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C# KBEngine类代码示例

本文整理汇总了C#中KBEngine的典型用法代码示例。如果您正苦于以下问题:C# KBEngine类的具体用法?C# KBEngine怎么用?C# KBEngine使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


KBEngine类属于命名空间,在下文中一共展示了KBEngine类的15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: onAvatarEnterWorld

    public void onAvatarEnterWorld(UInt64 rndUUID, Int32 eid, KBEngine.Avatar avatar)
    {
        if(!avatar.isPlayer())
        {
            return;
        }

        UI.inst.info("loading scene...(加载场景中...)");
        Debug.Log("loading scene...");

        object speed = avatar.getDefinedPropterty("moveSpeed");
        if(speed != null)
            set_moveSpeed(avatar, speed);

        object state = avatar.getDefinedPropterty("state");
        if(state != null)
            set_state(avatar, state);

        object modelScale = avatar.getDefinedPropterty("modelScale");
        if(modelScale != null)
            set_modelScale(avatar, modelScale);

        object name = avatar.getDefinedPropterty("name");
        if(name != null)
            set_entityName(avatar, (string)name);

        object hp = avatar.getDefinedPropterty("HP");
        if(hp != null)
            set_HP(avatar, hp);
    }
开发者ID:johnearnshaw,项目名称:kbengine_unity3d_demo,代码行数:30,代码来源:World.cs

示例2: onAvatarEnterWorld

    public void onAvatarEnterWorld(UInt64 rndUUID, Int32 eid, KBEngine.Avatar avatar)
    {
        if(!avatar.isPlayer())
            return;

        if (player != null)
            return;

        Dbg.DEBUG_MSG("[World createPlayer] create palyer success...");

        if (avatar.isOnGround)
            avatar.position.y = 1.3f;

        if (!AttachEntityGameObject(avatar, true))
        {
            Dbg.ERROR_MSG(String.Format("[World onAvatarEnterWorld] AttachEntityGameObject failed, entity id: {0}, entity type: {1}", avatar.id, avatar.className));
            return;
        }

        player = (UnityEngine.GameObject)avatar.renderObj;
        player.GetComponent<GameEntity>().entityEnabled = false;

        UI.inst.info("loading scene...(加载场景中...)");
        Dbg.DEBUG_MSG("[World onAvatarEnterWorld] loading scene...");

        SyncEntityPropertity(avatar);
        //((UnityEngine.GameObject)avatar.renderObj).GetComponent<GameEntity>().OnEnterWorld();
    }
开发者ID:i-Designing,项目名称:KBengine-unity3d-demo,代码行数:28,代码来源:World.cs

示例3: AttachEntityGameObject

    public bool AttachEntityGameObject(KBEngine.Entity entity, bool isPlayer)
    {
        UnityEngine.GameObject obj = null;

        Vector3 position = new Vector3(entity.position.x, entity.position.y, entity.position.z);
        Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, 0));

        obj = GameObjectManager.GetInstance().CreateGameObject(entity.className, position, rotation);
        if (!obj)
            return false;

        GameEntity gameEntity = obj.GetComponent<GameEntity>();
        if (gameEntity)
        {
            gameEntity.entityEnabled = true;
            gameEntity.isSync = false;
            gameEntity.isPlayer = isPlayer;
            gameEntity.entity = entity;
        }

        entity.renderObj = obj;
        obj.name = entity.className + "_" + entity.id;

        return true;
    }
开发者ID:i-Designing,项目名称:KBengine-unity3d-demo,代码行数:25,代码来源:World.cs

示例4: validCast

		public bool validCast(KBEngine.Entity caster, SCObject target)
		{
			float dist = Vector3.Distance(target.getPosition(), caster.position);
			if(dist > canUseDistMax)
				return false;
			
			return true;
		}
开发者ID:GamesDesignArt,项目名称:kbengine_unity3d_warring,代码行数:8,代码来源:Skill.cs

