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类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();
}
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"));
}
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"));
}
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;
}
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;
}
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;
}
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");
}