本文整理汇总了C#中IEntity.getManager方法的典型用法代码示例。如果您正苦于以下问题:C# IEntity.getManager方法的具体用法?C# IEntity.getManager怎么用?C# IEntity.getManager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IEntity
的用法示例。
在下文中一共展示了IEntity.getManager方法的8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)
{
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2: doBehaviour
public override void doBehaviour(IEntity parent)
{
Rectangle rectangle = parent.getAttribute<Rectangle>("boxRectangle");
Color color = parent.getAttribute<Color>("boxColor");
parent.getManager().game.spriteBatch.Draw(parent.getAttribute<Texture2D>("boxTexture"), rectangle, color);
}
示例3: 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4: doBehaviour
public override void doBehaviour(IEntity parent)
{
String text = parent.getAttribute<String>(textAttributeName+"Text");
Color color = parent.getAttribute<Color>(textAttributeName+"Color");
Vector2 position = parent.getAttribute<Vector2>(textAttributeName+"Position");
float scale = parent.getAttribute<float>(textAttributeName + "Scale");
float rotation = parent.getAttribute<float>(textAttributeName + "Rotation");
//parent.getManager().game.spriteBatch.DrawString(font, text, position, color);
Vector2 origin = font.MeasureString(text) / 2;
position += origin;
parent.getManager().game.spriteBatch.DrawString(font, text, position, color, rotation, origin, scale, SpriteEffects.None, 0);
}
示例5: 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.
Texture2D texture = parent.getAttribute<Texture2D>("texture");
Vector2 position = parent.getAttribute<Vector2>("position");
float direction = parent.getAttribute<float>("direction");
float scale = parent.getAttribute<float>("scale");
Vector2 origin = new Vector2(texture.Width / 2, texture.Height - texture.Height / 3);
parent.getManager().game.spriteBatch.Draw(texture, position, null, Color.White, direction, origin, scale, SpriteEffects.None, 0f);
}
示例6: doBehaviour
public override void doBehaviour(IEntity parent)
{
GamePadState gamePadState = GamePad.GetState(0);
KeyboardState keyboardState = Keyboard.GetState(0);
// TODO: Generify!
if (oldGamePadState.IsButtonDown(changeStatusButton) && gamePadState.IsButtonUp(changeStatusButton)
|| oldKeyboardState.IsKeyDown(changeStatusKey) && keyboardState.IsKeyUp(changeStatusKey))
{
parent.getManager().game.currentState = nextState;
}
oldKeyboardState = keyboardState;
oldGamePadState = gamePadState;
}
示例7: doBehaviour
public override void doBehaviour(IEntity parent)
{
parent.getManager().game.GraphicsDevice.Clear(parent.getAttribute<Color>("color"));
}
示例8: doBehaviour
public override void doBehaviour(IEntity parent)
{
parent.getManager().game.Exit();
}