本文整理汇总了C#中Route.GetDistanceRemaining方法的典型用法代码示例。如果您正苦于以下问题:C# Route.GetDistanceRemaining方法的具体用法?C# Route.GetDistanceRemaining怎么用?C# Route.GetDistanceRemaining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Route
的用法示例。
在下文中一共展示了Route.GetDistanceRemaining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: DoSingleRouteEx
private bool DoSingleRouteEx(Route r, bool bAllowOverlays)
{
Common.StringBuilder msg = new Common.StringBuilder("DoSingleRouteEx");
try
{
mbRouteLeadInPlaying = false;
if ((bAllowOverlays && (r.GetDistanceRemaining() > TraitTuning.RouteDistanceForIdle)) && !r.GetOption(Route.RouteOption.DisableRouteLeadIns))
{
if (!mOwnerSim.IsHoldingAnything() && RandomUtil.RandomChance01(TraitTuning.ChanceForRouteLeadIn))
{
mOwnerSim.OverlayComponent.UpdateInteractionFreeParts(AwarenessLevel.OverlayUpperbody);
uint segmentAtDistanceBeforeEnd = r.GetSegmentAtDistanceBeforeEnd(SimScriptAdaptor.DistanceToStopOverlay, true);
r.RegisterCallback(OnAboutToFinishRoute, RouteCallbackType.TriggerOnce, RouteCallbackConditions.EnteringSegment(segmentAtDistanceBeforeEnd));
r.RegisterCallback(OnRouteFinished, RouteCallbackType.TriggerOnce, new RouteCallbackCondition(RouteCallbackConditions.Ended));
mbRouteLeadInPlaying = mOwnerSim.IdleManager.PlayRouteLeadIn();
if (mbRouteLeadInPlaying)
{
OverlayComponent overlayComponent = mOwnerSim.OverlayComponent;
overlayComponent.OverlaysEnded += OnOverlaysEnded;
}
}
if (mOwnerSim.IsHuman)
{
mOwnerSim.OverlayComponent.PlayReaction(ReactionTypes.FacialAutoSelect, null);
}
}
if (mOwnerSim.IsHorse || mOwnerSim.IsDeer)
{
r.RegisterCallback(HorseDeerRoutingEffectsCallback, RouteCallbackType.TriggerWhileTrue, new RouteCallbackCondition(RouteCallbackConditions.AnimationTriggeredEvent));
}
else if ((mOwnerSim.IsPuppy || mOwnerSim.IsKitten) && SeasonsManager.Enabled)
{
r.RegisterCallback(PuppyKittenSnowLevelCallback, RouteCallbackType.TriggerOnTrue, new RouteCallbackCondition(RouteCallbackConditions.InDeepSnow));
r.RegisterCallback(PuppyKittenSnowLevelCallback, RouteCallbackType.TriggerOnTrue, new RouteCallbackCondition(RouteCallbackConditions.InShallowSnow));
}
bool flag = false;
IHasScriptProxy destObj = r.DestObj;
try
{
flag = RoutingComponentEx.DoRoute(this, r);
float maxMinutesToWaitForRouteLeadIn = SimScriptAdaptor.MaxMinutesToWaitForRouteLeadIn;
DateAndTime previousDateAndTime = SimClock.CurrentTime();
while (mbRouteLeadInPlaying && (SimClock.ElapsedTime(TimeUnit.Minutes, previousDateAndTime) < maxMinutesToWaitForRouteLeadIn))
{
SpeedTrap.Sleep();
}
if (UsingStroller)
{
new GetOutOfStrollerRouteAction(mOwnerSim, r).PerformAction();
}
}
finally
{
if (mbRouteLeadInPlaying)
{
mbRouteLeadInPlaying = false;
OverlayComponent component2 = mOwnerSim.OverlayComponent;
component2.OverlaysEnded -= OnOverlaysEnded;
mOwnerSim.OverlayComponent.StopAllOverlays();
}
try
{
mOwnerSim.IdleManager.StopFacialIdle(true);
}
catch (Exception e)
{
Common.Exception(mOwnerSim, e);
}
if (UsingStroller)
{
new GetOutOfStrollerRouteAction(mOwnerSim, r).PerformAction();
}
}
if (!flag || !mOwnerSim.HasExitReason(ExitReason.ObjectStateChanged))
{
return flag;
}
if (r.DoRouteFail)
{
InteractionInstance currentInteraction = mOwnerSim.CurrentInteraction;
if ((currentInteraction != null) && (currentInteraction.Target != null))
{
mOwnerSim.PlayRouteFailure(currentInteraction.Target.GetThoughtBalloonThumbnailKey());
}
else
{
mOwnerSim.PlayRouteFailure();
}
}
}
catch (ResetException)
//.........这里部分代码省略.........