示例5: onAvatarEnterWorld

    public void onAvatarEnterWorld(UInt64 rndUUID, Int32 eid, KBEngine.Avatar avatar)
    {
        if(!avatar.isPlayer())
        {
            return;
        }

        UI.inst.info("loading scene...(加载场景中...)");
        Debug.Log("loading scene...");
    }
开发者ID:kbengine,项目名称:kbengine_unity3d_demo,代码行数:10,代码来源:World.cs

示例6: displaySkill

        public void displaySkill(KBEngine.Entity caster, KBEngine.Entity target)
        {
            if (displayType == Skill_DisplayType.SkillDisplay_Event_Bullet)
            {
                UnityEngine.GameObject renderObj = UnityEngine.Object.Instantiate(SkillBox.inst.dictSkillDisplay[skillEffect]) as UnityEngine.GameObject;

                NcEffectFlying fly = renderObj.AddComponent<NcEffectFlying>();
                fly.FromPos = caster.position;
                fly.FromPos.y = 1f;
                fly.ToPos = target.position;
                fly.ToPos.y = 1f;
                //fly.Speed = 5.0f;
                //fly.HWRate = 0;
            }
            else if (displayType == Skill_DisplayType.SkillDisplay_Event_Effect)
            {
                Vector3 pos = target.position;
                pos.y = 1f;
                UnityEngine.Object.Instantiate(SkillBox.inst.dictSkillDisplay[skillEffect], pos, Quaternion.identity);
            }
        }
开发者ID:liuxq,项目名称:TestGame,代码行数:21,代码来源:Skill.cs

示例7: valid

		public override bool valid(KBEngine.Entity caster)
		{
			return true;
		}
开发者ID:kbefans,项目名称:kbengine_unity3d_demo,代码行数:4,代码来源:SkillObject.cs

示例8: onEnterWorld

    public void onEnterWorld(KBEngine.Entity entity)
    {
        if(enterSpace == false)
        {
            pendingEnterEntityIDs.Add(entity.id);
            return;
        }

        Asset newasset = Scene.findAsset(entity.getDefinedPropterty("modelID") + ".unity3d", true, "");
        newasset.createAtScene = loader.inst.currentSceneName;

        SceneEntityObject obj = new SceneEntityObject();
        obj.kbentity = entity;

        if(entity.isPlayer())
            obj.createPlayer();
        else
            obj.create();

        entity.renderObj = obj;

        Scene scene = null;
        if(!loader.inst.scenes.TryGetValue(loader.inst.currentSceneName, out scene))
        {
            Common.ERROR_MSG("KBEEventProc::onEnterWorld: not found scene(" + loader.inst.currentSceneName + ")!");
            return;
        }

        newasset.loadLevel = Asset.LOAD_LEVEL.LEVEL_IDLE;
        obj.asset = newasset;
        obj.idkey = "_entity_" + entity.id;

        Vector3 pos = obj.position;
        Common.calcPositionY(pos, out pos.y, false);
        if(entity.getDefinedPropterty("modelID") == "20002001")
            pos.y += 15.0f;

        obj.position = pos;

        obj.position = entity.position;
        obj.eulerAngles = new Vector3(entity.direction.y, entity.direction.z, entity.direction.x);
        obj.destDirection = obj.eulerAngles;

        object name = entity.getDefinedPropterty("name");
        if(name != null)
            obj.setName((string)name);

        object hp = entity.getDefinedPropterty("HP");
        if(hp != null)
            obj.updateHPBar((Int32)hp, (Int32)entity.getDefinedPropterty("HP_Max"));

        object state = entity.getDefinedPropterty("state");
        if(state != null)
            set_state(entity, state);

        object modelScale = entity.getDefinedPropterty("modelScale");
        if(modelScale != null)
            set_modelScale(entity, modelScale);

        object speed = entity.getDefinedPropterty("moveSpeed");
        if(speed != null)
        {
            set_moveSpeed(entity, speed);
        }

        if(entity.className == "Avatar")
            newasset.unloadLevel = Asset.UNLOAD_LEVEL.LEVEL_FORBID;

        newasset.refs.Add(obj.idkey);
        scene.addSceneObject(obj.idkey, obj);

        if(newasset.isLoaded || newasset.bundle != null)
        {
            obj.Instantiate();
            newasset.refs.Remove(obj.idkey);
        }
        else
        {
            loader.inst.loadPool.addLoad(newasset);
            loader.inst.loadPool.start();
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:82,代码来源:KBEEventProc.cs

