GoToSheets, sheets_0));
cell_0.UserChoices.Add(new UserChoice (KeyCode.M, StringsStore.GoToMirror, mirror_0));
cell_0.UserChoices.Add(new UserChoice (KeyCode.D, StringsStore.GoToDoor, lock_0));
sheets_0.UserChoices.Add(new UserChoice (KeyCode.R, StringsStore.ReturnToCenterCell, cell_0));
lock_0.UserChoices.Add(new UserChoice(KeyCode.R, StringsStore.ReturnToCenterCell, cell_0));
mirror_0.UserChoices.Add(new UserChoice (KeyCode.T, StringsStore.SmashMirror, cell_mirror));
mirror_0.UserChoices.Add(new UserChoice(KeyCode.R, StringsStore.ReturnToCenterCell, cell_0));
sheets_1.UserChoices.Add(new UserChoice (KeyCode.R, StringsStore.ReturnToBrokenMirror, cell_mirror));
cell_mirror.UserChoices.Add(new UserChoice (KeyCode.S, StringsStore.GoToSheets, sheets_1));
cell_mirror.UserChoices.Add(new UserChoice(KeyCode.D, StringsStore.GoToDoor, lock_1));
lock_1.UserChoices.Add(new UserChoice (KeyCode.O, StringsStore.OpenDoorWithShard, freedom));
lock_1.UserChoices.Add(new UserChoice(KeyCode.R, StringsStore.ReturnToBrokenMirror, cell_mirror));
freedom.UserChoices.Add(new UserChoice(KeyCode.P, StringsStore.PlayAgain, cell_0));
MoveToState(cell_0);
}
示例9: Game
public Game()
{
this.sideOnePoints = PointState.Love;
this.sideTwoPoints = PointState.Love;
this.state = GameState.PriorToDeuce;
}
示例10: CaptureAll
public bool CaptureAll(GameState state, Coords start, Coords end, Direction dir, out IEnumerable<Coords> capture)
{
if (pattern.Count() == 0)
{
capture = new List<Coords>();
return true;
}
if (end != null && !OnSameLine(start, end))
{
capture = new List<Coords>();
return false;
}
if (!pattern.ElementAt(0).IsTarget)
{
throw new NotImplementedException("Target other than the beginning is not supported yet.");
}
List<Coords> cAll = new List<Coords>();
bool retVal = false;
foreach (var incrementer in ToIncrementers(dir))
{
// Try every direction
List<Coords> c = new List<Coords>();
if (FindMatch(state, start, end, incrementer, pattern, out c))
{
cAll.AddRange(c);
retVal = true;
}
}
capture = cAll;
return retVal;
}
示例11: Match
public bool Match(GameState state, Coords start, Coords end, Direction dir)
{
if (pattern.Count() == 0)
{
return true;
}
if (end != null && !OnSameLine(start, end))
{
return false;
}
if (!pattern.ElementAt(0).IsTarget)
{
throw new NotImplementedException("Target other than the beginning is not supported yet.");
}
foreach (var incrementer in ToIncrementers(dir))
{
// Try every direction
List<Coords> c;
if (FindMatch(state, start, end, incrementer, pattern, out c))
{
return true;
}
}
return false;
}
示例12: Proceed
public override void Proceed(GameState caller)
{
//Clear the score stacks.
Screen.Player.ScoreBar.ClearStacks();
if (caller is AgroState)
{
//AgroState does all the logic work. No need to add much logic here.
Spawner spawner = Spawner.GetInstance();
if (spawner.FriendliesPerEnemies > 2)
{
spawner.FriendliesPerEnemies -= 2;
spawner.MaximumAlive += 50;
}
}
else if (caller is RegularState)
{
RegularState temp = (RegularState)caller;
PushState(new AgroState(this, temp.AgroBorder));
}
//Call the base.
base.Proceed(caller);
}
示例13: startGame
public void startGame(Game game)
{
Game.current = game;
State = GameState.Building;
camera.maxPosition = new Vector3 ((Game.current.Chunk)*34f, 25f, 0f);
camera.calculateBounds();
world.clearChunks();
for (int i=0; i<Game.current.Chunk; i++) {
GameObject ch = world.generateChunk (i);
if (Game.current.Team == 1) {
ch.GetComponent<MeshRenderer>().materials = WhiteMaterial;
} else {
ch.GetComponent<MeshRenderer>().materials = BlackMaterial;
}
}
currentBeam = (GameObject) Instantiate(beam);
GameObject c = (GameObject) Instantiate(character);
c.transform.position = new Vector3 (1f, 20f, 0f);
Grunt ai = c.GetComponent<Grunt>();
ai.isHero = true;
ai.team = Game.current.Team;
EnemyController cont = c.GetComponent<EnemyController>();
cont.maxSpeed = 2.5f;
camera.target = c.transform;
}
示例14: Button
public Button(Texture2D img, Rectangle rect, GameState click)
{
image = img;
boundingRect = rect;
clickFunction = click;
roomIndex = -1;
}
示例15: Parse
public bool Parse(GameState game, GameState.Entity enchant)
{
this.card_id = enchant.CardId;
this.creator_entity_id = enchant.GetTagOrDefault(GameTag.CREATOR, -1);
return true;
}