示例2: CheckAndUpdateRouteForPortals
//.........这里部分代码省略.........
}
else
{
IStation station = GameObject.GetObject<IStation>(data.ObjectId);
if (station != null)
{
found = true;
break;
}
}
}
if (found) return;
LotLocation startLotLocation = LotLocation.Invalid;
LotLocation endLotLocation = LotLocation.Invalid;
Vector3 currentStartPoint = r.GetCurrentStartPoint();
Vector3 destPoint = r.GetDestPoint();
ulong startLot = World.GetLotLocation(currentStartPoint, ref startLotLocation);
ulong endLot = World.GetLotLocation(destPoint, ref endLotLocation);
if (((startLot != ulong.MaxValue) && (endLot != ulong.MaxValue)) && ((startLot != endLot) || (startLot == 0x0L)))
{
AncientPortal closestAP = null;
float closestDistAP = float.MaxValue;
AncientPortal destinationAP = null;
float destDistanceAP = float.MaxValue;
if (target.IsHuman)
{
foreach (AncientPortal choice in Sims3.Gameplay.Queries.GetObjects<AncientPortal>())
{
Vector3 vector3 = choice.Position - currentStartPoint;
if (vector3.Length() < closestDistAP)
{
closestDistAP = vector3.Length();
closestAP = choice;
}
Vector3 vector4 = choice.Position - destPoint;
if (vector4.Length() < destDistanceAP)
{
destDistanceAP = vector4.Length();
destinationAP = choice;
}
}
}
IStation closestSW = null;
float closestDistSW = float.MaxValue;
IStation destinationSW = null;
float destDistanceSW = float.MaxValue;
foreach (IStation subway3 in Sims3.Gameplay.Queries.GetObjects<IStation>())
{
Vector3 vector3 = subway3.Position - currentStartPoint;
if (vector3.Length() < closestDistSW)
{
closestDistSW = vector3.Length();
closestSW = subway3;
}
Vector3 vector4 = subway3.Position - destPoint;
if (vector4.Length() < destDistanceSW)
{
destDistanceSW = vector4.Length();
destinationSW = subway3;
}
}
float distanceRemaining = r.GetDistanceRemaining();
float lengthAP = float.MaxValue;
if (((closestAP != null) && (destinationAP != null)) && ((closestAP != destinationAP) && ((closestDistAP + destDistanceAP) <= (distanceRemaining + SimRoutingComponent.kDistanceMustSaveInOrderToUseSubway))))
{
lengthAP = closestDistAP + destDistanceAP;
}
float lengthSW = float.MaxValue;
if (((closestSW != null) && (destinationSW != null)) && ((closestSW != destinationSW) && ((closestDistSW + destDistanceSW) <= (distanceRemaining + SimRoutingComponent.kDistanceMustSaveInOrderToUseSubway))))
{
lengthSW = closestDistSW + destDistanceSW;
}
if (lengthAP < lengthSW)
{
if (lengthAP != float.MaxValue)
{
Reroute(r, closestAP, destinationAP);
}
}
else
{
if (lengthSW != float.MaxValue)
{
Reroute(r, closestSW, destinationSW);
}
}
}
}
}
}
}
示例3: Reroute
private static void Reroute(Route r, IStation closest, IStation destination)
{
Sim target = r.Follower.Target as Sim;
