本文整理汇总了C#中ICharacter类的典型用法代码示例。如果您正苦于以下问题:C# ICharacter类的具体用法?C# ICharacter怎么用?C# ICharacter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。
ICharacter类属于命名空间,在下文中一共展示了ICharacter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: ExecuteCommand
public override void ExecuteCommand(ICharacter character, Identity target, string[] args)
{
Vendor v = Pool.Instance.GetObject<Vendor>(character.Playfield.Identity, target);
if (v != null)
{
int pfid = character.Playfield.Identity.Instance;
StatelData sd =
PlayfieldLoader.PFData[pfid].Statels.FirstOrDefault(x => x.Identity.Equals(v.OriginalIdentity));
if (sd != null)
{
int instance = (((sd.Identity.Instance) >> 16) & 0xff
| (character.Playfield.Identity.Instance << 16));
DBVendor dbv = new DBVendor();
dbv.Id = instance;
dbv.Playfield = pfid;
dbv.X = sd.X;
dbv.Y = sd.Y;
dbv.Z = sd.Z;
dbv.HeadingX = sd.HeadingX;
dbv.HeadingY = sd.HeadingY;
dbv.HeadingZ = sd.HeadingZ;
dbv.HeadingW = sd.HeadingW;
dbv.Name = "New shop, please fill me";
dbv.TemplateId = sd.TemplateId;
dbv.Hash = "";
VendorDao.Instance.Delete(dbv.Id);
VendorDao.Instance.Add(dbv, dontUseId: false);
}
}
}
示例2: Input
private void Input(ICharacter player)
{
var info = Console.ReadKey();
switch (info.Key)
{
case ConsoleKey.Spacebar:
var ninja = Enemies.FirstOrDefault();
player.Atack(ninja);
if (ninja != null && ninja.Blood == 0)
{
Enemies.Remove(ninja);
}
break;
case ConsoleKey.LeftArrow:
player.Move(Direction.Left);
break;
case ConsoleKey.UpArrow:
player.Move(Direction.Up);
break;
case ConsoleKey.RightArrow:
player.Move(Direction.Right);
break;
case ConsoleKey.DownArrow:
player.Move(Direction.Down);
break;
}
}
示例3: AddText
public void AddText(ICharacter character, params string[] sentences)
{
foreach (string sentence in sentences)
{
Actions.Add(new AGSDialogAction (character, sentence));
}
}
示例4: SetScaling
/// <summary>
/// Sets the stat scaling on this weapon based on the user character's selected attribute. </summary>
/// <param name='userStats'> User character's stat module. </param>
public void SetScaling(ICharacter user)
{
switch (scalingAttribute) {
case CharacterAttribute.AttributeName.Vitality:
_scalingAtt = user.CharStats.Vitality;
break;
case CharacterAttribute.AttributeName.Endurance:
_scalingAtt = user.CharStats.Endurance;
break;
case CharacterAttribute.AttributeName.Spirit:
_scalingAtt = user.CharStats.Spirit;
break;
case CharacterAttribute.AttributeName.Strength:
_scalingAtt = user.CharStats.Strength;
break;
case CharacterAttribute.AttributeName.Dexterity:
_scalingAtt = user.CharStats.Dexterity;
break;
case CharacterAttribute.AttributeName.Mind:
_scalingAtt = user.CharStats.Mind;
break;
default:
_scalingAtt = null;
break;
}
if (_scalingAtt == null)
Debug.Log ("no scaling attribute set!");
}
示例5: Hit
public virtual int Hit(ICharacter enemy)
{
int damage = (this.Damage +this.Master.AttackPoints/10)*(1000 - enemy.DefencePoints)/1000;
enemy.HealthPoints -= damage;
return damage;
}
示例6: Update
public override void Update(GameTime gameTime, ICharacter character)
{
this.TimeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (this.TimeSinceLastFrame < this.TimePerFrame)
{
return;
}
this.TimeSinceLastFrame = gameTime.ElapsedGameTime.Milliseconds;
KeyboardState keyState = Keyboard.GetState();
bool moving = ((Player)character).KbKeys.Any(key => keyState.IsKeyDown(key));
if (moving || this.CurrentFrame != 5)
{
if (this.reverse)
{
this.CurrentFrame--;
}
else
{
this.CurrentFrame++;
}
if (this.CurrentFrame == this.TotalFrames - 1 || this.CurrentFrame == 0)
{
this.reverse = !this.reverse;
}
}
}
示例7: OccupancyChangedEventArgs
/// <summary>
/// Initializes a new instance of the <see cref="OccupancyChangedEventArgs"/> class.
