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C# Main.Add方法代码示例

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


在下文中一共展示了Main.Add方法的14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: Reload

        public static void Reload(Main main, bool deleteEditor = true)
        {
            main.LoadingMap.Execute(main.MapFile);
            using (Stream stream = new MemoryStream())
            {
                XmlSerializer serializer = new XmlSerializer(typeof(List<Entity>));
                serializer.Serialize(stream, main.Entities.Where(x => x.Serialize).ToList());

                main.ClearEntities(deleteEditor);

                stream.Seek(0, SeekOrigin.Begin);

                List<Entity> entities = (List<Entity>)serializer.Deserialize(stream);

                foreach (Entity entity in entities)
                {
                    Factory factory = Factory.Get(entity.Type);
                    factory.Bind(entity, main);
                    main.Add(entity);
                }
            }
            main.MapLoaded.Execute();
        }
开发者ID:kernelbitch,项目名称:Lemma,代码行数:23,代码来源:MapLoader.cs

示例2: Load

		private static void Load(Main main, Stream stream, bool deleteEditor = true)
		{
			main.Camera.Position.Value = new Vector3(0, -10000, 0);
			main.IsLoadingMap = true;
			main.ClearEntities(deleteEditor);

			List<Entity> entities = null;
			try
			{
				entities = (List<Entity>)MapLoader.Serializer.Deserialize(stream);
			}
			catch (InvalidOperationException e)
			{
				throw new Exception("Failed to deserialize file stream.", e);
			}

			foreach (Entity entity in entities)
			{
				Factory<Main> factory = Factory<Main>.Get(entity.Type);
				factory.Bind(entity, main);
				main.Add(entity);
			}

			main.IsLoadingMap = false;
			main.MapLoaded.Execute();
		}
开发者ID:sparker,项目名称:Lemma,代码行数:26,代码来源:MapLoader.cs

示例3: Bind

        public override void Bind(Entity result, Main main, bool creating = false)
        {
            Transform transform = result.Get<Transform>();
            EnemyBase enemy = result.GetOrCreate<EnemyBase>("Base");
            PlayerCylinderTrigger trigger = result.Get<PlayerCylinderTrigger>();

            PointLight light = result.GetOrCreate<PointLight>();
            light.Color.Value = new Vector3(1.3f, 0.5f, 0.5f);
            light.Attenuation.Value = 15.0f;
            light.Shadowed.Value = false;
            light.Serialize = false;

            ListProperty<Entity.Handle> dynamicMaps = result.GetListProperty<Entity.Handle>("DynamicMaps");
            Property<float> timeUntilRebuild = result.GetProperty<float>("TimeUntilRebuild");
            Property<float> timeUntilRebuildComplete = result.GetProperty<float>("TimeUntilRebuildComplete");
            Property<float> rebuildDelay = result.GetProperty<float>("RebuildDelay");
            Property<float> rebuildTime = result.GetProperty<float>("RebuildTime");

            const float rebuildTimeMultiplier = 0.03f;

            enemy.Add(new CommandBinding(enemy.Delete, result.Delete));
            enemy.Add(new Binding<Matrix>(enemy.Transform, transform.Matrix));
            light.Add(new Binding<Vector3>(light.Position, enemy.Position));

            trigger.Add(new Binding<Matrix>(trigger.Transform, () => Matrix.CreateTranslation(0.0f, 0.0f, enemy.Offset) * transform.Matrix, transform.Matrix, enemy.Offset));

            Action<Entity> fall = delegate(Entity player)
            {
                if (timeUntilRebuild.Value > 0 || timeUntilRebuildComplete.Value > 0)
                    return;

                if (!enemy.IsValid)
                {
                    result.Delete.Execute();
                    return;
                }

                // Disable the cell-emptied notification.
                // This way, we won't think that the base has been destroyed by the player.
                // We are not in fact dying, we're just destroying the base so we can fall over.
                enemy.EnableCellEmptyBinding = false;

                Map m = enemy.Map.Value.Target.Get<Map>();

                m.Empty(enemy.BaseBoxes.SelectMany(x => x.GetCoords()));

                m.Regenerate(delegate(List<DynamicMap> spawnedMaps)
                {
                    Vector3 playerPos = player.Get<Transform>().Position;
                    playerPos += player.Get<Player>().LinearVelocity.Value * 0.65f;
                    foreach (DynamicMap newMap in spawnedMaps)
                    {
                        Vector3 toPlayer = playerPos - newMap.PhysicsEntity.Position;
                        toPlayer.Normalize();
                        if (Math.Abs(toPlayer.Y) < 0.9f)
                        {
                            toPlayer *= 25.0f * newMap.PhysicsEntity.Mass;

                            Vector3 positionAtPlayerHeight = newMap.PhysicsEntity.Position;
                            Vector3 impulseAtBase = toPlayer * -0.75f;
                            impulseAtBase.Y = 0.0f;
                            positionAtPlayerHeight.Y = playerPos.Y;
                            newMap.PhysicsEntity.ApplyImpulse(ref positionAtPlayerHeight, ref impulseAtBase);

