本文整理汇总了C#中IPoint3D.GetLine3D方法的典型用法代码示例。如果您正苦于以下问题:C# IPoint3D.GetLine3D方法的具体用法?C# IPoint3D.GetLine3D怎么用?C# IPoint3D.GetLine3D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IPoint3D
的用法示例。
在下文中一共展示了IPoint3D.GetLine3D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: ExampleQueuedFlamestrikes
public static void ExampleQueuedFlamestrikes(IPoint3D source, IPoint3D target, Map map)
{
//Create new standard queue.
//Deferred option is true by default, meaning all effects will be processed sequentially.
//If it was false, all effects would be processed at the same time, regardless of any delays.
EffectQueue queue = new EffectQueue();
//Attach an optional effect handler.
//This callback is fired for every effect in the queue when they are sent.
queue.Handler = effect =>
{
//It's handy for using the effect object to reference the location of
//the effect and other values needed to do stuff.
};
//Attach an optional callback handler.
//This callback is fired when all effects in the queue have been processed and all delays have elapsed.
queue.Callback = () =>
{
//Handy for making sure an action only happens after the entire queue is done processing.
};
//Generate a line of points (aka a 'path')
var line = source.GetLine3D(target, map);
//Build the queue based on the points in the line.
foreach (Point3D p in line)
{
queue.Add(
new EffectInfo(
p,
map,
14089,
0,
10,
30,
EffectRender.Normal,
null,
() =>
{
//Callback fired after effect is sent and any delay has elapsed.
//I like to use this for sound effects, or maybe gather mobs to damage.
//It's fired pretty much at the same time as the queue.Handler callback.
}));
}
//Starts processing the queue and sending the effects!
queue.Process();
}