/// </summary>
/// <param name="occupant">The occupant.</param>
/// <param name="departureRoom">The departure room.</param>
/// <param name="arrivalRoom">The arrival room.</param>
public OccupancyChangedEventArgs(ICharacter occupant, ITravelDirection travelDirection, DefaultRoom departureRoom, DefaultRoom arrivalRoom)
{
this.Occupant = occupant;
this.DepartureRoom = departureRoom;
this.ArrivalRoom = arrivalRoom;
this.TravelDirection = travelDirection;
}
示例8: MapToEntity
public virtual void MapToEntity(ICharacterModel model, ref ICharacter entity, int currentDepth = 1)
{
currentDepth++;
// Assign Base properties
NameableEntityMapper.MapToEntity(model, ref entity);
// Character Properties
entity.RealName = model.RealName;
entity.DateOfBirth = model.DateOfBirth;
// Related Objects
entity.PrimaryImageFileId = model.PrimaryImageFileId;
entity.PrimaryImageFile = (ImageFile)model.PrimaryImageFile?.MapToEntity();
entity.FirstIssueAppearanceId = model.FirstIssueAppearanceId;
entity.FirstIssueAppearance = (Issue)model.FirstIssueAppearance?.MapToEntity();
entity.GenderId = model.GenderId;
entity.Gender = (Gender)model.Gender?.MapToEntity();
entity.OriginId = model.OriginId;
entity.Origin = (Origin)model.Origin?.MapToEntity();
entity.PublisherId = model.PublisherId;
entity.Publisher = (Publisher)model.Publisher?.MapToEntity();
// Associated Objects
entity.CharacterAliases = model.CharacterAliases?.Where(i => i.Active).Select(CharacterAliasMapperExtensions.MapToEntity).ToList();
entity.CharacterCreators = model.CharacterCreators?.Where(i => i.Active).Select(CharacterCreatorMapperExtensions.MapToEntity).ToList();
entity.CharacterEnemies = model.CharacterEnemies?.Where(i => i.Active).Select(CharacterEnemyMapperExtensions.MapToEntity).ToList();
entity.CharacterEnemyTeams = model.CharacterEnemyTeams?.Where(i => i.Active).Select(CharacterEnemyTeamMapperExtensions.MapToEntity).ToList();
entity.CharacterFriends = model.CharacterFriends?.Where(i => i.Active).Select(CharacterFriendMapperExtensions.MapToEntity).ToList();
entity.CharacterFriendlyTeams = model.CharacterFriendlyTeams?.Where(i => i.Active).Select(CharacterFriendlyTeamMapperExtensions.MapToEntity).ToList();
entity.CharacterIssuesAppearedIn = model.CharacterIssuesAppearedIn?.Where(i => i.Active).Select(CharacterAppearedInIssueMapperExtensions.MapToEntity).ToList();
entity.CharacterIssuesDiedIn = model.CharacterIssuesDiedIn?.Where(i => i.Active).Select(CharacterDiedInIssueMapperExtensions.MapToEntity).ToList();
entity.CharacterIssues = model.CharacterIssues?.Where(i => i.Active).Select(CharacterIssueMapperExtensions.MapToEntity).ToList();
entity.CharacterMovies = model.CharacterMovies?.Where(i => i.Active).Select(CharacterMovieMapperExtensions.MapToEntity).ToList();
entity.CharacterPowers = model.CharacterPowers?.Where(i => i.Active).Select(CharacterPowerMapperExtensions.MapToEntity).ToList();
entity.CharacterStoryArcs = model.CharacterStoryArcs?.Where(i => i.Active).Select(CharacterStoryArcMapperExtensions.MapToEntity).ToList();
entity.CharacterTeams = model.CharacterTeams?.Where(i => i.Active).Select(CharacterTeamMapperExtensions.MapToEntity).ToList();
