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C# IPoint3D.GetLine3D方法代码示例

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();
		}
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:49,代码来源:EffectExamples.cs


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