本文整理汇总了C#中ISFSObject.GetFloat方法的典型用法代码示例。如果您正苦于以下问题:C# ISFSObject.GetFloat方法的具体用法?C# ISFSObject.GetFloat怎么用?C# ISFSObject.GetFloat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ISFSObject
的用法示例。
在下文中一共展示了ISFSObject.GetFloat方法的12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: GetSFSTransform
public static Vector3 GetSFSTransform(ISFSObject data)
{
float x = data.GetFloat("x");
float y = data.GetFloat("y");
float z = data.GetFloat("z");
return new Vector3(x,y,z);
}
示例2: GetSFSRotation
public static Vector3 GetSFSRotation(ISFSObject data)
{
float rx = data.GetFloat("rx");
float ry = data.GetFloat("ry");
float rz = data.GetFloat("rz");
return new Vector3(rx, ry, rz);
}
示例3: eseguiAnimazioniRemoteT
//esegue animazioni remote Tastiera
public void eseguiAnimazioniRemoteT(ISFSObject sfsObjIn)
{
anim.SetFloat("Forward",sfsObjIn.GetFloat("f"));
anim.SetFloat("Turn", sfsObjIn.GetFloat("t"));
anim.SetBool("OnGround", sfsObjIn.GetBool("o"));
anim.SetFloat("Jump", sfsObjIn.GetFloat("j"));
anim.SetFloat("JumpLeg", sfsObjIn.GetFloat("jL"));
anim.SetBool("Attacco1", sfsObjIn.GetBool("a1"));
anim.SetBool("Attacco2", sfsObjIn.GetBool("a2"));
}
示例4: fromSFSObject
public void fromSFSObject(ISFSObject estimacion)
{
user = estimacion.GetUtfString("user");
valorEstimacion = estimacion.GetFloat("valorEstimacion");
descripcion = estimacion.GetUtfString("descripcion");
id_UserStory = estimacion.GetLong("id_Story");
}
示例5: GetFloat
public float GetFloat(ISFSObject data, string key)
{
if (receiveEncrypted)
{
return provider.DecryptFloat(data.GetByteArray(key));
}
else
{
return data.GetFloat(key);
}
}
示例6: HandleResponse
public void HandleResponse(ISFSObject anObjectIn, GameWorldManager ourGWM)
{
string aCharacterName = anObjectIn.GetUtfString("CharacterName");
if(aCharacterName == ourGWM.getLPC().GetName())
{
return;
}
else if(ourGWM.getPlayerDictionary().ContainsKey(aCharacterName))
{
float Rotation = anObjectIn.GetFloat("Rotation");
ourGWM.getPlayerDictionary()[aCharacterName].GetComponent<RemotePlayerController>().SetRotation(Rotation);
}
}
示例7: HandleResponse
public void HandleResponse(ISFSObject anObjectIn, GameWorldManager ourGWM)
{
Debug.Log("Server spawning player.");
float[] locationArray = anObjectIn.GetFloatArray("Location");
float aRotation = anObjectIn.GetFloat("Rotation");
string aCharacterName = anObjectIn.GetUtfString("CharacterName");
if(anObjectIn.GetBool("IsLocal"))
{
GameObject aLocalPlayer = ourGWM.createObject("Prefabs/Player/PlayerBasic");
aLocalPlayer.transform.position = new Vector3(locationArray[0], locationArray[1], locationArray[2]);
aLocalPlayer.transform.rotation = Quaternion.identity;
// Since this is the local player, lets add a controller and fix the camera
aLocalPlayer.AddComponent<LocalPlayerController>();
aLocalPlayer.AddComponent<InputController>();
ourGWM.setLPC(aLocalPlayer.GetComponent<LocalPlayerController>());
ourGWM.getLPC().SetName(aCharacterName);
aLocalPlayer.GetComponentInChildren<TextMesh>().text = aCharacterName;
GameObject cameraAttach = new GameObject();
cameraAttach.transform.parent = aLocalPlayer.transform;
cameraAttach.transform.localPosition = new Vector3(1f, 2.5f, 1.0f);
cameraAttach.name = "Camera Target";
Camera.main.transform.parent = cameraAttach.transform;
Camera.main.GetComponent<CameraController>().setTarget(cameraAttach);
Camera.main.GetComponent<CameraController>().setCursorVisible(false);
}
else if(!anObjectIn.GetBool("IsLocal"))
{
