本文整理汇总了C#中ParameterSet.GetBool方法的典型用法代码示例。如果您正苦于以下问题:C# ParameterSet.GetBool方法的具体用法?C# ParameterSet.GetBool怎么用?C# ParameterSet.GetBool使用的例子?那么, 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ParameterSet
的用法示例。
在下文中一共展示了ParameterSet.GetBool方法的10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: RModel
public RModel(ParameterSet parm)
{
ModelInfo m;
m.modelName = parm.GetString("ModelName");
Name = m.modelName;
ShadowDrawLists = new FastList<RModelInstance>[Sun.NUM_CASCADES];
for (int i = 0; i < ShadowDrawLists.Length; i++)
ShadowDrawLists[i] = new FastList<RModelInstance>();
if (parm.HasParm("BumpMap"))
IsBumpMapped = true;
if (parm.HasParm("Shininess"))
Shininess = parm.GetFloat("Shininess");
if (parm.HasParm("SpecularPower"))
SpecularPower = parm.GetFloat("SpecularPower");
if (parm.HasParm("SpecularMap"))
IsSpecularMapped = true;
if (parm.HasParm("CastsShadows"))
CastsShadows = parm.GetBool("CastsShadows");
if (parm.HasParm("ReceivesShadows"))
ReceivesShadows = parm.GetBool("ReceivesShadows");
if (parm.HasParm("AlphaBlend"))
AlphaBlend = parm.GetBool("AlphaBlend");
m.textureName = "";
if (parm.HasParm("Texture"))
m.textureName = parm.GetString("Texture");
modelDictionary.Add(m, this);
Renderer.Instance.AddRModel(this);
}
示例2: ParseParmSet
public static void ParseParmSet(ref ParameterSet actorParm, ref ParameterSet worldParm)
{
if (worldParm.HasParm("DieOnTrigger"))
actorParm.AddParm("DieOnTrigger", worldParm.GetBool("DieOnTrigger"));
if (worldParm.HasParm("InputAction"))
actorParm.AddParm("InputAction", worldParm.GetString("InputAction"));
}
示例3: ParseParmSet
public static new void ParseParmSet(ref ParameterSet actorParm, ref ParameterSet worldParm)
{
System.Diagnostics.Debug.Assert(worldParm.HasParm("InputAction"), "ButtonPushTriggerVolume requires an input action!");
actorParm.AddParm("InputAction", worldParm.GetString("InputAction"));
if (worldParm.HasParm("KillOnButtonPush"))
actorParm.AddParm("KillOnButtonPush", worldParm.GetBool("KillOnButtonPush"));
}
示例4: ParseParmSet
public static new void ParseParmSet(ref ParameterSet actorParm, ref ParameterSet worldParm)
{
System.Diagnostics.Debug.Assert(worldParm.HasParm("NewDir"), "Rotate Camera requires a new direction!");
actorParm.AddParm("NewDir", worldParm.GetVector3("NewDir"));
if (worldParm.HasParm("RotateRight"))
actorParm.AddParm("RotateRight", worldParm.GetBool("RotateRight"));
if(worldParm.HasParm("RotationTime"))
actorParm.AddParm("RotationTime", worldParm.GetFloat("RotationTime"));
}
示例5: ParseParmSet
/// <summary>
/// Read trigger specific parameters from the world parm and add them to the actor parm
/// </summary>
/// <param name="parm"></param>
/// <returns></returns>
public static new void ParseParmSet(ref ParameterSet actorParm, ref ParameterSet worldParm)
{
if (worldParm.HasParm("Count"))
actorParm.AddParm("Count", worldParm.GetInt("Count"));
if (worldParm.HasParm("Freq"))
actorParm.AddParm("Freq", worldParm.GetFloat("Freq"));
if (worldParm.HasParm("SpawnInWaves"))
actorParm.AddParm("SpawnInWaves", worldParm.GetBool("SpawnInWaves"));
if (worldParm.HasParm("DelayForFirst"))
actorParm.AddParm("DelayForFirst", worldParm.GetFloat("DelayForFirst"));
if (worldParm.HasParm("ConstantSpawns"))
actorParm.AddParm("ConstantSpawns", worldParm.GetBool("ConstantSpawns"));
if (worldParm.HasParm("EnemyList"))
actorParm.AddParm("EnemyList", worldParm.GetBool("EnemyList"));
System.Diagnostics.Debug.Assert(worldParm.HasParm("ActorType"), "SpawnActorTriggerVolume requires an actor type to spawn!");
actorParm.AddParm("ActorType", worldParm.GetString("ActorType"));
System.Diagnostics.Debug.Assert(worldParm.HasParm("SpawnPos"), "SpawnActorTriggerVolume requires a position to spawn at!");
