本文整理汇总了C#中IEntity.addAttribute方法的典型用法代码示例。如果您正苦于以下问题:C# IEntity.addAttribute方法的具体用法?C# IEntity.addAttribute怎么用?C# IEntity.addAttribute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IEntity
的用法示例。
在下文中一共展示了IEntity.addAttribute方法的6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: doBehaviour
public override void doBehaviour(IEntity parent)
{
Vector2 velocity = parent.getAttribute<Vector2>("velocity");
Vector2 position = parent.getAttribute<Vector2>("position");
float weight = parent.getAttribute<float>("weight");
// float timeSeconds = parent.getManager().game.gameTime.ElapsedGameTime.Milliseconds * 0.0001f;
velocity = new Vector2(velocity.X, velocity.Y + (weight));
position += velocity;
parent.addAttribute("velocity", velocity);
parent.addAttribute("position", position);
parent.addAttribute("weight", weight);
}
示例2: doBehaviour
public override void doBehaviour(IEntity parent)
{
KeyboardState keyboardState = Keyboard.GetState(0);
StringBuilder ds = new StringBuilder();
if (keyboardState.GetPressedKeys().Contains(Keys.Q))
{
parent.getManager().game.IsFixedTimeStep = !parent.getManager().game.IsFixedTimeStep;
}
if (keyboardState.GetPressedKeys().Contains(Keys.W))
{
parent.getManager().game.graphics.SynchronizeWithVerticalRetrace = !parent.getManager().game.graphics.SynchronizeWithVerticalRetrace;
}
if (keyboardState.GetPressedKeys().Contains(Keys.F))
{
parent.getManager().game.graphics.ToggleFullScreen();
}
ds.Append("IsFixedTimeStep (Q to toggle): ");
ds.Append(parent.getManager().game.IsFixedTimeStep);
ds.AppendLine();
ds.Append("ElapsedGameTime:");
ds.Append(parent.getManager().game.gameTime.ElapsedGameTime);
ds.AppendLine();
ds.Append("TargetElapsedTime: ");
ds.Append(parent.getManager().game.TargetElapsedTime);
ds.AppendLine();
ds.Append("SynchronizeWithVerticalRetrace (W to toggle): ");
ds.Append(parent.getManager().game.graphics.SynchronizeWithVerticalRetrace);
ds.AppendLine();
ds.Append("Toggle fullscreen (F to toggle): ");
parent.addAttribute("debugText", ds.ToString());
}
示例3: doBehaviour
public override void doBehaviour(IEntity parent)
{
GameTime gameTime = parent.getAttribute<GameTime>("gameTime");
fadeDelay -= gameTime.ElapsedGameTime.TotalSeconds;
if (fadeDelay <= 0)
{
//Reset the Fade delay
fadeDelay = .035;
//Increment/Decrement the fade value for the image
alphaValue += fadeIncrement;
//If the AlphaValue is equal or above the max Alpha value or
//has dropped below or equal to the min Alpha value, then
//reverse the fade
if (alphaValue > 1f)
{
alphaValue = 0f;
}
Color color = Color.Lerp(parent.getAttribute<Color>("color"), goalColor, alphaValue);
parent.addAttribute("color", color);
}
}
示例4: doBehaviour
public override void doBehaviour(IEntity parent)
{
// probably not a good place to have Textures... They get big, and are copied here,
// better have them stored somewhare for direct access.
float direction = parent.getAttribute<float>("direction");
Vector2 position = parent.getAttribute<Vector2>("position");
Vector2 velocity = parent.getAttribute<Vector2>("velocity");
GamePadState gamePadState = GamePad.GetState(0);
KeyboardState keyboardState = Keyboard.GetState(0);
if (gamePadState.ThumbSticks.Left.X > 0.2f || gamePadState.ThumbSticks.Left.X < -0.2f)
{
direction += gamePadState.ThumbSticks.Left.X * 0.1f;
float circle = MathHelper.Pi * 2;
direction = direction % circle;
}
if (gamePadState.IsButtonDown(Buttons.A) || keyboardState.IsKeyDown(Keys.Up))
{
//Velocity += AngleToVector(Direction) * new Vector2(0.3f, 0.3f);
//Pos += AngleToVector(Direction) * new Vector2(12.3f, 12.3f);
velocity += AngleToVector(direction) * new Vector2(0.3f, 0.3f);
}
if (gamePadState.IsButtonDown(Buttons.Y) || keyboardState.IsKeyDown(Keys.Space))
{
position = new Vector2(100, 100);
velocity = new Vector2();
direction = 0;
}
if (keyboardState.IsKeyDown(Keys.Left) == true)
{
direction -= 0.05f;
float circle = MathHelper.Pi * 2;
direction = direction % circle;
}
else if (keyboardState.IsKeyDown(Keys.Right) == true)
{
direction += 0.05f;
float circle = MathHelper.Pi * 2;
direction = direction % circle;
}
parent.addAttribute("direction", direction);
parent.addAttribute("position", position);
parent.addAttribute("velocity", velocity);
}
示例5: doBehaviour
public override void doBehaviour(IEntity parent)
{
string attributeToPulsate = parent.getAttribute<string>("attributeToPulsate");
float attribute = parent.getAttribute<float>(attributeToPulsate);
double time = parent.getManager().game.gameTime.TotalGameTime.TotalSeconds;
float pulsate = (float)Math.Sin(time * 4);
attribute = multiplier + pulsate * offset;
parent.addAttribute(attributeToPulsate, attribute);
}
示例6: doBehaviour
public override void doBehaviour(IEntity parent)
{
if (r.Next(0, 100) < 1)
{
Color c = new Color(
(byte)r.Next(0, 255),
(byte)r.Next(0, 255),
(byte)r.Next(0, 255));
parent.addAttribute("color", c);
}
}