                            newMap.PhysicsEntity.ApplyLinearImpulse(ref toPlayer);
                        }
                        newMap.PhysicsEntity.Material.KineticFriction = 1.0f;
                        newMap.PhysicsEntity.Material.StaticFriction = 1.0f;
                        dynamicMaps.Add(newMap.Entity);
                    }
                });

                timeUntilRebuild.Value = rebuildDelay;
            };

            result.Add(new PostInitialization
            {
                delegate()
                {
                    foreach (Entity.Handle map in dynamicMaps)
                    {
                        if (map.Target != null)
                        {
                            BEPUphysics.Entities.MorphableEntity e = map.Target.Get<DynamicMap>().PhysicsEntity;
                            e.Material.KineticFriction = 1.0f;
                            e.Material.StaticFriction = 1.0f;
                        }
                    }
                }
            });

            result.Add(new CommandBinding<Entity>(trigger.PlayerEntered, fall));

            result.Add(new Updater
            {
                delegate(float dt)
                {
                    if (timeUntilRebuild > 0)
                    {
                        if (enemy.Map.Value.Target == null || !enemy.Map.Value.Target.Active)
//.........这里部分代码省略.........
开发者ID:kernelbitch,项目名称:Lemma,代码行数:101,代码来源:FallingTowerFactory.cs

示例4: Transition

		public static void Transition(Main main, string nextMap, string spawn = null)
		{
			Container loadingNotification = new Container();
			loadingNotification.Tint.Value = Microsoft.Xna.Framework.Color.Black;
			loadingNotification.Opacity.Value = UIFactory.Opacity;
			TextElement loadingNotificationText = new TextElement();
			loadingNotificationText.Name.Value = "Text";
			loadingNotificationText.FontFile.Value = main.Font;
			loadingNotificationText.Text.Value = "\\loading";
			loadingNotification.Children.Add(loadingNotificationText);

			Animation anim = new Animation
			(
				new Animation.Set<bool>(main.Menu.CanPause, false),
				main.Spawner.FlashAnimation(),
				new Animation.Execute(delegate()
				{
					main.UI.Root.GetChildByName("Notifications").Children.Add(loadingNotification);
				}),
				new Animation.Delay(0.01f),
				new Animation.Execute(delegate()
				{
#if DEMO
					if (nextMap == "forest")
					{
						main.Spawner.StartSpawnPoint.Value = "demo";
						MapLoader.Load(main, Main.MenuMap);
					}
					else
#endif
					{
						// We are exiting the map; just save the state of the map without the player.
						ListProperty<RespawnLocation> respawnLocations = PlayerDataFactory.Instance.Get<PlayerData>().RespawnLocations;
						respawnLocations.Clear();

						List<Entity> persistentEntities = main.Entities.Where((Func<Entity, bool>)MapLoader.entityIsPersistent).ToList();

						Stream stream = new MemoryStream();
						IO.MapLoader.Serializer.Serialize(stream, persistentEntities);

						foreach (Entity e in persistentEntities)
							e.Delete.Execute();

						main.Spawner.StartSpawnPoint.Value = spawn;

						if (PlayerFactory.Instance != null)
							PlayerFactory.Instance.Delete.Execute();

						main.SaveCurrentMap(null, default(Point));
						MapLoader.Load(main, nextMap);

						stream.Seek(0, SeekOrigin.Begin);
						List<Entity> entities = (List<Entity>)IO.MapLoader.Serializer.Deserialize(stream);
						foreach (Entity e in entities)
						{
							Factory<Main> factory = Factory<Main>.Get(e.Type);
							e.GUID = 0;
							factory.Bind(e, main);
							main.Add(e);
						}
						stream.Dispose();
					}
				}),
				new Animation.Delay(0.01f),
				new Animation.Execute(loadingNotification.Delete),
				new Animation.Set<bool>(main.Menu.CanPause, true),
				new Animation.Execute(main.ScheduleSave)
			);
			anim.EnabledWhenPaused = false;
			main.AddComponent(anim);
		}
开发者ID:dsmo7206,项目名称:Lemma,代码行数:71,代码来源:MapLoader.cs

示例5: LoadWithEntities

		public static void LoadWithEntities(Main main, string nextMap, List<Entity> persistentEntities)
		{
			Stream stream = new MemoryStream();
			IO.MapLoader.Serializer.Serialize(stream, persistentEntities);

			MapLoader.Load(main, nextMap);

			stream.Seek(0, SeekOrigin.Begin);
			List<Entity> entities = (List<Entity>)IO.MapLoader.Serializer.Deserialize(stream);
			foreach (Entity e in entities)
			{
				Factory<Main> factory = Factory<Main>.Get(e.Type);
				e.GUID = 0;
				factory.Bind(e, main);
				main.Add(e);
			}
			stream.Dispose();
		}
开发者ID:dsmo7206,项目名称:Lemma,代码行数:18,代码来源:MapLoader.cs

示例6: load

		private static void load(Main main, Stream stream, bool deleteEditor, Entity playerData)
		{
			main.Camera.Position.Value = new Vector3(0, -1000, 0);
			main.IsLoadingMap = true;
			main.ClearEntities(deleteEditor);

			if (stream == null)
				main.DefaultLighting(); // There's no World entity to set the correct lighting, so set the defaults
			else
			{
				List<Entity> entities = null;
				try
				{
					entities = (List<Entity>)MapLoader.Serializer.Deserialize(stream);
				}
				catch (InvalidOperationException e)
				{
					throw new Exception("Failed to deserialize file stream.", e);
				}

				if (playerData != null)
					entities.Add(playerData);

				foreach (Entity entity in entities)
				{
					Factory<Main> factory = Factory<Main>.Get(entity.Type);
					if (factory != null)
					{
						factory.Bind(entity, main);
						main.Add(entity);
					}
				}
			}

			main.IsLoadingMap = false;
			main.MapLoaded.Execute();
		}
开发者ID:dsmo7206,项目名称:Lemma,代码行数:37,代码来源:MapLoader.cs