actorParm.AddParm("SpawnPos", worldParm.GetString("SpawnPos"));
}
示例6: ParseParmSet
/// <summary>
/// Read trigger specific parameters from the world parm and add them to the actor parm
/// </summary>
/// <param name="parm"></param>
/// <returns></returns>
public static new void ParseParmSet(ref ParameterSet actorParm, ref ParameterSet worldParm)
{
//check for the bare minimum required parms
System.Diagnostics.Debug.Assert(worldParm.HasParm("ControllerInput0"), "TutorialStopTriggerVolume requires a ControllerInput0!");
System.Diagnostics.Debug.Assert(worldParm.HasParm("GuitarInput0"), "TutorialStopTriggerVolume requires a GuitarInput0!");
System.Diagnostics.Debug.Assert(worldParm.HasParm("ControllerImage0"), "TutorialStopTriggerVolume requires a ControllerImage0!");
System.Diagnostics.Debug.Assert(worldParm.HasParm("GuitarImage0"), "TutorialStopTriggerVolume requires a GuitarImage0!");
System.Diagnostics.Debug.Assert(worldParm.HasParm("ControllerImagePos0"), "TutorialStopTriggerVolume requires a ControllerImagePos0!");
System.Diagnostics.Debug.Assert(worldParm.HasParm("ControllerImageSize0"), "TutorialStopTriggerVolume requires a ControllerImageSize0!");
System.Diagnostics.Debug.Assert(worldParm.HasParm("GuitarImagePos0"), "TutorialStopTriggerVolume requires a GuitarImagePos0!");
System.Diagnostics.Debug.Assert(worldParm.HasParm("GuitarImageSize0"), "TutorialStopTriggerVolume requires a GuitarImageSize0!");
int count = 0;
while (worldParm.HasParm("ControllerInput"+count))
{
actorParm.AddParm("ControllerInput"+count, worldParm.GetString("ControllerInput"+count));
actorParm.AddParm("GuitarInput"+count, worldParm.GetString("GuitarInput"+count));
actorParm.AddParm("ControllerImage"+count, worldParm.GetString("ControllerImage"+count));
actorParm.AddParm("GuitarImage"+count, worldParm.GetString("GuitarImage"+count));
actorParm.AddParm("ControllerImagePos"+count, worldParm.GetString("ControllerImagePos"+count));
actorParm.AddParm("ControllerImageSize"+count, worldParm.GetString("ControllerImageSize"+count));
actorParm.AddParm("GuitarImagePos"+count, worldParm.GetString("GuitarImagePos"+count));
actorParm.AddParm("GuitarImageSize"+count, worldParm.GetString("GuitarImageSize"+count));
//optional parms
if (worldParm.HasParm("StrumRequired"+count))
actorParm.AddParm("StrumRequired"+count, worldParm.GetBool("StrumRequired"+count));
if (worldParm.HasParm("AllInputsRequired"+count))
actorParm.AddParm("AllInputsRequired"+count, worldParm.GetBool("AllInputsRequired"+count));
if (worldParm.HasParm("SpawnEnemy"+count))
actorParm.AddParm("SpawnEnemy"+count, worldParm.GetBool("SpawnEnemy"+count));
if (worldParm.HasParm("KillEnemies"+count))
actorParm.AddParm("KillEnemies"+count, worldParm.GetBool("KillEnemies"+count));
if (worldParm.HasParm("TriggerDelay"+count))
actorParm.AddParm("TriggerDelay"+count, worldParm.GetFloat("TriggerDelay"+count));
count++;
}
if (worldParm.HasParm("EndLevel"))
actorParm.AddParm("EndLevel", worldParm.GetBool("EndLevel"));
actorParm.AddParm("Num", count);
}
示例7: ConvertTo
//note if we keep the base values the same, a lot of this code can be removed
public override void ConvertTo(EnemyType e, ref ParameterSet parm)
{
if ((e != EnemyType.Heavy && e != EnemyType.HeavyAOE) || e == type)
return;
bloodOnDamage = true;
if (parm.HasParm("Speed"))
speed = parm.GetFloat("Speed");
if (parm.HasParm("AttackDamage"))
attackDmg = parm.GetFloat("AttackDamage");
if (parm.HasParm("AttackRange"))
attackRange = (float)Math.Pow(parm.GetFloat("AttackRange"), 2);
if (parm.HasParm("PercAnimationBeforeAttack"))
percAnimBeforeAttack = parm.GetFloat("PercAnimationBeforeAttack");
if (parm.HasParm("TimeForAttack"))
attackTime = parm.GetFloat("TimeForAttack");
