本文整理汇总了C#中Position.GetDistance方法的典型用法代码示例。如果您正苦于以下问题:C# Position.GetDistance方法的具体用法?C# Position.GetDistance怎么用?C# Position.GetDistance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Position
的用法示例。
在下文中一共展示了Position.GetDistance方法的3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: PFSquadAttraction
/// <summary>
/// Calculates the magnitude of the specified position on the map relative to the centroid of the squad
/// (being close to the other units in the squad will give the best magnitude/attraction).
/// </summary>
/// <param name="squad"></param>
/// <param name="possibleNextPosition"></param>
/// <param name="force"></param>
/// <param name="forceStep"></param>
/// <param name="rangePercentage">How big the Range to the centroid of all the Units positions in the Squad/Group</param>
/// <returns>The magnitude of squad attraction. 0 if a unit is inside the specified range and gives a negative linear drop-off the further away the unit is from the group.</returns>
public double PFSquadAttraction(List<UnitAgent> squad, Position possibleNextPosition, double force, double forceStep, int rangePercentage)
{
var unitPositions = new Position[squad.Count];
if (SWIG.BWAPI.bwapi.Broodwar.self().getUnits() != null && SWIG.BWAPI.bwapi.Broodwar.self().getUnits().Count > 0)
{
int i = 0;
foreach (UnitAgent meleeUnitAgent in squad)
{
unitPositions[i] = meleeUnitAgent.MyUnit.Position;
i++;
}
var meleeUnitPolygon = new Polygon(unitPositions);
double distance = possibleNextPosition.GetDistance(meleeUnitPolygon.FindCentroid());
return distance <= MyMath.GetPercentageOfMaxDistancePixels(rangePercentage)
? force//0
: force - forceStep * distance;
}
Logger.Logger.AddAndPrint("Enemy unit list is null or has zero elements in CalculatePFValueForCollisionWithEnemyUnits");
return 0;
}
示例2: PFMapCenterAttraction
/// <summary>
/// Calculates the magnitude of the specified field relative to the center of the map.
/// </summary>
/// <param name="field"></param>
/// <param name="force"></param>
/// <param name="forceStep"></param>
/// <param name="rangePercentage"></param>
/// <returns></returns>
public double PFMapCenterAttraction(Position field, double force, double forceStep, int rangePercentage)
{
double distance = field.GetDistance(MyMath.GetMapCenterPosition());
return distance <= MyMath.GetPercentageOfMaxDistancePixels(rangePercentage)
? force//0
: force - forceStep * distance;
}
示例3: CalculateMapEdgeRepulsion
/// <summary>
/// Calculates the repulsion factor/magnitude of the specified field relative to the edges of the map.
/// </summary>
/// <param name="field"></param>
/// <param name="force"></param>545455555555555555555555555555555111111111
/// <param name="forceStep"></param>
/// <param name="range">How close units are allowed to get to the edge of the map, before they are repulsed</param>
/// <returns></returns>
public static double CalculateMapEdgeRepulsion(Position field, double force, double forceStep, int range)
{
double magnitude = 0;
if (field.X <= range) //Distance to wall left.
magnitude += -(force - forceStep * field.GetDistance(new Position(0, field.Y)));
if (field.Y <= range) //Distance to wall top.
magnitude += -(force - forceStep * field.GetDistance(new Position(field.X, 0)));
if (field.X >= Game.MapWidthTiles * tileSize - range) //Distance to wall right.
magnitude += -(force - forceStep * field.GetDistance(new Position(Game.MapWidthTiles * tileSize, field.Y)));
if (field.Y >= Game.MapHeightTiles * tileSize - range) //Distance to wall bottom.
magnitude += -(force - forceStep * field.GetDistance(new Position(field.X, Game.MapHeightTiles * tileSize)));
return magnitude < 0 ? magnitude : 0;
}