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C# Maze.Generate方法代码示例

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


在下文中一共展示了Maze.Generate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: BeginGame

 private IEnumerator BeginGame()
 {
     mazeInstance = Instantiate(mazePrefab) as Maze;
     yield return StartCoroutine (mazeInstance.Generate());
     playerInstance = Instantiate(playerPrefab) as Player;
     playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
     StartCoroutine(mazeInstance.Generate());
 }
开发者ID:northtwilight,项目名称:UnityMazeDemo,代码行数:8,代码来源:GameManager.cs

示例2: BeginGame

 private void BeginGame()
 {
     mazeInstance = Instantiate(mazePrefab) as Maze;
     //StartCoroutine(mazeInstance.Generate());
     mazeInstance.Generate();
     timeLimit = mazeInstance.difficulty *1.5f;
     timerText.color = new Color(0,1,213.0f/255.0f);
 }
开发者ID:Choices-We-Make,项目名称:Game,代码行数:8,代码来源:GameManager.cs

示例3: BeginGame

	private IEnumerator BeginGame () {
		Camera.main.clearFlags = CameraClearFlags.Skybox;
		Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
		mazeInstance = Instantiate(mazePrefab) as Maze;
		yield return StartCoroutine(mazeInstance.Generate());
		playerInstance = Instantiate(playerPrefab) as Player;
		playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
		Camera.main.clearFlags = CameraClearFlags.Depth;
		Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f);
	}
开发者ID:gulfaraz,项目名称:GGJ2016,代码行数:10,代码来源:GameManager.cs

示例4: BeginGame

	private void BeginGame () {
		mazeInstance = Instantiate(mazePrefab) as Maze;
		mazeInstance.Generate();

		if (!mazeInstance.IsGeneratedMazeAccepted ()) {
			RestartGame ();
			return;
		}

		new MazeOptimization (mazeInstance);
		new ObjectsPlacement (mazeInstance);
	}
开发者ID:papakaliati,项目名称:simplePrototypeOfPrototype,代码行数:12,代码来源:GameManager.cs

示例5: BeginGame

 private IEnumerator BeginGame()
 {
     Camera.main.clearFlags = CameraClearFlags.Skybox;
     Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
     HUDInfo._Hunger = 200;
     mazeInstance = Instantiate(mazePrefab) as Maze;
     yield return StartCoroutine(mazeInstance.Generate());
     playerInstance = Instantiate(playerPrefab) as Player;
     playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
     Player.gameOver = false;
     foodInstance = Instantiate(foodPrefab) as Food;
     SpawnNewFood();
     Camera.main.clearFlags = CameraClearFlags.Depth;
     Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f);
 }
开发者ID:suhongjin94,项目名称:Unity-Maze,代码行数:15,代码来源:GameManager.cs

示例6: BeginGame

    private void BeginGame() {
        mazeInstance = Instantiate(mazePrefab) as Maze;
        mazeInstance.Generate();
 
        playerInstance = Instantiate(playerPrefab) as Player;

        
        IntVector2 playerStartCoords = mazeInstance.PlacePlayerInMaze(playerInstance);
        exitCellCoords = mazeInstance.PlaceExitCell(playerStartCoords);

        gameAiInstance = Instantiate(gameAiPrefab) as GameAI;
        gameAiInstance.player = playerInstance;
        gameAiInstance.maze = mazeInstance;
        
        playerInstance.EnablePlayerCamera();
    }
开发者ID:iangonzalez,项目名称:mouse-in-a-maze-game,代码行数:16,代码来源:GameManager.cs

示例7: BeginGame

    private void BeginGame()
    {
        //Camera.main.clearFlags = CameraClearFlags.Skybox;
        Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
        mazeInstance = Instantiate(mazePrefab) as Maze;
        //StartCoroutine(mazeInstance.Generate());
        mazeInstance.Generate();
        playerInstance = Instantiate(playerPrefab) as GameObject;
        playerInstance.GetComponent<Player>().SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));

        Vector3 scaleVector = new Vector3(0.1f, 0.1f, 0.1f);
        playerInstance.transform.localScale = scaleVector;
        //playerInstance.GetComponent<Renderer>().transform.localScale = scaleVector;
        //Camera.main.clearFlags = CameraClearFlags.Color;
        Camera.main.SetReplacementShader(Shader.Find("Unlit/Color"), "");
        Camera.main.rect = new Rect(0f, 0f, 0.2f, 0.2f);
    }
开发者ID:thmundal,项目名称:Blendertest,代码行数:17,代码来源:GameManager.cs

示例8: GenerateMaze

        public static void GenerateMaze(double W, double H, int GridX, int GridY)
        {
            List<Tuple<Vector, Point2D>> LookupTable = new List<Tuple<Vector, Point2D>>();
            Func<Vector, Point2D> TableGet = (A) => {
                for (int i = 0; i < LookupTable.Count; i++)
                    if (LookupTable[i].Item1 == A)
                        return LookupTable[i].Item2;
                return null;
            };

