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C# Scene.AddEntity方法代码示例

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


在下文中一共展示了Scene.AddEntity方法的12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: AnonymousEntitiesDoNotHaveEqualNames

        public void AnonymousEntitiesDoNotHaveEqualNames()
        {
            Scene scene = new Scene("Test Scene");
            scene.AddEntity(new Entity());
            scene.AddEntity(new Entity());

            Assert.AreEqual(2, scene.Entities.Count);
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:8,代码来源:EntityTests.cs

示例2: AddEntity

        public void AddEntity()
        {
            bool collectionChanged = false;

            Scene scene = new Scene("Test Scene");
            scene.Entities.CollectionChanged += (o, e) => collectionChanged = true;

            Entity entity = new Entity();
            scene.AddEntity(entity);

            Assert.IsTrue(collectionChanged);
            Assert.AreEqual(1, scene.Entities.Count());
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:13,代码来源:SceneTests.cs

示例3: RemoveEntity

        public void RemoveEntity()
        {
            int eventsFired = 0;

            Scene scene = new Scene("Test Scene");
            scene.Entities.CollectionChanged += (o, e) => eventsFired++;

            Entity entity = new Entity();
            scene.AddEntity(entity);
            scene.RemoveEntity(entity);

            Assert.AreEqual(2, eventsFired);
            Assert.AreEqual(0, scene.Entities.Count());
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:14,代码来源:SceneTests.cs

示例4: PlayOneShot

 public static void PlayOneShot(string spriteName, string animName, int x, int y, Scene scene, int layer)
 {
     Entity entity = new Entity();
     entity.posX = x;
     entity.posY = y;
     entity.scene = scene;
     scene.AddEntity(entity);
     entity.layer = layer;
     entity.SetSprite(spriteName);
     entity.sprite.PlayAnimation(animName);
     entity.sprite.SetAnimCompleteCallback(delegate {
         scene.RemoveEntity(entity);
     });
 }
开发者ID:ryleigh,项目名称:unity3d-pixelshitter-framework,代码行数:14,代码来源:SpriteManager.cs

示例5: SceneViewModel

        public SceneViewModel(Scene scene)
        {
            this.scene = scene;

            Entities = new ComputedObservableCollection<Entity, EntityViewModel>(scene.Entities, (entity) => new EntityViewModel(entity));

            scene.PropertyChanged += Scene_PropertyChanged;

            AddAttributeCommand = new DelegateCommand(null,
                (parameter) =>
                {
                    scene.CreateAttribute();
                }
            );

            RemoveAttributeCommand = new DelegateCommand(null,
                (parameter) =>
                {
                    Attribute attribute = parameter as Attribute;
                    scene.RemoveAttribute(attribute);
                }
            );

            AddEntityCommand = new DelegateCommand(null,
                (parameter) =>
                {
                    Entity entity = new Entity();
                    scene.AddEntity(entity);
                }
            );

            RemoveEntityCommand = new DelegateCommand(null,
                (parameter) =>
                {
                    Entity entity = parameter as Entity;
                    scene.RemoveEntity(entity);
                }
            );
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:39,代码来源:SceneViewModel.cs

示例6: CreateTestGame

        // Multiple inheritance tests
        private static Game CreateTestGame()
        {
            var game = new Game("Test Game");

            var prototypeA0 = new Entity() { Name = "prototypeA0" };
            game.AddPrototype(prototypeA0);
            var prototypeB0 = new Entity() { Name = "prototypeB0" };
            game.AddPrototype(prototypeB0);
            var prototypeC0 = new Entity() { Name = "prototypeC0" };
            game.AddPrototype(prototypeC0);

            var prototypeA1 = new Entity() { Name = "prototypeA1" };
            prototypeA1.AddPrototype(prototypeA0);
            game.AddPrototype(prototypeA1);

            var prototypeB1 = new Entity() { Name = "prototypeB1" };
            prototypeB1.AddPrototype(prototypeB0);
            prototypeB1.AddPrototype(prototypeC0);
            game.AddPrototype(prototypeB1);

            var scene = new Scene("Test Scene");
            game.FirstScene = scene;
            var testEntity = new Entity() { Name = "testEntity" };
            scene.AddEntity(testEntity);
            testEntity.AddPrototype(prototypeA1);
            testEntity.AddPrototype(prototypeB1);

            return game;
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:30,代码来源:AttributeTests.cs