示例9: update_position

    public void update_position(KBEngine.Entity entity)
    {
        if(enterSpace == false)
            return;

        if(entity.renderObj != null)
        {
            ((SceneEntityObject)entity.renderObj).update_position(entity.position);
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:10,代码来源:KBEEventProc.cs

示例10: set_position

    public void set_position(KBEngine.Entity entity)
    {
        if(entity.renderObj != null)
        {
            Common.calcPositionY(entity.position, out entity.position.y, false);
            ((SceneObject)entity.renderObj).position = entity.position;
            ((SceneEntityObject)entity.renderObj).destPosition = entity.position;
        }

        if(entity.isPlayer() == false)
            return;

        entity.position = (Vector3)entity.getDefinedPropterty("position");

        RPG_Controller.initPos.x = entity.position.x;
        RPG_Controller.initPos.y = entity.position.y;
        RPG_Controller.initPos.z = entity.position.z;

        if(RPG_Controller.instance != null)
        {
            RPG_Controller.instance.transform.position = RPG_Controller.initPos;
            Common.DEBUG_MSG("KBEEventProc::set_position: entity.position=" + entity.position + " " + entity.getDefinedPropterty("position") + ", RPG_Controller.position=" + RPG_Controller.instance.transform.position);
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:24,代码来源:KBEEventProc.cs

示例11: set_MP_Max

 public void set_MP_Max(KBEngine.Entity entity, object v)
 {
     object vv = entity.getDefinedPropterty("MP");
     if(entity.isPlayer())
     {
         game_ui_autopos.updatePlayerBar_MP(vv, v);
     }
     else
     {
         game_ui_autopos.updateTargetBar_MP(vv, v);
     }
 }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:12,代码来源:KBEEventProc.cs

示例12: set_moveSpeed

    public void set_moveSpeed(KBEngine.Entity entity, object v)
    {
        if(enterSpace == false)
            return;

        float fspeed = ((float)(Byte)v) / 10f;

        if(entity.isPlayer())
        {
            if(RPG_Controller.instance != null)
                RPG_Controller.instance.walkSpeed = fspeed;
        }

        if(entity.renderObj != null)
        {
            ((SceneEntityObject)entity.renderObj).set_moveSpeed(fspeed);
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:18,代码来源:KBEEventProc.cs

示例13: set_state

    public void set_state(KBEngine.Entity entity, object v)
    {
        if(entity.renderObj != null)
        {
            ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>().set_state((SByte)v);
        }

        if(entity.isPlayer())
        {
            Debug.Log("player->set_state: " + v);

            if(((SByte)v) == 1)
                showReliveGUI = true;
            else
                showReliveGUI = false;

            return;
        }
    }
开发者ID:usajoy,项目名称:kbengine_unity3d_demo,代码行数:19,代码来源:UI.cs

示例14: set_position

    public void set_position(KBEngine.Entity entity)
    {
        if(entity.renderObj == null)
            return;

        ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>().destPosition = entity.position;
        ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>().position = entity.position;
    }
开发者ID:usajoy,项目名称:kbengine_unity3d_demo,代码行数:8,代码来源:UI.cs

示例15: set_MP_Max

 public void set_MP_Max(KBEngine.Entity entity, object v)
 {
 }
开发者ID:usajoy,项目名称:kbengine_unity3d_demo,代码行数:3,代码来源:UI.cs


注:本文中的KBEngine类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。