            Maze M = new Maze(GridX, GridY);
            Line[] Lines = M.Generate(W, H);

            EditSketch(GetCurrentSketch(), (F) => {
                for (int i = 0; i < Lines.Length; i++)
                    F.DrawLine(Lines[i]);

                /*Line2D L = F.DrawLine(new Vector(20, 20), new Vector(100, 100));
                F.DrawLine(L.EndPoint, new Vector(30, 20));*/
            });
            GetCurrentPartDocument().Part.Update();
        }
开发者ID:cartman300,项目名称:CatiaNET,代码行数:22,代码来源:Catia.cs

示例9: BeginGame

 private IEnumerator BeginGame()
 {
     Camera.main.clearFlags = CameraClearFlags.Skybox;
     Camera.main.rect = new Rect(0f, 0f, 1f, 1f);
     mazeInstance = Instantiate(mazePrefab) as Maze;
     yield return StartCoroutine(mazeInstance.Generate());
     playerInstance = Instantiate(playerPrefab) as Player;
     boxInstance = Instantiate (boxPrefab) as Box;
     boxInstance2 = Instantiate (boxPrefab) as Box;
     boxInstance3 = Instantiate (boxPrefab) as Box;
     samuraiInstance = Instantiate (samurai) as Player;
     playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
     boxInstance.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     boxInstance2.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     boxInstance3.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     samuraiInstance.SetLocation (mazeInstance.GetCell (mazeInstance.RandomCoordinates));
     this.transform.position = samuraiInstance.transform.position;
     audio.Play ();
     Debug.Log (this.transform.GetChild (0).transform.name);
     this.transform.GetChild (0).audio.Play ();
     start = true;
     Camera.main.clearFlags = CameraClearFlags.Depth;
     Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f);
 }
开发者ID:futamiyuuki,项目名称:Unity-Chan,代码行数:24,代码来源:GameManager.cs

示例10: BeginGame

    private void BeginGame()
    {
        mazeInstance = Instantiate(mazePrefab) as Maze;

        if (menuState == 3)
        {
            mazeInstance.size = size;
            mazeInstance.RLR = RLR;
            mazeInstance.LRL = LRL;
            mazeInstance.UDU = UDU;
            mazeInstance.DUD = DUD;
            mazeInstance.Generate();
            CreatePlayer();
            ballInstance.GetComponent<Movement>().controls = controls;
        }
        else
        {
            mazeInstance.menuState = menuState;
            mazeInstance.size = new IntVector2(23, 19);
            StartCoroutine(mazeInstance.GenerateStepByStep());
        }
    }
开发者ID:kostasEf,项目名称:Dissertation,代码行数:22,代码来源:GameManager.cs

示例11: BeginGame

 private void BeginGame()
 {
     mazeInstance = Instantiate(mazePrefab) as Maze;
     StartCoroutine(mazeInstance.Generate());
     player = GameObject.FindGameObjectWithTag ("Player");
 }
开发者ID:Ariapaws,项目名称:CS4350-Wormhole,代码行数:6,代码来源:GameManager.cs

示例12: StartGame

 private IEnumerator StartGame()
 {
     Debug.Log ("Start Game");
     mazeInstance = Instantiate(mazePrefab) as Maze;
     yield return StartCoroutine(mazeInstance.Generate());
 }
开发者ID:Ariapaws,项目名称:CS4350-Wormhole,代码行数:6,代码来源:PhotonNetworkManager.cs

示例13: BeginGame

 private void BeginGame()
 {
     mazeInstance = Instantiate(mazePrefab) as Maze;
     mazeInstance.Generate();
 }
开发者ID:LagsGame,项目名称:Maze,代码行数:5,代码来源:GameManager.cs

示例14: Main


//.........这里部分代码省略.........
                true,
                true,
                Format.D24X8,
                PresentFlags.None,
                0,
                PresentInterval.Immediate);
            input = new Input(form);
            device = new Device(direct3D, 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, Parametres);
            vertexElems3D = new[] {
                new VertexElement(0, // POSITION
                    0,
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, // TEXCOORD0
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float2, DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0),
                new VertexElement(0, // COLOR0
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()),
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                new VertexElement(0, // NORMAL0
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
                new VertexElement(0, // TANGENT
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Tangent, 0),
                VertexElement.VertexDeclarationEnd,
                new VertexElement(0, // booléen de bump mapping
                    Convert.ToInt16(Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector2>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()+Utilities.SizeOf<Vector4>()),
                    DeclarationType.Float1, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
                VertexElement.VertexDeclarationEnd,
            };
            vertexElems2D = new[] {
                new VertexElement(0,0,DeclarationType.Float4,DeclarationMethod.Default,DeclarationUsage.PositionTransformed,0),
                new VertexElement(0,16,DeclarationType.Float2,DeclarationMethod.Default,DeclarationUsage.TextureCoordinate,0),
                VertexElement.VertexDeclarationEnd
            };