pointsForKilling = 50;
if (parm.HasParm("PointsForKilling"))
pointsForKilling = parm.GetInt("PointsForKilling");
spawnerIndex = -1;
if (Stage.ActiveStage.Parm.HasParm("AIHeavySpeedScalar"))
speed *= Stage.ActiveStage.Parm.GetFloat("AIHeavySpeedScalar");
if (Stage.ActiveStage.Parm.HasParm("AIHeavyDamageScalar"))
{
float increase = Stage.ActiveStage.Parm.GetFloat("AIHeavyDamageScalar");
attackDmg *= increase;
attackSpecialDmg *= increase;
}
//look for more parms here
if (parm.HasParm("TurnSpeed"))
turnSpeed = parm.GetFloat("TurnSpeed");
if (parm.HasParm("TimeForAttackSpecial"))
timeForAttackSpecial = parm.GetInt("TimeForAttackSpecial");
if (parm.HasParm("PercAnimationBeforeAttackRight"))
percAnimBeforeAttackRight = parm.GetFloat("PercAnimationBeforeAttackRight");
if (parm.HasParm("PercAnimationBeforeAttackSpecial"))
percAnimBeforeAttackSpecial = parm.GetFloat("PercAnimationBeforeAttackSpecial");
if (parm.HasParm("AttackSpecialDamage"))
attackSpecialDmg = parm.GetFloat("AttackSpecialDamage");
if (parm.HasParm("MinPunches"))
minPunches = parm.GetInt("MinPunches");
if (parm.HasParm("MaxPunches"))
maxPunches = parm.GetInt("MaxPunches");
if (parm.HasParm("SlamAttackForce"))
attackForce = parm.GetFloat("SlamAttackForce");
if (parm.HasParm("EndWithSlam"))
shouldSlam = parm.GetBool("EndWithSlam");
jumpSpeed = 10;
if (actor.PhysicsObject.physicsType == PhysicsObject.PhysicsType.CylinderCharacter)
{
actor.PhysicsObject.CylinderCharController.HorizontalMotionConstraint.Speed = speed;
actor.PhysicsObject.CollisionInformation.CollisionRules.Group = PhysicsQB.heavyAIGroup;
}
actor.GetAgent<HealthAgent>().Convert(ref parm);
shouldAttack = true;
target = PlayerAgent.Player;
state = AIState.Moving;
FaceTargetSnappedToPlane();
type = e;
}
示例8: Convert
public void Convert(ref ParameterSet parm)
{
if (parm.HasParm("Health"))
startingHealth = this.health = parm.GetFloat("Health");
switch (actor.Name)
{
case "EnemyWeak":
if (Stage.ActiveStage.Parm.HasParm("AIWeakHealthScalar"))
health *= Stage.ActiveStage.Parm.GetFloat("AIWeakHealthScalar");
break;
case "EnemyRanged":
if (Stage.ActiveStage.Parm.HasParm("AIRangedHealthScalar"))
health *= Stage.ActiveStage.Parm.GetFloat("AIRangedHealthScalar");
break;
case "EnemyHeavy":
if (Stage.ActiveStage.Parm.HasParm("AIHeavyHealthScalar"))
health *= Stage.ActiveStage.Parm.GetFloat("AIHeavyHealthScalar");
break;
}
infiniteHealth = false;
startsWithShield = shielded = false;
percDamageAbsorbedByShield = 0;
numHitsForDisarm = 0;
if (parm.HasParm("InfiniteHealth"))
infiniteHealth = parm.GetBool("InfiniteHealth");
if (parm.HasParm("Shielded"))
startsWithShield = this.shielded = parm.GetBool("Shielded");
if (parm.HasParm("ShieldDmgAbsorbPerc"))
this.percDamageAbsorbedByShield = parm.GetFloat("ShieldDmgAbsorbPerc");
if (parm.HasParm("ShutdownInsteadOfKill"))
shutdownInsteadOfKill = parm.GetBool("ShutdownInsteadOfKill");
if (parm.HasParm("NumHitsForDisarm"))
numHitsForDisarm = startingHitsForDisarm = parm.GetInt("NumHitsForDisarm");
}
示例9: PostLoadInit
public void PostLoadInit(ParameterSet parm)
{
Green = input.GetInputAction("A");
Red = input.GetInputAction("B");
PauseGame = input.GetInputAction("IsPauseGame");
MenuSelect = input.GetInputAction("IsMenuSelect");
MenuCancel = input.GetInputAction("IsMenuCancel");
MenuUp = input.GetInputAction("IsMenuUp");
MenuDown = input.GetInputAction("IsMenuDown");
MenuRight = input.GetInputAction("IsMenuRight");
MenuLeft = input.GetInputAction("IsMenuLeft");
if (parm.HasParm("DontPause"))
dontPause = parm.GetBool("DontPause");
}
示例10: RModelInstance
public RModelInstance(ParameterSet parm)
{
model = RModel.GetRModel(parm);
if (parm.HasParm("DontDraw"))
dontDraw = parm.GetBool("DontDraw");
}