GameObject aRemotePlayer = ourGWM.createObject("Prefabs/Player/PlayerBasic");
aRemotePlayer.name = "GameCharacter_" + aCharacterName;
aRemotePlayer.AddComponent<RemotePlayerController>();
aRemotePlayer.transform.position = new Vector3(locationArray[0], locationArray[1], locationArray[2]);
aRemotePlayer.GetComponent<RemotePlayerController>().SetRotation(aRotation);
aRemotePlayer.GetComponentInChildren<TextMesh>().text = aCharacterName;
//Add Newly spawned player to Dictionary
ourGWM.getPlayerDictionary().Add(aCharacterName, aRemotePlayer);
}
}
示例8: eseguiAnimazioniRemoteC
//esegue animazioni remote Punta e clicca
public void eseguiAnimazioniRemoteC(ISFSObject sfsObjIn)
{
forward= sfsObjIn.GetFloat("f");
attacco1=sfsObjIn.GetBool("a1");
attacco2=sfsObjIn.GetBool("a2");
}
示例9: recieveExplosionForce
private void recieveExplosionForce(ISFSObject msg)
{
var force = msg.GetFloat("force");
var pos = msg.GetFloatArray("pos");
var team = msg.GetUtfString("team");
targetPosition = new Vector3(pos[0], Y_PLANE, pos[1]);
GameObject newExplosion = Instantiate(ExplosionPF, targetPosition, Quaternion.identity) as GameObject;
if (team == "blue")
{
newExplosion.GetComponent<ParticleSystem>().startColor = new Color(0.0f, 0.5f, 1.0f, 1.0f);
}
else
{
newExplosion.GetComponent<ParticleSystem>().startColor = Color.red;
}
Vector3 lightPosition = targetPosition;
lightPosition.y += 10.0f;
GameObject explosionLight = Instantiate(ExplosionLightPF, lightPosition, Quaternion.identity) as GameObject;
if (team == "blue")
{
explosionLight.GetComponent<Light>().color = Color.blue;
}
else
{
explosionLight.GetComponent<Light>().color = Color.red;
}
float totalTime = 2.0f * force/160.0f;
Destroy(newExplosion, totalTime);
totalTime = totalTime/5.0f;
Destroy(explosionLight, totalTime);
GameObject[] blocksArray = GameObject.FindGameObjectsWithTag("Block");
foreach (GameObject block in blocksArray)
{
if (block.GetComponent<BoxCollider>().bounds.Contains(targetPosition))
{
var extents = block.GetComponent<BoxCollider>().bounds.extents;
if(targetPosition.x > block.transform.position.x)
targetPosition += new Vector3(extents.x, 0, 0);
else
targetPosition -= new Vector3(extents.x, 0, 0);
if(targetPosition.z > block.transform.position.z)
targetPosition += new Vector3(0, 0, extents.z);
else
targetPosition -= new Vector3(0, 0, extents.z);
}
block.GetComponent<Rigidbody>().AddExplosionForce(force, targetPosition, 25.0f, 0.0f, ForceMode.Impulse);
}
}
示例10: UpdatePolicePosition
private void UpdatePolicePosition(ISFSObject data)
{
float police_x = (float)data.GetFloat("police_x");
float police_y = (float)data.GetFloat("police_y");
currentPolice.transform.position = new Vector3(police_x * mg.getScale().x, (police_y * mg.getScale().y + 0.2F * mg.getScale().y), 2F);
}
示例11: updateInterpolationData
private void updateInterpolationData(ISFSObject obj)
{
Vector3 nTrans = NetworkHelper.GetSFSTransform(obj);
Vector3 nAngle = NetworkHelper.GetSFSRotation(obj);
if (firstUpdate)
{
mostRecentTrans = nTrans;
mostRecentAngle = nAngle;
firstUpdate = false;
}
// Store last trans
lastTransform = mostRecentTrans;
// Store last angle
lastAngle = mostRecentAngle;
mostRecentAngle = nAngle;
prevTime = mostRecentTime;
mostRecentTrans = nTrans;
mostRecentTime = obj.GetFloat("time");
distanceDelta.x = (mostRecentTrans.x - lastTransform.x)/(mostRecentTime - prevTime);
distanceDelta.y = (mostRecentTrans.y - lastTransform.y)/(mostRecentTime - prevTime);