示例7: Bind

        public override void Bind(Entity result, Main main, bool creating = false)
        {
            this.SetMain(result, main);
            Transform transform = result.Get<Transform>();
            PlayerTrigger trigger = result.Get<PlayerTrigger>();
            Property<string> nextMap = result.GetProperty<string>("NextMap");
            Property<string> startSpawnPoint = result.GetProperty<string>("SpawnPoint");

            trigger.Add(new TwoWayBinding<Vector3>(transform.Position, trigger.Position));
            trigger.Add(new CommandBinding<Entity>(trigger.PlayerEntered, delegate(Entity player)
            {
                XmlSerializer serializer = new XmlSerializer(typeof(List<Entity>));

                Container notification = new Container();
                notification.Tint.Value = Microsoft.Xna.Framework.Color.Black;
                notification.Opacity.Value = 0.5f;
                TextElement notificationText = new TextElement();
                notificationText.Name.Value = "Text";
                notificationText.FontFile.Value = "Font";
                notificationText.Text.Value = "Loading...";
                notification.Children.Add(notificationText);
                ((GameMain)main).UI.Root.GetChildByName("Notifications").Children.Add(notification);

                Stream stream = new MemoryStream();
                main.AddComponent(new Animation
                (
                    new Animation.Delay(0.01f),
                    new Animation.Execute(delegate()
                    {
                        // We are exiting the map; just save the state of the map without the player.
                        ListProperty<PlayerFactory.RespawnLocation> respawnLocations = Factory.Get<PlayerDataFactory>().Instance(main).GetOrMakeListProperty<PlayerFactory.RespawnLocation>("RespawnLocations");
                        respawnLocations.Clear();

                        List<Entity> persistentEntities = main.Entities.Where((Func<Entity, bool>)MapExitFactory.isPersistent).ToList();

                        serializer.Serialize(stream, persistentEntities);

                        foreach (Entity e in persistentEntities)
                            e.Delete.Execute();

                        ((GameMain)main).StartSpawnPoint = startSpawnPoint;
                    }),
                    new Animation.Execute(((GameMain)main).SaveCurrentMap),
                    new Animation.Set<string>(main.MapFile, nextMap),
                    new Animation.Execute(delegate()
                    {
                        notification.Visible.Value = false;
                        stream.Seek(0, SeekOrigin.Begin);
                        List<Entity> entities = (List<Entity>)serializer.Deserialize(stream);
                        foreach (Entity entity in entities)
                        {
                            Factory factory = Factory.Get(entity.Type);
                            factory.Bind(entity, main);
                            main.Add(entity);
                        }
                        stream.Dispose();
                    }),
                    new Animation.Delay(1.5f),
                    new Animation.Set<string>(notificationText.Text, "Saving..."),
                    new Animation.Set<bool>(notification.Visible, true),
                    new Animation.Delay(0.01f),
                    new Animation.Execute(((GameMain)main).Save),
                    new Animation.Set<string>(notificationText.Text, "Saved"),
                    new Animation.Parallel
                    (
                        new Animation.FloatMoveTo(notification.Opacity, 0.0f, 1.0f),
                        new Animation.FloatMoveTo(notificationText.Opacity, 0.0f, 1.0f)
                    ),
                    new Animation.Execute(notification.Delete)
                ));
            }));
        }
开发者ID:kernelbitch,项目名称:Lemma,代码行数:72,代码来源:MapExitFactory.cs

示例8: Bind

		public override void Bind(Entity result, Main main, bool creating = false)
		{
			this.InternalBind(result, main, creating, null, true);
			if (result.GetOrMakeProperty<bool>("Attached", true))
				MapAttachable.MakeAttachable(result, main);

			Property<Entity.Handle> target = result.GetOrMakeProperty<Entity.Handle>("Target");

			Map map = result.Get<Map>();

			Property<float> intervalMultiplier = result.GetOrMakeProperty<float>("IntervalMultiplier", true, 1.0f);

			ListProperty<CoordinateEntry> coords = result.GetOrMakeListProperty<CoordinateEntry>("Coordinates");

			Property<int> index = result.GetOrMakeProperty<int>("FillIndex");

			Action populateCoords = delegate()
			{
				if (coords.Count == 0)
				{
					Entity targetEntity = target.Value.Target;
					if (targetEntity != null && targetEntity.Active)
					{
						Map m = targetEntity.Get<Map>();
						foreach (CoordinateEntry e in map.Chunks.SelectMany(c => c.Boxes.SelectMany(x => x.GetCoords())).Select(delegate(Map.Coordinate y)
						{
							Map.Coordinate z = m.GetCoordinate(map.GetAbsolutePosition(y));
							z.Data = y.Data;
							return new CoordinateEntry { Coord = z, };
						}))
							coords.Add(e);
					}
				}
			};

			if (main.EditorEnabled)
				coords.Clear();
			else
				result.Add(new PostInitialization { populateCoords });

