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C# IMyEntity.Delete方法代码示例

本文整理汇总了C#中IMyEntity.Delete方法的典型用法代码示例。如果您正苦于以下问题:C# IMyEntity.Delete方法的具体用法?C# IMyEntity.Delete怎么用?C# IMyEntity.Delete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IMyEntity的用法示例。


在下文中一共展示了IMyEntity.Delete方法的2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: AddToCluster

		/// <summary>
		/// Adds a missile to this missile's cluster.
		/// </summary>
		/// <returns>true iff at/past maximum cluster size</returns>
		public bool AddToCluster(IMyEntity missile)
		{
			if (myCluster.Slaves.Count == myCluster.Max)
			{
				myLogger.alwaysLog("extra cluster part fired", "AddToCluster()", Logger.severity.WARNING);
				missile.Delete();
				return true;
			}

			myCluster.Slaves.Enqueue(missile);
			AddMissileOwner(missile, CubeBlock.OwnerId);
			myLogger.debugLog("added to cluster, count is " + myCluster.Slaves.Count, "AddToCluster()");
			if (myCluster.Slaves.Count == myCluster.Max)
			{
				myLogger.debugLog("reached maximum cluster size", "AddToCluster()");
				return true;
			}

			return false;
		}
开发者ID:helppass,项目名称:Autopilot,代码行数:24,代码来源:GuidedMissile.cs

示例2: MissileBelongsTo

        private bool MissileBelongsTo(IMyEntity missile)
        {
            if (!(CubeBlock as Ingame.IMyUserControllableGun).IsShooting)
            {
                myLogger.debugLog("Not mine, not shooting", "MissileBelongsTo()");
                return false;
            }
            Vector3D local = Vector3D.Transform(missile.GetPosition(), CubeBlock.WorldMatrixNormalizedInv);
            if (MissileSpawnBox.Contains(local) != ContainmentType.Contains)
            {
                myLogger.debugLog("Not in my box: " + missile + ", position: " + local, "MissileBelongsTo()");
                return false;
            }
            if (Vector3D.RectangularDistance(CubeBlock.WorldMatrix.Forward, missile.WorldMatrix.Forward) > 0.01)
            {
                myLogger.debugLog("Facing the wrong way: " + missile + ", RectangularDistance: " + Vector3D.RectangularDistance(CubeBlock.WorldMatrix.Forward, missile.WorldMatrix.Forward), "MissileBelongsTo()");
                return false;
            }

            if (loadedAmmo == null)
            {
                myLogger.debugLog("Mine but no loaded ammo!", "MissileBelongsTo()", Logger.severity.INFO);
                return true;
            }

            if (loadedAmmo.Description == null || loadedAmmo.Description.GuidanceSeconds < 1f)
            {
                myLogger.debugLog("Mine but not a guided missile!", "MissileBelongsTo()", Logger.severity.INFO);
                return true;
            }

            myLogger.debugLog("Opts: " + myFixed.Options, "MissileBelongsTo()");
            try
            {
                if (clusterMain != null)
                {
                    if (loadedAmmo.IsCluster)
                    {
                        if (clusterMain.AddToCluster(missile))
                        {
                            myLogger.debugLog("reached max cluster, on cooldown", "MissileBelongsTo()", Logger.severity.DEBUG);
                            StartCooldown();
                        }
                    }
                    else
                    {
                        myLogger.alwaysLog("deleting extraneous missile: " + missile, "MissileBelongsTo()", Logger.severity.WARNING);
                        missile.Delete();
                    }
                    return true;
                }

                LastSeen initialTarget = null;
                if (findAntenna())
                {
                    if (myFixed.Options.TargetEntityId.HasValue)
                        myAntenna.tryGetLastSeen(myFixed.Options.TargetEntityId.Value, out initialTarget);
                    else
                    {
                        myLogger.debugLog("Searching for target", "MissileBelongsTo()", Logger.severity.DEBUG);
                        float closestDistanceSquared = float.MaxValue;
                        myAntenna.ForEachLastSeen(seen => {
                            if (!seen.isRecent())
                                return false;
                            IMyCubeGrid grid = seen.Entity as IMyCubeGrid;
                            if (grid != null && CubeBlock.canConsiderHostile(grid) && myFixed.Options.CanTargetType(grid))
                            {
                                float distSquared = Vector3.DistanceSquared(CubeBlock.GetPosition(), grid.GetCentre());
                                if (distSquared < closestDistanceSquared)
                                {
                                    closestDistanceSquared = distSquared;
                                    initialTarget = seen;
                                }
                            }
                            return false;
                        });
                    }
                }

                myLogger.debugLog("creating new guided missile", "MissileBelongsTo()");
                GuidedMissile gm = new GuidedMissile(missile as MyAmmoBase, CubeBlock, myFixed.Options.Clone(), loadedAmmo, initialTarget);
                if (loadedAmmo.IsCluster)
                {
                    myLogger.debugLog("missile is a cluster missile", "MissileBelongsTo()");
                    clusterMain = gm;
                    missile.OnClose += ClusterMain_OnClose;
                    var builder = CubeBlock.GetObjectBuilder_Safe() as MyObjectBuilder_UserControllableGun ;
                    restoreShootingToggle = builder.IsShootingFromTerminal;
                    FuncBlock.ApplyAction("Shoot_On");
                }
            }
            catch (Exception ex)
            {
                myLogger.alwaysLog("failed to create GuidedMissile", "MissileBelongsTo()", Logger.severity.ERROR);
                myLogger.alwaysLog("Exception: " + ex, "MissileBelongsTo()",  Logger.severity.ERROR);
            }

            return true;
        }
开发者ID:deimosx6,项目名称:Autopilot,代码行数:99,代码来源:GuidedMissileLauncher.cs


注:本文中的IMyEntity.Delete方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。