distanceDelta.z = (mostRecentTrans.z - lastTransform.z)/(mostRecentTime - prevTime);
// Need to prevent issues from angle differences larger than 180
if ( Math.Abs(mostRecentAngle.x - lastAngle.x) > 180.0f)
{
if (mostRecentAngle.x < lastAngle.x)
{
mostRecentAngle.x = mostRecentAngle.x + 360.0f;
}
else
{
lastAngle.x = lastAngle.x + 360.0f;
}
}
if ( Math.Abs(mostRecentAngle.y - lastAngle.y) > 180.0f)
{
if (mostRecentAngle.y < lastAngle.y)
{
mostRecentAngle.y = mostRecentAngle.y + 360.0f;
}
else
{
lastAngle.y = lastAngle.y + 360.0f;
}
}
if ( Math.Abs(mostRecentAngle.z - lastAngle.z) > 180.0f)
{
if (mostRecentAngle.z < lastAngle.z)
{
mostRecentAngle.z = mostRecentAngle.z + 360.0f;
}
else
{
lastAngle.z = lastAngle.z + 360.0f;
}
}
angleDelta = (mostRecentAngle - lastAngle)/(mostRecentTime - prevTime);
lastAngle = FixAngles(lastAngle);
mostRecentAngle = FixAngles(mostRecentAngle);
}
示例12: CreateNewGameObject
public void CreateNewGameObject(ISFSObject obj)
{
string id = obj.GetUtfString("Id");
//parse id to determine type
string[] temp = id.Split('-');
//Debug.Log(temp[0] + " " + temp[1] + " " + temp[2]);
int type = int.Parse(temp[1]);
GameObject newObject;
//Debug.Log("Make new stuff");
switch (type)
{
case 00: //tank
Vector3 pos = new Vector3(obj.GetFloat("px"), obj.GetFloat("py"), obj.GetFloat("pz"));
newObject = (GameObject)Instantiate(OtherPlayerTankPrefab, pos, Quaternion.identity);
newObject.GetComponent<InputController>().id = temp[0];
newObject.GetComponent<NetTag>().Id = temp[0] + "-00-" + "00";
GameObject.FindWithTag("MainCamera").GetComponent<MainCameraScript>().setEnemies();
GameObject.FindWithTag("MapCamera").GetComponent<MapCameraScript>().setEnemies();
updatePhysList();
break;
case 1: //projectile
newObject = (GameObject)Instantiate(heatProjectile, new Vector3(obj.GetFloat("ppx"), obj.GetFloat("ppy"), obj.GetFloat("ppz")), Quaternion.Euler(new Vector3(obj.GetFloat("prx"), obj.GetFloat("pry"), obj.GetFloat("prz"))));
newObject.rigidbody.velocity = new Vector3(obj.GetFloat("pvx"), obj.GetFloat("pvy"), obj.GetFloat("pvz"));
newObject.transform.position += newObject.rigidbody.velocity.normalized * 7;
newObject.GetComponent<NetTag>().Id = temp[0] + "-1-" + temp[2];
//primaryCount++;
// Recoil
/*NetInputController thisRemoteController = GetRemoteController(temp[0] + "-00-" + "00");
thisRemoteController.Hull.rigidbody.AddForceAtPosition(-newObject.rigidbody.velocity * newObject.rigidbody.mass, thisRemoteController.Turret.Muzzle.transform.position, ForceMode.Impulse);*/
updatePhysList();
//Debug.Log("Spawning New Projectile with ID: " + newObject.GetComponent<NetTag>().Id);
break;
case 2: //missile
newObject = (GameObject)Instantiate(ATMissile, new Vector3(obj.GetFloat("ppx"),obj.GetFloat("ppy"),obj.GetFloat("ppz")), Quaternion.Euler(new Vector3(obj.GetFloat("prx"),obj.GetFloat("pry"),obj.GetFloat("prz"))));
newObject.GetComponent<GuidedProjectileInputController>().TargetPosition = new Vector3(obj.GetFloat("tx"), obj.GetFloat("ty"), obj.GetFloat("tz")); //ATMissile
newObject.rigidbody.velocity = new Vector3(obj.GetFloat("pvx"), obj.GetFloat("pvy"), obj.GetFloat("pvz")); //ATMissile
newObject.transform.position += newObject.rigidbody.velocity.normalized * 7;
newObject.GetComponent<NetTag>().Id = temp[0] + "-2-" + temp[2];
//secondaryCount++;
updatePhysList();
//Debug.Log("Spawning New Missile with ID: " + newObject.GetComponent<NetTag>().Id);
break;
default:
//Debug.Log("Type was: " + type);
break;
}
}