			Property<float> blockLifetime = result.GetOrMakeProperty<float>("BlockLifetime", true, 0.25f);

			float intervalTimer = 0.0f;
			Updater update = new Updater
			{
				delegate(float dt)
				{
					intervalTimer += dt;
					Entity targetEntity = target.Value.Target;
					if (targetEntity != null && targetEntity.Active && index < coords.Count)
					{
						float interval = 0.03f * intervalMultiplier;
						while (intervalTimer > interval && index < coords.Count)
						{
							EffectBlockFactory factory = Factory.Get<EffectBlockFactory>();
							Map m = targetEntity.Get<Map>();
							
							CoordinateEntry entry = coords[index];
							Entity block = factory.CreateAndBind(main);
							entry.Coord.Data.ApplyToEffectBlock(block.Get<ModelInstance>());
							block.GetProperty<bool>("CheckAdjacent").Value = false;
							block.GetProperty<Vector3>("Offset").Value = m.GetRelativePosition(entry.Coord);
							block.GetProperty<bool>("Scale").Value = true;

							block.GetProperty<Vector3>("StartPosition").Value = entry.Position + new Vector3(8.0f, 20.0f, 8.0f) * blockLifetime.Value;
							block.GetProperty<Matrix>("StartOrientation").Value = Matrix.CreateRotationX(0.15f * index) * Matrix.CreateRotationY(0.15f * index);

							block.GetProperty<float>("TotalLifetime").Value = blockLifetime;
							factory.Setup(block, targetEntity, entry.Coord, entry.Coord.Data.ID);
							main.Add(block);

							index.Value++;
							intervalTimer -= interval;
						}
					}
					else
						result.Delete.Execute();
				}
			};
			update.Enabled.Value = index > 0;
			result.Add("Update", update);

			Action fill = delegate()
			{
				if (index > 0 || update.Enabled)
					return; // We're already filling

				Entity targetEntity = target.Value.Target;
				if (targetEntity != null && targetEntity.Active)
				{
					populateCoords();
					Map m = targetEntity.Get<Map>();
					Vector3 focusPoint = main.Camera.Position;
					foreach (CoordinateEntry entry in coords)
					{
						entry.Position = m.GetAbsolutePosition(entry.Coord);
						entry.Distance = (focusPoint - entry.Position).LengthSquared();
					}

					List<CoordinateEntry> coordList = coords.ToList();
//.........这里部分代码省略.........
开发者ID:sparker,项目名称:Lemma,代码行数:101,代码来源:FillMapFactory.cs

示例9: explode

		private static void explode(Main main, Map map, Map.Coordinate coord, Vector3 pos, int radius, float physicsRadius)
		{
			// Kaboom
			AkSoundEngine.PostEvent("Play_explosion", pos);

			Entity lightEntity = Factory.Get<PointLightFactory>().CreateAndBind(main);
			lightEntity.Serialize = false;
			PointLight light = lightEntity.Get<PointLight>();
			light.Color.Value = new Vector3(1.3f, 1.1f, 0.9f);
			light.Attenuation.Value = 20.0f;
			light.Position.Value = pos;
			lightEntity.Add(new Animation
			(
				new Animation.FloatMoveTo(light.Attenuation, 0.0f, 1.0f),
				new Animation.Execute(light.Delete)
			));
			main.Add(lightEntity);

			SmokeFactory smokeFactory = Factory.Get<SmokeFactory>();
			for (int i = 0; i < 5; i++)
			{
				Entity smoke = smokeFactory.CreateAndBind(main);
				smoke.Get<Transform>().Position.Value = pos;
				main.Add(smoke);
			}

			ParticleEmitter.Emit(main, "Smoke", pos, physicsRadius * 0.4f, 250);

			Entity player = PlayerFactory.Instance;
			if (player != null && player.Active)
				player.Get<CameraController>().Shake.Execute(pos, 50.0f);
		
			const float physicsImpulse = 70.0f;
			const float minPlayerDamage = 0.1f;
			const float playerDamageMultiplier = 2.0f;
		
			// Remove the cells
			BlockFactory blockFactory = Factory.Get<BlockFactory>();
			
			foreach (Map m in Map.ActiveMaps.ToList())
			{
				List<Map.Coordinate> removals = new List<Map.Coordinate>();
			
				Map.Coordinate c = m.GetCoordinate(pos);
				Vector3 relativePos = m.GetRelativePosition(c);
				
				Quaternion quat = m.Entity.Get<Transform>().Quaternion;
			
				for (Map.Coordinate x = c.Move(Direction.NegativeX, radius - 1); x.X < c.X + radius; x.X++)
				{
					for (Map.Coordinate y = x.Move(Direction.NegativeY, radius - 1); y.Y < c.Y + radius; y.Y++)
					{
						for (Map.Coordinate z = y.Move(Direction.NegativeZ, radius - 1); z.Z < c.Z + radius; z.Z++)
						{
							Map.CellState s = m[z];
							if (s.ID == 0 || s.Permanent)
								continue;
							
							Vector3 cellPos = m.GetRelativePosition(z);
							if ((cellPos - relativePos).Length() < radius - 1)
							{
								removals.Add(z);
								if (random.NextDouble() > 0.5)
								{
									Entity block = blockFactory.CreateAndBind(main);
									Transform blockTransform = block.Get<Transform>();
									blockTransform.Position.Value = m.GetAbsolutePosition(cellPos);
									blockTransform.Quaternion.Value = quat;
									s.ApplyToBlock(block);
									main.Add(block);
								}
							}
						}
					}
				}
				if (removals.Count > 0)
				{
					m.Empty(removals);
					m.Regenerate();
				}
			}
		