Vector3 currentStartPoint = r.GetCurrentStartPoint();
float distanceRemaining = r.GetDistanceRemaining();
Route route = target.CreateRoute();
route.SetOption(Route.RouteOption.EnableSubwayPlanning, false);
route.SetOption2(Route.RouteOption2.EnableHoverTrainPlanning, false);
route.SetOption(Route.RouteOption.EnablePlanningAsCar, r.GetOption(Route.RouteOption.EnablePlanningAsCar));
route.SetOption(Route.RouteOption.PlanUsingStroller, r.GetOption(Route.RouteOption.PlanUsingStroller));
route.SetOption(Route.RouteOption.ReplanUsingStroller, r.GetOption(Route.RouteOption.ReplanUsingStroller));
route.SetOption(Route.RouteOption.BeginAsStroller, r.GetOption(Route.RouteOption.BeginAsStroller));
Slot routeEnterEndSlot = closest.RouteEnterEndSlot;
if (routeEnterEndSlot != Slot.None)
{
GameObject routingSlotEnterFootprint = closest.RoutingSlotEnterFootprint;
if (routingSlotEnterFootprint != null)
{
route.AddObjectToIgnoreForRoute(routingSlotEnterFootprint.ObjectId);
}
if (route.PlanToSlot(closest, routeEnterEndSlot).Succeeded())
{
Slot routeExitBeginSlot = destination.RouteExitBeginSlot;
Vector3 slotPosition = destination.GetSlotPosition(routeExitBeginSlot);
GameObject routingSlotExitFootprint = destination.RoutingSlotExitFootprint;
if (routingSlotExitFootprint != null)
{
r.AddObjectToIgnoreForRoute(routingSlotExitFootprint.ObjectId);
}
r.SetOption(Route.RouteOption.EnableSubwayPlanning, false);
r.SetOption2(Route.RouteOption2.EnableHoverTrainPlanning, false);
if (!r.ReplanFromPoint(slotPosition).Succeeded())
{
r.ReplanFromPoint(currentStartPoint);
}
else if ((route.GetDistanceRemaining() + r.GetDistanceRemaining()) < (distanceRemaining + SimRoutingComponent.kDistanceMustSaveInOrderToUseSubway))
{
if (closest is IHoverTrainStation)
{
r.ReplanAllowed = false;
Route route2 = target.CreateRoute();
PathType elevatedTrainPath = PathType.ElevatedTrainPath;
List<Vector3> list = new List<Vector3>();
list.Add(closest.GetSlotPosition(closest.RouteEnterEndSlot));
list.Add(destination.GetSlotPosition(destination.RouteExitBeginSlot));
if (list.Count > 0)
{
route2.InsertCustomPathAtIndex(0, list.ToArray(), false, true, elevatedTrainPath);
route2.ReplanAllowed = false;
RoutePlanResult planResult = route2.PlanResult;
planResult.mType = RoutePlanResultType.Succeeded;
route2.PlanResult = planResult;
PathData pathData = route2.GetPathData(0);
pathData.ObjectId = destination.ObjectId;
pathData.PathType = PathType.ElevatedTrainPath;
route2.SetPathData(ref pathData);
r.InsertRouteSubPathsAtIndex(0, route2);
}
}
r.InsertRouteSubPathsAtIndex(0x0, route);
r.SetOption(Route.RouteOption.EnableSubwayPlanning, true);
r.SetOption2(Route.RouteOption2.EnableHoverTrainPlanning, true);
}
else
{
r.ReplanFromPoint(currentStartPoint);
}
}
}
}