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C# KBEngine.isPlayer方法代码示例

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


在下文中一共展示了KBEngine.isPlayer方法的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;

        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2: 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3: 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4: 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5: 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6: set_MP

    public void set_MP(KBEngine.Entity entity, object v)
    {
        object vv = entity.getDefinedPropterty("MP_Max");

        if(entity.renderObj != null)
        {
            object oldvv = entity.getDefinedPropterty("old_MP");
            if(oldvv != null)
            {
                Int32 diff = (Int32)vv - (Int32)oldvv;

                if(diff > 0)
                {
                    ((SceneEntityObject)entity.renderObj).addMP(diff);
                }

                entity.setDefinedPropterty("old_MP", vv);
            }
            else
                entity.addDefinedPropterty("old_MP", vv);
        }

        if(entity.isPlayer())
        {
            game_ui_autopos.updatePlayerBar_MP(v, vv);
        }
        else
        {
            game_ui_autopos.updateTargetBar_MP(v, vv);
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:31,代码来源:KBEEventProc.cs

示例7: set_direction

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

        if(entity.isPlayer() == false)
        {
            if(entity.renderObj != null)
            {
                ((SceneEntityObject)entity.renderObj).destDirection = new Vector3(entity.direction.y, entity.direction.z, entity.direction.x);
                //((SceneObject)entity.renderObj).rotation = new Vector3(entity.direction.y, entity.direction.z, entity.direction.x);
            }
            return;
        }

        RPG_Controller.initRot = new Vector3(entity.direction.y, entity.direction.z, entity.direction.x);
        if(RPG_Controller.instance != null)
        {
            RPG_Controller.instance.transform.Rotate(RPG_Controller.rotation);
            Common.DEBUG_MSG("KBEEventProc::set_direction: RPG_Controller.rotation=" + RPG_Controller.instance.transform.rotation);
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:22,代码来源:KBEEventProc.cs

示例8: set_level

    public void set_level(KBEngine.Entity entity, object v)
    {
        if(game_ui_autopos.level_label == null)
            return;

        if(entity.isPlayer())
        {
            game_ui_autopos.level_label.text = "lv: " + v;
        }
        else
        {
            game_ui_autopos.target_level_label.text = "lv:" + v;
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:14,代码来源:KBEEventProc.cs

示例9: onEnterWorld

    public void onEnterWorld(KBEngine.Entity entity)
    {
        Dbg.DEBUG_MSG(String.Format("[World onEnterWorld] entity id: {0}, entity type: {1}", entity.id, entity.className));
        if(entity.isPlayer())
            return;

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

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

        PlayerController playerController = ((UnityEngine.GameObject)entity.renderObj).GetComponent<PlayerController>();
        if (playerController)
            playerController.enabled = false;

        GameObjectMoveState moveState = ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameObjectMoveState>();
        if (moveState)
            moveState.enabled = false;

        onSetPosition(entity);
        onSetDirection(entity);

        SyncEntityPropertity(entity);
        ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>().OnEnterWorld();
    }
开发者ID:i-Designing,项目名称:KBengine-unity3d-demo,代码行数:29,代码来源:World.cs

示例10: recvDamage

    public void recvDamage(KBEngine.Entity entity, KBEngine.Entity attacker, Int32 skillID, Int32 damageType, Int32 damage)
    {
        if(enterSpace == false)
            return;

        if(attacker != null)
        {
            if(attacker.renderObj != null)
            {
                ((SceneEntityObject)attacker.renderObj).attack(skillID, damageType, ((SceneEntityObject)entity.renderObj));
            }
        }

        if(entity.renderObj != null)
        {
            if(CameraTargeting.inst != null && CameraTargeting.inst.lasttargetTransform == null && entity.isPlayer())
            {
                CameraTargeting.inst.setTarget(((SceneEntityObject)attacker.renderObj).gameEntity.transform);
                TargetManger.setTarget((SceneEntityObject)attacker.renderObj);
            }