			// Damage the player
			if (player != null && player.Active)
			{
				float d = (player.Get<Transform>().Position - pos).Length();
				if (d < physicsRadius)
					player.Get<Player>().Health.Value -= minPlayerDamage + (1.0f - (d / physicsRadius)) * playerDamageMultiplier;
			}
		
			// Apply impulse to dynamic maps
			foreach (Map m in Map.ActiveMaps)
			{
				DynamicMap dm = m as DynamicMap;
				if (dm == null)
					continue;
			
				Vector3 toMap = dm.Transform.Value.Translation - pos;
				float distanceToMap = toMap.Length();
				toMap /= distanceToMap;
//.........这里部分代码省略.........
开发者ID:sparker,项目名称:Lemma,代码行数:101,代码来源:Explosion.cs

示例10: Bind

        public override void Bind(Entity result, Main main, bool creating = false)
        {
            result.CannotSuspend = true;
            Transform transform = result.Get<Transform>();
            PhysicsBlock physics = result.Get<PhysicsBlock>();
            Model model = result.Get<Model>();
            Sound loopSound = result.Get<Sound>("LoopSound");
            PointLight light = result.Get<PointLight>();
            ParticleEmitter emitter = result.Get<ParticleEmitter>("Particles");

            physics.Add(new TwoWayBinding<Matrix>(transform.Matrix, physics.Transform));

            light.Add(new Binding<Vector3>(light.Position, transform.Position));

            emitter.Add(new Binding<Vector3>(emitter.Position, transform.Position));

            model.Add(new Binding<Matrix>(model.Transform, transform.Matrix));

            loopSound.Add(new Binding<Vector3>(loopSound.Position, transform.Position));
            loopSound.Add(new Binding<Vector3>(loopSound.Velocity, physics.LinearVelocity));
            loopSound.Position.Value = transform.Position;

            physics.Add(new CommandBinding<Collidable, ContactCollection>(physics.Collided, delegate(Collidable collidable, ContactCollection contacts)
            {
                if (result.Active)
                {
                    result.Delete.Execute();

                    Sound.PlayCue(main, "Explosion", transform.Position);

                    if (collidable is EntityCollidable)
                    {
                        if (((EntityCollidable)collidable).Entity.Tag is Map)
                        {
                            ContactInformation contact = contacts.First();
                            Vector3 pos = contact.Contact.Position - (contact.Contact.Normal * 0.5f);

                            Map map = (Map)((EntityCollidable)collidable).Entity.Tag;
                            Map.Coordinate center = map.GetCoordinate(pos);
                            int radius = 3;
                            Random random = new Random();
                            for (Map.Coordinate x = center.Move(Direction.NegativeX, radius - 1); x.X < center.X + radius; x.X++)
                            {
                                for (Map.Coordinate y = x.Move(Direction.NegativeY, radius - 1); y.Y < center.Y + radius; y.Y++)
                                {
                                    for (Map.Coordinate z = y.Move(Direction.NegativeZ, radius - 1); z.Z < center.Z + radius; z.Z++)
                                    {
                                        Vector3 cellPos = map.GetAbsolutePosition(z);
                                        Vector3 toCell = cellPos - pos;
                                        if (toCell.Length() < radius - 1)
                                        {
                                            Map.CellState state = map[z];
                                            if (map.Empty(z))
                                            {
                                                Entity block = Factory.CreateAndBind(main, "Block");
                                                block.Get<Transform>().Position.Value = cellPos;
                                                block.Get<Transform>().Quaternion.Value = map.Entity.Get<Transform>().Quaternion;
                                                state.ApplyToBlock(block);
                                                block.Get<ModelInstance>().GetVector3Parameter("Offset").Value = map.GetRelativePosition(z);
                                                toCell += contact.Contact.Normal * 4.0f;
                                                toCell.Normalize();
                                                block.Get<PhysicsBlock>().LinearVelocity.Value = toCell * 15.0f;
                                                block.Get<PhysicsBlock>().AngularVelocity.Value = new Vector3(((float)random.NextDouble() - 0.5f) * 2.0f, ((float)random.NextDouble() - 0.5f) * 2.0f, ((float)random.NextDouble() - 0.5f) * 2.0f);
                                                main.Add(block);
                                            }
                                        }
                                    }
                                }
                            }
                            map.Regenerate();
                        }
                        else if (((EntityCollidable)collidable).Entity.Tag is Player)
                        {
                            Player player = (Player)((EntityCollidable)collidable).Entity.Tag;
                            player.Health.Value -= 0.75f;
                        }
                    }
                }
            }));

            this.SetMain(result, main);
            loopSound.Play.Execute();
        }
开发者ID:kernelbitch,项目名称:Lemma,代码行数:83,代码来源:BlastFactory.cs

示例11: Consolidate

		public static void Consolidate(Main main, DynamicVoxel voxel, Voxel targetVoxel, Voxel.Coord targetCoord, float interval = 1.0f)
		{
			if (targetVoxel != null)
			{
				// Combine this map with the other one