            VertexDeclaration3D = new VertexDeclaration(Program.device, Program.vertexElems3D);
            VertexDeclaration2D = new VertexDeclaration(Program.device, Program.vertexElems2D);
            VertexBufferZero = new VertexBuffer(IntPtr.Zero);

            device.VertexDeclaration = VertexDeclaration3D;

            Program.device.SetRenderState(RenderState.AlphaBlendEnable, true); // graphics.GraphicsDevice.RenderState.AlphaBlendEnable = true;
            Program.device.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha); // graphics.GraphicsDevice.RenderState.DestinationBlend = Blend.One;
            Program.device.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha); // graphics.GraphicsDevice.RenderState.SourceBlend = Blend.One;
            Program.device.SetRenderState(RenderState.AlphaFunc, BlendOperation.Maximum); // graphics.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add;
            Program.device.SetRenderState(RenderState.AlphaTestEnable, true);
            Program.device.SetRenderState(RenderState.MinTessellationLevel, 8);
            #endregion

            Liste_textures = new List<structTexture>();
            Liste_binaires = new List<structBinary>();
            Liste_OBJ = new List<structOBJ>();
            Liste_Lights = new Light[2];
            Liste_Lights[0].Type = LightType.Point;
            Liste_Lights[0].Position = new Vector3(0, 0, 0);
            Liste_Lights[0].Ambient = new Color4(0.5f, 0.5f, 0.5f, 1);
            Liste_Lights[0].Range = 30f * 70;
            Liste_Lights[1].Type = LightType.Point;
            Liste_Lights[1].Position = new Vector3(-100, -100, -100);
            Liste_Lights[1].Ambient = new Color4(0.5f,0,0,1);
            Liste_Lights[1].Range = 5f * 70;
            Liste_textures.Add(new structTexture("null.bmp", Texture.FromFile(device, "null.bmp")));
            //Ingame.Slender.doit_etre_recharge = true;

            // Creation du fichier effect de référence
            Macro macro = new Macro("nblights", 2.ToString());
            BaseEffect = Effect.FromFile(Program.device, "Underground.fx", new Macro[] { macro }, null, "", ShaderFlags.OptimizationLevel3);
            BaseEffect.Technique = BaseEffect.GetTechnique(0);
            BaseEffect.SetValue("AmbientLightColor", new Vector4(0f, 0f, 0f, 0f));
            Matrix proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, Program.form.ClientSize.Width / (float)Program.form.ClientSize.Height, 0.1f, 7000.0f);
            BaseEffect.SetValue("Projection", proj);
            BaseEffect.SetValue("LightDiffuseColor[0]", Liste_Lights[0].Ambient);
            BaseEffect.SetValue("LightDiffuseColor[1]", Liste_Lights[1].Ambient);
            BaseEffect.SetValue("LightDistanceSquared[1]", Liste_Lights[1].Range);

            Thread ThSound = new Thread(Sound.main);
            Thread ThEvents = new Thread(Ingame.fevents);
            ThSound.Start();
            ThEvents.Start();

            Menu.Initialize_Menu();
            ObjLoader.Initialize();
            newmaze = new Maze(10, 10);
            newmaze.Initecelles();
            newmaze.Generate(newmaze.maze[0, 0]);
            newmaze.impefectGenerate();
            newmaze.Setaffichage();

            Ingame.ingame();

            Menu.Dispose();
            ThSound.Abort();
            ThEvents.Abort();
            VertexBufferZero.Dispose();
            VertexDeclaration3D.Dispose();
            VertexDeclaration2D.Dispose();
            device.Dispose();
            direct3D.Dispose();
        }
开发者ID:Arys02,项目名称:Underground,代码行数:101,代码来源:Program.cs

示例15: BeginGame

	private IEnumerator BeginGame () {
		audio.PlayOneShot(_Introduction, 1f);
		mazeInstance = Instantiate(mazePrefab) as Maze;
		yield return StartCoroutine(mazeInstance.Generate());
        SpawnPlayer();
        SpawnMinotaur();
		exitInstance = Instantiate(exitPrefab) as ExitPoint;
		exitInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates));
        Lives = 1;
        alive = true;
		winState = false;
        gameOver = false;
        restart = false;

		
	}
开发者ID:Zoltaris,项目名称:MinotaurMaze,代码行数:16,代码来源:GameManager.cs


注:本文中的Maze.Generate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。