            ((SceneEntityObject)entity.renderObj).recvDamage(skillID, damageType, damage);
        }
    }
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_state

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

        if(entity.renderObj != null)
        {
            ((SceneEntityObject)entity.renderObj).set_state((SByte)v);
        }

        if(entity.isPlayer())
        {
            RPG_Controller.enabled = ((SByte)v) != 1;

            if(RPG_Controller.enabled == false)
                game_ui_autopos.showRelivePanel();
            else
                game_ui_autopos.hideRelivePanel();
        }
    }
开发者ID:nicajonh,项目名称:kbengine_unity3d_warring,代码行数:20,代码来源:KBEEventProc.cs

示例12: onEnterWorld

	public void onEnterWorld(KBEngine.Entity entity)
	{
		if(entity.isPlayer())
			return;
		
		float y = entity.position.y;
		if(entity.isOnGround)
			y = 1.3f;
		
		entity.renderObj = Instantiate(entityPerfab, new Vector3(entity.position.x, y, entity.position.z), 
			Quaternion.Euler(new Vector3(entity.direction.y, entity.direction.z, entity.direction.x))) as UnityEngine.GameObject;

		((UnityEngine.GameObject)entity.renderObj).name = entity.className + "_" + entity.id;
	}
开发者ID:cowboysoar,项目名称:kbengine_unity3d_demo,代码行数:14,代码来源:World.cs

示例13: set_position

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

        Vector3 v = (Vector3)entity.getDefinedProperty("position");
        ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>().destPosition = v;
        ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>().position = v;

        if (entity.isPlayer())//第一次主角获取位置时,调整摄像头
        {
            Camera.main.GetComponent<SmoothFollow>().FollowUpdate();
            if (isFirstPos)
            {
                Camera.main.GetComponent<SmoothFollow>().ResetView();
                isFirstPos = false;
            }
        }
    }
开发者ID:liuxq,项目名称:TestGame,代码行数:19,代码来源:World.cs

示例14: set_state

    public void set_state(KBEngine.Entity entity, object v)
    {
        if (entity.renderObj != null)
        {
            if (((SByte)v) == 1)//死亡
            {
                ((UnityEngine.GameObject)(entity.renderObj)).GetComponent<Animator>().Play("Dead");
            }
            else
            {
                ((UnityEngine.GameObject)(entity.renderObj)).GetComponent<Animator>().Play("Idle");
            }
        }

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

            UnityEngine.GameObject UIGame = UnityEngine.GameObject.FindGameObjectWithTag("UIGame");

            if (((SByte)v) == 1)
            {
                UIGame.GetComponent<UI_Game>().tran_relive.gameObject.SetActive(true);

            }
            else
                UIGame.GetComponent<UI_Game>().tran_relive.gameObject.SetActive(false);

            return;
        }
    }
开发者ID:liuxq,项目名称:TestGame,代码行数:31,代码来源:World.cs

示例15: recvDamage

    public void recvDamage(KBEngine.Entity entity, KBEngine.Entity attacker, Int32 skillID, Int32 damageType, Int32 damage)
    {
        Skill sk = SkillBox.inst.get(skillID);
        if (sk != null)
        {
            Vector3 dir = entity.position - attacker.position;

            UnityEngine.GameObject renderEntity = (UnityEngine.GameObject)attacker.renderObj;
            renderEntity.GetComponent<Animator>().Play("Punch");
            //显示技能效果
            sk.displaySkill(attacker, entity);

            if (attacker.isPlayer())
            {
                renderEntity.transform.LookAt(new Vector3(renderEntity.transform.position.x + dir.x, renderEntity.transform.position.y, renderEntity.transform.position.z + dir.z));
            }
        }
    }
开发者ID:liuxq,项目名称:TestGame,代码行数:18,代码来源:World.cs


注:本文中的KBEngine.isPlayer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。