				Direction x = targetVoxel.GetRelativeDirection(voxel.GetAbsoluteVector(Vector3.Right));
				Direction y = targetVoxel.GetRelativeDirection(voxel.GetAbsoluteVector(Vector3.Up));
				Direction z = targetVoxel.GetRelativeDirection(voxel.GetAbsoluteVector(Vector3.Backward));

				if (x.IsParallel(y))
					x = y.Cross(z);
				else if (y.IsParallel(z))
					y = x.Cross(z);

				Voxel.Coord offset = new Voxel.Coord();
				float closestCoordDistance = float.MaxValue;
				Vector3 closestCoordPosition = targetVoxel.GetAbsolutePosition(targetCoord);
				lock (voxel.MutationLock)
				{
					foreach (Voxel.Coord c in voxel.Chunks.SelectMany(c => c.Boxes).SelectMany(b => b.GetCoords()))
					{
						float distance = (voxel.GetAbsolutePosition(c) - closestCoordPosition).LengthSquared();
						if (distance < closestCoordDistance)
						{
							closestCoordDistance = distance;
							offset = c;
						}
					}
				}
				Vector3 toLevitatingMap = voxel.Transform.Value.Translation - targetVoxel.GetAbsolutePosition(targetCoord);
				offset = offset.Move(voxel.GetRelativeDirection(-toLevitatingMap));

				Quaternion orientation = Quaternion.CreateFromRotationMatrix(voxel.Transform.Value);

				EffectBlockFactory blockFactory = Factory.Get<EffectBlockFactory>();

				int index = 0;
				List<Voxel.Coord> coords;
				lock (voxel.MutationLock)
					coords = voxel.Chunks.SelectMany(c => c.Boxes).SelectMany(b => b.GetCoords()).ToList();
				Voxel.Coord camera = voxel.GetCoordinate(main.Camera.Position);
				foreach (Voxel.Coord c in coords.OrderBy(c2 => new Vector3(c2.X - camera.X, c2.Y - camera.Y, c2.Z - camera.Z).LengthSquared()))
				{
					Voxel.Coord offsetFromCenter = c.Move(-offset.X, -offset.Y, -offset.Z);
					Voxel.Coord targetCoord2 = new Voxel.Coord();
					targetCoord2.SetComponent(x, offsetFromCenter.GetComponent(Direction.PositiveX));
					targetCoord2.SetComponent(y, offsetFromCenter.GetComponent(Direction.PositiveY));
					targetCoord2.SetComponent(z, offsetFromCenter.GetComponent(Direction.PositiveZ));
					targetCoord2 = targetCoord2.Move(targetCoord.X, targetCoord.Y, targetCoord.Z);
					if (targetVoxel[targetCoord2].ID == 0)
					{
						Entity blockEntity = blockFactory.CreateAndBind(main);
						c.Data.ApplyToEffectBlock(blockEntity.Get<ModelInstance>());
						EffectBlock effectBlock = blockEntity.Get<EffectBlock>();
						effectBlock.Offset.Value = targetVoxel.GetRelativePosition(targetCoord2);
						effectBlock.DoScale = false;
						effectBlock.StartPosition = voxel.GetAbsolutePosition(c);
						effectBlock.StartOrientation = orientation;
						effectBlock.TotalLifetime = (0.05f + (index * 0.0075f)) * interval;
						effectBlock.Setup(targetVoxel.Entity, targetCoord2, c.Data.ID);
						main.Add(blockEntity);
						index++;
					}
				}

				// Delete the map
				voxel.Entity.Delete.Execute();
			}
		}
开发者ID:dsmo7206,项目名称:Lemma,代码行数:70,代码来源:VoxelRip.cs

示例12: Bind

        public override void Bind(Entity result, Main main, bool creating = false)
        {
            PointLight light = result.GetOrCreate<PointLight>("PointLight");
            light.Serialize = false;

            const float defaultLightAttenuation = 15.0f;
            light.Attenuation.Value = defaultLightAttenuation;

            Transform transform = result.GetOrCreate<Transform>("Transform");
            light.Add(new Binding<Vector3>(light.Position, transform.Position));

            VoxelChaseAI chase = result.GetOrCreate<VoxelChaseAI>("VoxelChaseAI");

            chase.Filter = delegate(Map.CellState state)
            {
                return state.ID == 0 ? VoxelChaseAI.Cell.Empty : VoxelChaseAI.Cell.Filled;
            };

            chase.Add(new TwoWayBinding<Vector3>(transform.Position, chase.Position));
            result.Add(new CommandBinding(chase.Delete, result.Delete));

            Sound sound = result.GetOrCreate<Sound>("LoopSound");
            sound.Serialize = false;
            sound.Cue.Value = "Orb Loop";
            sound.Is3D.Value = true;
            sound.IsPlaying.Value = true;
            sound.Add(new Binding<Vector3>(sound.Position, chase.Position));
            Property<float> volume = sound.GetProperty("Volume");
            Property<float> pitch = sound.GetProperty("Pitch");

            const float defaultVolume = 0.5f;
            volume.Value = defaultVolume;

            AI ai = result.GetOrCreate<AI>();

