本文整理汇总了C#中Path.AddPath方法的典型用法代码示例。如果您正苦于以下问题:C# Path.AddPath方法的具体用法?C# Path.AddPath怎么用?C# Path.AddPath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Path
的用法示例。
在下文中一共展示了Path.AddPath方法的2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: Main
static void Main()
{
Path setPath = new Path();
setPath.AddPath(new Point3D(3, 5, 6));
setPath.AddPath(new Point3D(0, 0, 0));
setPath.AddPath(new Point3D(0, 1, 514));
PathStorage.SavePathsToFile(setPath.SeqOfPoints);
PathStorage.ReadPathsFromFile();
}
示例2: Update
public void Update(GameTime gameTime)
{
if (!spawningPaused && !tutorial)
{
timer += (uint)gameTime.ElapsedGameTime.Milliseconds;
}
else if (!tutorial)
{
spawningPaused = !allEnemiesDead();
}
CheckSpawnQueue(gameTime);
collisionManager.checkCollision();
Vector2 tmpPlayerPosition = Vector2.Zero;
for (int i = 0; i < entityList.Count; i++)
{
if (entityList[i].Type == EntityType.BOSS || entityList[i].Type == EntityType.NIGHTMARE || entityList[i].Type == EntityType.INNER_DEMON || entityList[i].Type == EntityType.LESSER_DEMON || entityList[i].Type == EntityType.DARK_WHISPER)
{
if (player != null)
{
entityList[i].Target = player.position;
}
}
entityList[i].Update(gameTime);
if (entityList[i].KillMe == true)
{
killList.Add(entityList[i]);
}
}
for (int i = 0; i < bulletList.Count; i++)
{
bulletList[i].Update(gameTime);
if (bulletList[i].rangeExceded())
{
bulletList.RemoveAt(i);
}
}
if (killList.Count > 0)
{
RemoveEntity();
}
#region spawn_enemies_dev
if(bool.Parse(game.config.getValue("Debug", "SpawnKeys")))
{
spawnEnemies.Update(gameTime);
if (spawnEnemies.One == true)
{
int count = EntityCount(EntityType.NIGHTMARE);
Nightmare nightmare = new Nightmare(spriteBatch, game, audioManager, this, "nightmare_spawned" + count.ToString());
nightmare.onDie += new Nightmare.PowerupReleaseHandle(ReleasePowerup);
nightmare.position.X = 0.0f;
float newY = random.Next(50, game.Window.ClientBounds.Bottom - 50);
nightmare.position.X = 0.0f;
nightmare.position.Y = newY;
while (addEntity(nightmare) == false)
{
count++;
nightmare.Alias = "nightmare" + count.ToString();
}
}
if (spawnEnemies.Two == true)
{
int count = EntityCount(EntityType.BLUE_BLOOD_VESSEL);
BlueBloodvessel bloodvessel = new BlueBloodvessel(spriteBatch, game, audioManager, this, "bloodvessel_spawned" + count.ToString());
//bloodvessel.onDie += new BlueBloodvessel.PowerupReleaseHandle(ReleasePowerup);
bloodvessel.position.X = 0.0f;
float newY = random.Next(50, game.Window.ClientBounds.Bottom - 50);
bloodvessel.position.X = 0.0f;
bloodvessel.position.Y = newY;
while (addEntity(bloodvessel) == false)
{
count++;
bloodvessel.Alias = "bloodvessel" + count.ToString();
}
}
if (spawnEnemies.Three == true)
{
int count = EntityCount(EntityType.DARK_THOUGHT);
Vector2 waypoint = new Vector2(100.0f, game.Window.ClientBounds.Center.Y);
Path waypoints = new Path(waypoint);
waypoint = new Vector2(200.0f, 200.0f);
waypoints.AddPath(waypoint);
waypoint = new Vector2(1000.0f, 600.0f);
waypoints.AddPath(waypoint);
DarkThought darkThought = new DarkThought(spriteBatch, game, audioManager, gameTime, "darkthought_spawned" + count.ToString(), this, waypoints);
darkThought.onDie += new DarkThought.PowerupReleaseHandle(ReleasePowerup);
darkThought.position.X = 100.0f;
darkThought.position.Y = 100.0f;
while (addEntity(darkThought) == false)
{
count++;
darkThought.Alias = "darkthought" + count.ToString();
}
//.........这里部分代码省略.........