entity.CharacterVolumes = model.CharacterVolumes?.Where(i => i.Active).Select(CharacterVolumeMapperExtensions.MapToEntity).ToList();
}
示例9: CheckHandPower
//TODO:from int to double return type
public void CheckHandPower(ICharacter player, IList<ICard> tableCards)
{
decimal powerToSet = 0;
powerToSet = CheckFourOfKind(player, tableCards);
if (powerToSet >= initialPowerFourOfKind)
{
player.Power = powerToSet;
return;
}
powerToSet = CheckForFullHouse(player, tableCards);
if (powerToSet >= initialPowerFullHouse)
{
player.Power = powerToSet;
return;
}
powerToSet = CheckForFlush(player, tableCards);
if (powerToSet >= initialPowerFlush)
{
player.Power = powerToSet;
return;
}
powerToSet = CheckForStraight(player, tableCards);
if (powerToSet >= initialPowerStraight)
{
player.Power = powerToSet;
return;
}
powerToSet = CheckForThreeOfKind(player, tableCards);
if (powerToSet >= initialPowerThreeOfKind)
{
player.Power = powerToSet;
return;
}
powerToSet = CheckForTwoPair(player, tableCards);
if (powerToSet >= initialPowerTwoPair)
{
player.Power = powerToSet;
return;
}
powerToSet = CheckForOnePair(player, tableCards);
if (powerToSet >= initialPowerOnePair)
{
player.Power = powerToSet;
return;
}
powerToSet = CheckForHighCard(player);
if (powerToSet >= 1)
{
player.Power = powerToSet;
}
}
示例10: Character
//
// This constructor's purpose is entirely for making a deep copy of the object type
//
public Character(ICharacter c)
{
foreach (var property in typeof(Character).GetProperties())
{
property.SetValue(this, property.GetValue(c));
}
}
示例11: Choose
private int Choose(ICharacter player)
{
ICharacter target = new Enemy();
var random = new Random();
ConsoleKeyInfo option = Console.ReadKey(true);
switch (option.Key)
{
case ConsoleKey.Escape:
Environment.Exit(0);
break;
case ConsoleKey.A:
player.Move(Direction.Up);
break;
case ConsoleKey.B:
player.Atack(target);
break;
}
return random.Next(0, 1980);
}
示例12: ToStringModelView
public static void ToStringModelView(ICharacter c, int nest, StringBuilder sb, out bool oneLiner)
{
if (c is Sprite)
{
((Sprite)c).ToStringModelView(nest, sb, out oneLiner);
}
else if (c is EditText)
{
((EditText)c).ToStringModelView(nest, sb, out oneLiner);
}
else if (c is StaticText)
{
((StaticText)c).ToStringModelView(nest, sb, out oneLiner);
}
else if (c is IImage)
{
((IImage)c).ToStringModelView(nest, sb, out oneLiner);
}
else if (c is IShape)
{
((IShape)c).ToStringModelView(nest, sb, out oneLiner);
}
else
{
throw new Exception("*** ERROR: CAN'T DUMP: " + c.ToString());
}
}
示例13: Decide
public override void Decide(ICharacter character, IList<ICard> cardCollection,
int firstCard, int secondCard, int botChips,
bool isFinalTurn, Label hasFolded, int botIndex,
double botPower, double behaviourPower, int callSum)
{
this.IsOnTurn = true;
}
示例14: RaiseAction
public void RaiseAction(ICharacter character, int raise, ISingleBet bet)
{
character.HasRaised = true;
character.Raise(raise);
bet.AddBet(raise);
bet.LastBet = raise;
}
示例15: EnemyAI
public EnemyAI(ICharacter Character, Vector3 AttackPosition):base(Character)
{
m_AttackPosition = AttackPosition;
// 一開始起始的狀態
ChangeAIState(new IdleAIState());
}