            Model model = result.GetOrCreate<Model>();
            model.Add(new Binding<Matrix>(model.Transform, transform.Matrix));
            model.Filename.Value = "Models\\sphere";
            model.Editable = false;
            model.Serialize = false;

            const float defaultModelScale = 0.25f;
            model.Scale.Value = new Vector3(defaultModelScale);

            model.Add(new Binding<Vector3, string>(model.Color, delegate(string state)
            {
                switch (state)
                {
                    case "Alert":
                        return new Vector3(1.5f, 1.5f, 0.5f);
                    case "Chase":
                        return new Vector3(1.5f, 0.5f, 0.5f);
                    case "Levitating":
                        return new Vector3(2.0f, 1.0f, 0.5f);
                    case "Idle":
                        return new Vector3(1.0f, 1.0f, 1.0f);
                    default:
                        return new Vector3(0.0f, 0.0f, 0.0f);
                }
            }, ai.CurrentState));

            Random random = new Random();
            result.Add(new Updater
            {
                delegate(float dt)
                {
                    float source = ((float)random.NextDouble() - 0.5f) * 2.0f;
                    model.Scale.Value = new Vector3(defaultModelScale * (1.0f + (source * 0.5f)));
                    light.Attenuation.Value = defaultLightAttenuation * (1.0f + (source * 0.05f));
                }
            });

            model.Add(new Binding<bool, string>(model.Enabled, x => x != "Exploding", ai.CurrentState));

            light.Add(new Binding<Vector3>(light.Color, model.Color));

            Agent agent = result.GetOrCreate<Agent>();
            agent.Add(new Binding<Vector3>(agent.Position, chase.Position));

            Property<int> operationalRadius = result.GetOrMakeProperty<int>("OperationalRadius", true, 100);

            AI.Task checkOperationalRadius = new AI.Task
            {
                Interval = 2.0f,
                Action = delegate()
                {
                    bool shouldBeActive = (chase.Position.Value - main.Camera.Position).Length() < operationalRadius;
                    if (shouldBeActive && ai.CurrentState == "Suspended")
                        ai.CurrentState.Value = "Idle";
                    else if (!shouldBeActive && ai.CurrentState != "Suspended")
                        ai.CurrentState.Value = "Suspended";
                },
            };

            const float sightDistance = 30.0f;
            const float hearingDistance = 15.0f;

            ai.Add(new AI.State
            {
                Name = "Idle",
//.........这里部分代码省略.........
开发者ID:kernelbitch,项目名称:Lemma,代码行数:101,代码来源:LevitatorFactory.cs

示例13: Bind

        public override void Bind(Entity result, Main main, bool creating = false)
        {
            Factory.Get<DynamicMapFactory>().Bind(result, main);

            Transform transform = result.Get<Transform>();
            DynamicMap map = result.Get<DynamicMap>();
            PointLight light = result.Get<PointLight>();

            Sound blastFireSound = result.Get<Sound>("BlastFireSound");
            blastFireSound.Add(new Binding<Vector3>(blastFireSound.Position, transform.Position));
            blastFireSound.Add(new Binding<Vector3>(blastFireSound.Velocity, map.LinearVelocity));

            Sound blastChargeSound = result.Get<Sound>("BlastChargeSound");
            blastChargeSound.Add(new Binding<Vector3>(blastChargeSound.Position, transform.Position));
            blastChargeSound.Add(new Binding<Vector3>(blastChargeSound.Velocity, map.LinearVelocity));

            map.Add(new CommandBinding(map.CompletelyEmptied, delegate()
            {
                if (!main.EditorEnabled)
                    result.Delete.Execute();
            }));

            EntityRotator rotator = null;
            EntityMover mover = null;
            if (!main.EditorEnabled)
            {
                rotator = new EntityRotator(map.PhysicsEntity);
                main.Space.Add(rotator);

                mover = new EntityMover(map.PhysicsEntity);
                mover.TargetPosition = transform.Position;
                main.Space.Add(mover);
            }

            Map.Coordinate blastSource = map.GetCoordinate(0, 0, 0);
            Map.Coordinate blastPosition = blastSource;
            Map.CellState criticalMaterial = WorldFactory.StatesByName["Critical"];
            foreach (Map.Box box in map.Chunks.SelectMany(x => x.Boxes))
            {
                if (box.Type == criticalMaterial)
                {
                    blastSource = map.GetCoordinate(box.X, box.Y, box.Z);
                    blastPosition = map.GetCoordinate(box.X, box.Y, box.Z - 3);
                    break;
                }
            }

            Property<float> blastIntervalTime = result.GetProperty<float>("BlastInterval");
            float blastInterval = 0.0f;

            Property<float> playerPositionMemoryTime = result.GetProperty<float>("PlayerPositionMemoryTime");
            float timeSinceLastSpottedPlayer = playerPositionMemoryTime;

            Property<float> visibilityCheckInterval = result.GetProperty<float>("VisibilityCheckInterval");
            float timeSinceLastVisibilityCheck = 0.0f;

            Property<float> blastChargeTime = result.GetProperty<float>("BlastChargeTime");
            float blastCharge = 0.0f;

            Property<float> blastSpeed = result.GetProperty<float>("BlastSpeed");
            Property<float> playerDetectionRadius = result.GetProperty<float>("PlayerDetectionRadius");

            Updater update = new Updater();
            update.Add(delegate(float dt)
                {
                    if (map[blastSource].ID == 0)
                    {
                        update.Delete.Execute();
                        if (rotator != null)
                        {
                            main.Space.Remove(rotator);
                            main.Space.Remove(mover);
                        }
                        light.Delete.Execute();
                        return;
                    }
                    Entity player = PlayerFactory.Instance;
                    if (player != null)
                    {
                        Vector3 playerPosition = player.Get<Transform>().Position.Value;