示例7: CreateScene

        private Scene CreateScene(ParseTreeNode node)
        {
            Scene scene = new Scene(grammar.GetName(node));

            foreach (Tuple<string, object> attribute in GetProperties(node))
            {
                ParseTreeNode attributeNode = (ParseTreeNode)attribute.Item2;
                scene.AddAttribute(new Attribute(attribute.Item1) { Value = new Value(getStrVal(attributeNode)) });
            }

            foreach (ParseTreeNode managerNode in grammar.GetOfType(node, grammar.Manager))
            {
                Manager manager = CreateManager(managerNode);
                scene.AddManager(manager);
            }

            foreach (ParseTreeNode entityNode in grammar.GetOfType(node, grammar.Entity))
            {
                Entity entity = CreateEntity(entityNode, scene, false);
                scene.AddEntity(entity);
            }

            return scene;
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:24,代码来源:KglGameStorage.cs

示例8: Scene_RemoveEntity

        public void Scene_RemoveEntity()
        {
            var scene = new Scene("Test Scene");
            var entity = new Entity();
            scene.AddEntity(entity);

            CommandHelper.TestUndoableCommand(
                () => Assert.AreEqual(1, scene.Entities.Count),
                () => scene.RemoveEntityCommand.Execute(entity),
                () => Assert.AreEqual(0, scene.Entities.Count)
            );
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:12,代码来源:CommandTests.cs

示例9: Scene_Delete

        public void Scene_Delete()
        {
            var scene = new Scene("Test Scene");
            var entity = new Entity();
            scene.AddEntity(entity);

            CommandHelper.TestUndoableCommand(
                () => Assert.AreEqual(1, scene.EntityPresenters.Count),
                () => scene.DeleteCommand.Execute(Enumerable.Repeat(scene.EntityPresenters.First(), 1)),
                () => Assert.AreEqual(0, scene.EntityPresenters.Count)
            );
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:12,代码来源:CommandTests.cs

示例10: Initialize

        protected override void Initialize()
        {
            base.Initialize();

            main_ui = new MainUI(this);
            main_ui.Initialize();

            scene = new Scene(this, 0, "test");
            Scm.AddScene(scene);
            Scm.SetActiveScene(scene);

            /*
            Vector3 camera_position = new Vector3(0, 10, 51);
            Vector3 camera_target = camera_position + Vector3.Forward;
            Camera cam = new Camera();
            cam.Initialize();
            cam.Fov = MathHelper.PiOver4;
            scene.ActiveCamera = cam;
             */
            camera = new Camera(this);
            scene.ActiveCamera = camera;

            //camera_ctrl = new FpsCameraController(this);
            //cam.AttachController(camera_ctrl);
            //camera_ctrl.Enabled = true;

            //////////////////////////////////////////////////////////////////////////
            Axis axis = new Axis(this);
            axis.Initialize();
            scene.AddEntity(axis);

            axis.Pose.SetScale(10, 10, 10);

            ////////////////////////////////��������ķָ���//////////////////////////////////////////
            Terrain terrain = new Terrain(this, "Textures\\flat_map", null);
            terrain.Initialize();
            scene.AddEntity(terrain);

            camera.Target = new Vector3(terrain.WidthInPixel / 2.0f, 0, -terrain.HeightInPixel / 2.0f);
            //camera.Target = new Vector3(0, 0, 0);

            //////////////////////////////////////////////////////////////////////////
            //Quad s1 = new Quad(this);
            //s1.Initialize();
            //scene.AddEntity(s1);

            //s1.Pose.SetPosition(0, 0, 0);
            //s1.Pose.SetScale(4, 4, 1);

