本文整理汇总了C#中ICollidable.GetUniqueEntityId方法的典型用法代码示例。如果您正苦于以下问题:C# ICollidable.GetUniqueEntityId方法的具体用法?C# ICollidable.GetUniqueEntityId怎么用?C# ICollidable.GetUniqueEntityId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类ICollidable
的用法示例。
在下文中一共展示了ICollidable.GetUniqueEntityId方法的1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: HandleCollision
protected override void HandleCollision(ICollidable collider)
{
if (collider is Cat)
{
Cat collisionCat = (collider as Cat);
// Make the cat invulnerable for a little white
foreach (InvulnerableToCatTimer cat in _invulnerableToCatsList)
if (cat.EntityId.Equals(cat.EntityId))
return;
if (Hero_State == HeroState.Swording)
{
// If we are facing the direction of our enemy while swording, return
if (_isFacingRight && collisionCat.WorldPosition.X > WorldPosition.X)
return;
if (!_isFacingRight && collisionCat.WorldPosition.X < WorldPosition.X)
return;
}
// We aren't swording or there is a cat in the opposite direction attacking us
if (collisionCat is InnocentCat)
{
Health--;
SharedContext.SoundEffectManager.PlayPlayerHurt();
CreateFloatingStatus(1);
}
if (collisionCat is CatEvoLevel2)
{
Health -= 2;
SharedContext.SoundEffectManager.PlayPlayerHurt();
CreateFloatingStatus(2);
}
if (collisionCat is CatEvoLevel3)
{
Health -= 2;
SharedContext.SoundEffectManager.PlayPlayerHurt();
CreateFloatingStatus(2);
}
if (collisionCat is EndBossBadass)
{
Health -= 2;
SharedContext.SoundEffectManager.PlayPlayerHurt();
CreateFloatingStatus(2);
}
_sinceHit = TimeSpan.FromSeconds(0);
if (collisionCat.WorldPosition.X > WorldPosition.X)
{
if (WorldPosition.X - 14 > -1515)
{
WorldPosition = new Vector2(WorldPosition.X - 14, WorldPosition.Y);
_camera.Position = new Vector2(_camera.Position.X - 14, _camera.Position.Y);
}
}
else
{
if (WorldPosition.X + 14 < 1610)
{
WorldPosition = new Vector2(WorldPosition.X + 14, WorldPosition.Y);
_camera.Position = new Vector2(_camera.Position.X + 14, _camera.Position.Y);
}
}
_invulnerableToCatsList.Add(new InvulnerableToCatTimer() { EntityId = collider.GetUniqueEntityId() });
}
if (collider is BossFireball)
{
Health--;
CreateFloatingStatus(1);
SharedContext.SoundEffectManager.PlayPlayerHurt();
}
}