                        Vector3 rayStart = map.GetAbsolutePosition(blastPosition);

                        Vector3 rayDirection = playerPosition - rayStart;
                        rayDirection.Normalize();

                        timeSinceLastVisibilityCheck += dt;
                        if (timeSinceLastVisibilityCheck > visibilityCheckInterval)
                        {
                            if ((playerPosition - transform.Position).Length() < playerDetectionRadius)
                                timeSinceLastSpottedPlayer = 0.0f;
                            else if (Vector3.Dot(rayDirection, map.GetAbsoluteVector(Vector3.Forward)) > 0)
                            {
                                RayCastResult hit;
                                if (main.Space.RayCast(new Ray(rayStart, rayDirection), out hit))
                                {
                                    EntityCollidable collidable = hit.HitObject as EntityCollidable;
                                    if (collidable != null && collidable.Entity.Tag is Player)
                                        timeSinceLastSpottedPlayer = 0.0f;
                                }
//.........这里部分代码省略.........
开发者ID:kernelbitch,项目名称:Lemma,代码行数:101,代码来源:TurretFactory.cs

示例14: Bind

        public override void Bind(Entity result, Main main, bool creating = false)
        {
            PointLight light = result.GetOrCreate<PointLight>("PointLight");
            light.Serialize = false;

            const float defaultLightAttenuation = 15.0f;
            light.Attenuation.Value = defaultLightAttenuation;

            Transform transform = result.GetOrCreate<Transform>("Transform");
            light.Add(new Binding<Vector3>(light.Position, transform.Position));

            VoxelChaseAI chase = result.GetOrCreate<VoxelChaseAI>("VoxelChaseAI");

            chase.Filter = delegate(Map.CellState state)
            {
                return state.ID == 0 ? VoxelChaseAI.Cell.Empty : VoxelChaseAI.Cell.Filled;
            };

            chase.Add(new TwoWayBinding<Vector3>(transform.Position, chase.Position));
            result.Add(new CommandBinding(chase.Delete, result.Delete));

            Sound sound = result.GetOrCreate<Sound>("LoopSound");
            sound.Serialize = false;
            sound.Cue.Value = "Orb Loop";
            sound.Is3D.Value = true;
            sound.IsPlaying.Value = true;
            sound.Add(new Binding<Vector3>(sound.Position, chase.Position));
            Property<float> volume = sound.GetProperty("Volume");
            Property<float> pitch = sound.GetProperty("Pitch");

            const float defaultVolume = 0.5f;
            volume.Value = defaultVolume;

            AI ai = result.GetOrCreate<AI>();

            Model model = result.GetOrCreate<Model>();
            model.Add(new Binding<Matrix>(model.Transform, transform.Matrix));
            model.Filename.Value = "Models\\sphere";
            model.Editable = false;
            model.Serialize = false;

            const float defaultModelScale = 0.25f;
            model.Scale.Value = new Vector3(defaultModelScale);

            model.Add(new Binding<Vector3, string>(model.Color, delegate(string state)
            {
                switch (state)
                {
                    case "Alert":
                        return new Vector3(1.5f, 1.5f, 0.5f);
                    case "Chase":
                        return new Vector3(1.5f, 0.5f, 0.5f);
                    case "Explode":
                        return new Vector3(2.0f, 1.0f, 0.5f);
                    case "Idle":
                        return new Vector3(1.0f, 1.0f, 1.0f);
                    default:
                        return new Vector3(0.0f, 0.0f, 0.0f);
                }
            }, ai.CurrentState));

            Random random = new Random();
            result.Add(new Updater
            {
                delegate(float dt)
                {
                    float source = ((float)random.NextDouble() - 0.5f) * 2.0f;
                    model.Scale.Value = new Vector3(defaultModelScale * (1.0f + (source * 0.5f)));
                    light.Attenuation.Value = defaultLightAttenuation * (1.0f + (source * 0.05f));
                }
            });

            model.Add(new Binding<bool, string>(model.Enabled, x => x != "Exploding", ai.CurrentState));

            light.Add(new Binding<Vector3>(light.Color, model.Color));

            Agent agent = result.GetOrCreate<Agent>();
            agent.Add(new Binding<Vector3>(agent.Position, chase.Position));

            Property<int> operationalRadius = result.GetOrMakeProperty<int>("OperationalRadius", true, 100);

            AI.Task checkOperationalRadius = new AI.Task
            {
                Interval = 2.0f,
                Action = delegate()
                {
                    bool shouldBeActive = (chase.Position.Value - main.Camera.Position).Length() < operationalRadius;
                    if (shouldBeActive && ai.CurrentState == "Suspended")
                        ai.CurrentState.Value = "Idle";
                    else if (!shouldBeActive && ai.CurrentState != "Suspended")
                        ai.CurrentState.Value = "Suspended";
                },
            };

            const float sightDistance = 30.0f;
            const float hearingDistance = 15.0f;

            ai.Add(new AI.State
            {
                Name = "Idle",
//.........这里部分代码省略.........
开发者ID:kernelbitch,项目名称:Lemma,代码行数:101,代码来源:OrbFactory.cs


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