            //////////////////////////////////////////////////////////////////////////
            //Avatar a1 = new Avatar(this, "Models\\p1_wedge");
            //a1.Initialize();
            //scene.AddEntity(a1);

            //a1.pose.SetPosition(10, 20, -10);
            //a1.pose.SetScale(0.01f, 0.01f, 0.01f);

            //////////////////////////////////////////////////////////////////////////
            Light l1 = new Light(this, new Vector3(0.0f, 1.0f, 0.0f), new Vector3(1.0f, -1.0f, -1.0f));
            scene.AddLight(l1);

            //////////////////////////////////////////////////////////////////////////
            Box b1 = new Box(this);
            b1.Initialize();
            b1.SetScale(10.0f, 10.0f, 10.0f);
            b1.SetPosition(100, 10, -100);
            scene.AddEntity(b1);

            Box b2 = new Box(this);
            b2.Initialize();
            b2.SetScale(10, 10, 10);
            b2.SetPosition(150, 10, -150);
            scene.AddEntity(b2);

            //////////////////////////////////////////////////////////////////////////
            float bx = 200;
            float by = 20;
            float bz = -200;

               // Sphere s1 = new Sphere(this);
               // s1.Initialize();
               // s1.SetScale(10, 10, 10);
               // s1.SetPosition(bx + 0.0442591f, by + 0.017970f, bz + 0.045182f);
               // s1.ModelFile = "Models\\SphereLowPoly";
               // scene.AddEntity(s1);

            Axis a1 = new Axis(this);
            a1.Initialize();
            a1.SetScale(10, 10, 10);
            Matrix rot = new Matrix();
            rot.M11 = 9.9994452992e-001f; rot.M12 = 2.8077475493e-003f; rot.M13 = 1.0151533926e-002f;
            rot.M21 = -2.8522679263e-003f; rot.M22 = 9.9998636727e-001f; rot.M23 = 4.3737664750e-003f;
            rot.M31 = -1.0139115101e-002f; rot.M32 = -4.4024787564e-003f; rot.M33 = 9.9993890640e-001f;
            a1.SetRotation(rot);
            a1.SetPosition(bx + 0.0442591f, by + 0.017970f, bz + 0.045182f);
            scene.AddEntity(a1);

            //Sphere s2 = new Sphere(this);
            //s2.Initialize();
            //s2.SetScale(10, 10, 10);
//.........这里部分代码省略.........
开发者ID:konlil,项目名称:pipe,代码行数:101,代码来源:Game1.cs

示例11: CannotRenameToDuplicateNameInSameScope

        public void CannotRenameToDuplicateNameInSameScope()
        {
            Game game = new Game("Test Game");
            game.AddPrototype(new Entity() { Name = "TestEntity" });

            Scene scene = new Scene("Test Scene");

            Entity entity = new Entity() { Name = "TestEntity2" };
            scene.AddEntity(entity);

            game.AddScene(scene);

            entity.Name = "TestEntity";

            Assert.AreEqual(1, scene.Entities.Count);
            Assert.AreEqual("TestEntity2", entity.Name);
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:17,代码来源:EntityTests.cs

示例12: CanAddDuplicateNameInDifferentScope

        public void CanAddDuplicateNameInDifferentScope()
        {
            Game game = new Game("Test Game");

            Scene scene1 = new Scene("Test Scene");

            Entity entity1 = new Entity() { Name = "TestEntity" };
            scene1.AddEntity(entity1);

            game.AddScene(scene1);

            Scene scene2 = new Scene("Test Scene 2");

            Entity entity2 = new Entity() { Name = "TestEntity" };
            scene2.AddEntity(entity2);

            game.AddScene(scene2);

            Assert.AreEqual(1, scene1.Entities.Count);
            Assert.AreEqual(1, scene2.Entities.Count);
        }
开发者ID:kinectitude,项目名称:kinectitude,代码行数:21,代码来源:EntityTests.cs


注:本文中的Scene.AddEntity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。