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C# ParameterSet.GetInt方法代码示例

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


在下文中一共展示了ParameterSet.GetInt方法的7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: InitEnemyPools

        private void InitEnemyPools(ref ParameterSet Parm)
        {
            availableWeakAI = new LinkedList<AI>();
            availableRangedAI = new LinkedList<AI>();
            availableHeavyAI = new LinkedList<AI>();

            //add the number of enemies in the file

            Vector3 zero = Vector3.Zero;

            int num;
            if (Parm.HasParm("EnemyWeakPoolSize"))
                num = Parm.GetInt("EnemyWeakPoolSize");
            else num = 0;

            for(int i = 0; i < num; i++)
                PreLoad("EnemyWeak", ref zero, ref zero);

            if (Parm.HasParm("EnemyRangedPoolSize"))
                num = Parm.GetInt("EnemyRangedPoolSize");
            else num = 0;

            for (int i = 0; i < num; i++)
                PreLoad("EnemyRanged", ref zero, ref zero);

            if (Parm.HasParm("EnemyHeavyPoolSize"))
                num = Parm.GetInt("EnemyHeavyPoolSize");
            else num = 0;

            for(int i = 0; i < num; i++)
                PreLoad("EnemyHeavy", ref zero, ref zero);

            ShutdownAll();
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:34,代码来源:AIQB.cs

示例2: 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)
        {
            System.Diagnostics.Debug.Assert(worldParm.HasParm("InputAction"), "HealthTriggerVolume requires an input action!");
            actorParm.AddParm("InputAction", worldParm.GetString("InputAction"));

            if (worldParm.HasParm("KillOnButtonPush"))
                actorParm.AddParm("KillOnButtonPush", worldParm.GetBool("KillOnButtonPush"));

            if (worldParm.HasParm("Heal"))
                actorParm.AddParm("Heal", worldParm.GetInt("Heal"));
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:16,代码来源:HealthTriggerVolume.cs

示例3: 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"));
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:26,代码来源:SpawnActorTriggerVolume.cs

示例4: ConvertTo

        public override void ConvertTo(EnemyType e, ref ParameterSet parm)
        {
            //we can't return if we are a weak shielded cause we have to do models swaps and such.
            if ((e != EnemyType.Weak && e != EnemyType.WeakShielded) || e == type && type == EnemyType.Weak)
                return;

            /*actor.modelInstance.Shown = false;
            if (e == EnemyType.Weak)
            {
                actor.modelInstance = weakModel;
                enemyAnimationAgent.Animations = weakAnims;
            }
            else
            {
                actor.modelInstance = shieldModel;
                enemyAnimationAgent.Animations = shieldAnims;
            }
            actor.modelInstance.Shown = true;*/

            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("AIWeakSpeedScalar"))
                speed *= Stage.ActiveStage.Parm.GetFloat("AIWeakSpeedScalar");

            if (Stage.ActiveStage.Parm.HasParm("AIWeakDamageScalar"))
                attackDmg *= Stage.ActiveStage.Parm.GetFloat("AIWeakDamageScalar");

            jumpSpeed = 10;

            if (actor.PhysicsObject.physicsType == PhysicsObject.PhysicsType.CylinderCharacter)
            {
                actor.PhysicsObject.CylinderCharController.HorizontalMotionConstraint.Speed = speed;
                actor.PhysicsObject.CollisionInformation.CollisionRules.Group = PhysicsQB.normalAIGroup;
            }

            if (parm.HasParm("EdgeDistWhileRunning"))
                wallOffset = parm.GetFloat("EdgeDistWhileRunning");

            actor.GetAgent<HealthAgent>().Convert(ref parm);

            shouldAttack = true;
            disarmed = false;
            target = PlayerAgent.Player;
            state = AIState.Moving;
            FaceTargetSnappedToPlane();
            type = e;
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:62,代码来源:AIWeak.cs

示例5: 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;
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:69,代码来源:AIHeavy.cs

示例6: ConvertTo

        public override void ConvertTo(EnemyType e, ref ParameterSet parm)
        {
            if ((e != EnemyType.Ranged && e != EnemyType.RangedPogo) || 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("AIRangedSpeedScalar"))
                speed *= Stage.ActiveStage.Parm.GetFloat("AIRangedSpeedScalar");

            if (Stage.ActiveStage.Parm.HasParm("AIRangedDamageScalar"))
                attackDmg *= Stage.ActiveStage.Parm.GetFloat("AIRangedDamageScalar");

            missileOffset = Vector2.Zero;

            if (actor.Parm.HasParm("MissileOffset"))
                missileOffset = actor.Parm.GetVector2("MissileOffset");

            timeForPogoSkip = .1f;
            percAnimForSplat = .45f;
            maxRocketJumps = minRocketJumps = minRocketAttacks = maxRocketAttacks = 0;

            if (parm.HasParm("MaxJumps"))
                maxRocketJumps = parm.GetInt("MaxJumps");
            if (parm.HasParm("MinJumps"))
                minRocketJumps = parm.GetInt("MinJumps");
            if (parm.HasParm("MaxAttacks"))
                maxRocketAttacks = parm.GetInt("MaxAttacks");
            if (parm.HasParm("MinAttacks"))
                minRocketAttacks = parm.GetInt("MinAttacks");
            if (parm.HasParm("PogoStartTime"))
                pogoStartTime = parm.GetFloat("PogoStartTime");

            jumpSpeed = 22;

            if (actor.PhysicsObject.physicsType == PhysicsObject.PhysicsType.CylinderCharacter)
            {
                actor.PhysicsObject.CylinderCharController.HorizontalMotionConstraint.Speed = speed;
                actor.PhysicsObject.CollisionInformation.CollisionRules.Group = PhysicsQB.normalAIGroup;
            }

            actor.GetAgent<HealthAgent>().Convert(ref parm);

            shouldAttack = true;
            target = PlayerAgent.Player;
            state = AIState.Moving;
            FaceTargetSnappedToPlane();
            type = e;
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:64,代码来源:AIRanged.cs

示例7: 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");
        }
开发者ID:scotttorgeson,项目名称:HeroesOfRock,代码行数:36,代码来源:HealthAgent.cs


注:本文中的ParameterSet.GetInt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。