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C# TileType.ToString方法代码示例

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


在下文中一共展示了TileType.ToString方法的9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: GetTileType

    public GameObject GetTileType (TileType type)
    {
        if (!_tiles.ContainsKey(type) || _tiles[type].Count < 1)
        {
            throw new TileNotFoundException("Cannot find tile of type " + type.ToString()); 
        }

        List<GameObject> possible = _tiles[type];

        return possible[rand.Next(possible.Count)]; 
    }
开发者ID:DanWright91,项目名称:GGJ16,代码行数:11,代码来源:TileLevel.cs

示例2: GetOpposite

 public static TileDetail GetOpposite(TileType type)
 {
     switch (type) {
         case TileType.Freedom: return Law;
         case TileType.Human: return Robot;
         case TileType.Law: return Freedom;
         case TileType.Religion: return Science;
         case TileType.Robot: return Human;
         case TileType.Science: return Freedom;
         case TileType.Score: return null;
         case TileType.Time: return null;
         default: throw new System.ArgumentException(type.ToString());
     }
 }
开发者ID:Beanalby,项目名称:SummerGameJam13,代码行数:14,代码来源:TileDetail.cs

示例3: ToDescriptionString

 /// <summary>
 /// Gets the path of the type, with its description.
 /// </summary>
 /// <param name="val">The value.</param>
 /// <returns></returns>
 public static string ToDescriptionString(TileType val)
 {
     DescriptionAttribute[] attributes = (DescriptionAttribute[])val.GetType().GetField(val.ToString()).GetCustomAttributes(typeof(DescriptionAttribute), false);
     return attributes.Length > 0 ? attributes[0].Description : string.Empty;
 }
开发者ID:SamuelDaigle,项目名称:MapEditor,代码行数:10,代码来源:Tile.cs

示例4: IsBonusActive

 private bool IsBonusActive(TileType type)
 {
     switch (type) {
         case TileType.Freedom:
             return levelLaw < bonusThreshold;
         case TileType.Human:
             return levelRobot < bonusThreshold;
         case TileType.Law:
             return levelLaw > (100 - bonusThreshold);
         case TileType.Religion:
             return levelReligion > (100 - bonusThreshold);
         case TileType.Robot:
             return levelRobot > (100 - bonusThreshold);
         case TileType.Science:
             return levelReligion < bonusThreshold;
         case TileType.Score:
             return false;
         case TileType.Time:
             return false;
         default:
             throw new System.ArgumentException(type.ToString());
     }
 }
开发者ID:Beanalby,项目名称:SummerGameJam13,代码行数:23,代码来源:GameDriver.cs

示例5: createTileAt


//.........这里部分代码省略.........
            curSprite = pathTopLeftBottomRightTiles[Random.Range(0, pathTopLeftBottomRightTiles.Length-1)];
            passability = pathPassability;
            break;
        case TileType.PathTopLeftTopRight:
            curSprite = pathTopLeftTopRightTiles[Random.Range(0, pathTopLeftTopRightTiles.Length-1)];
            passability = pathPassability;
            break;
        case TileType.PathBottomLeftBottomRight:
            curSprite = pathBottomLeftBottomRightTiles[Random.Range(0, pathBottomLeftBottomRightTiles.Length-1)];
            passability = pathPassability;
            break;
        case TileType.Tree:
            curSprite = treeTiles[Random.Range(0, treeTiles.Length-1)];
            passability = treePassability;
            break;
        case TileType.Water:
            curSprite = waterTiles[Random.Range (0, waterTiles.Length - 1)];
            passability = waterPassability;
            break;
        case TileType.WaterDeep:
            curSprite = deepWaterTiles[Random.Range (0, deepWaterTiles.Length - 1)];
            passability = deepWaterPassability;
            break;
        case TileType.Bank_TL:
            curSprite = bankTopLeftTiles[Random.Range (0, bankTopLeftTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_TR:
            curSprite = bankTopRightTiles[Random.Range (0, bankTopRightTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_BL:
            curSprite = bankBottomLeftTiles[Random.Range (0, bankBottomLeftTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_BR:
            curSprite = bankBottomRightTiles[Random.Range (0, bankBottomRightTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_Top:
            curSprite = bankTopTiles[Random.Range (0, bankTopTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_Bottom:
            curSprite = bankBottomTiles[Random.Range (0, bankBottomTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_Left:
            curSprite = bankLeftTiles[Random.Range (0, bankLeftTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_Right:
            curSprite = bankRightTiles[Random.Range (0, bankRightTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_BottomLeftRight:
            curSprite = bankBottomLeftRightTiles[Random.Range (0, bankBottomLeftRightTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_TopLeftRight:
            curSprite = bankBottomLeftRightTiles[Random.Range (0, bankRightTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_TopLeftBottomLeft:
            curSprite = bankTopRightBottomRightTiles[Random.Range (0, bankTopRightBottomRightTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Bank_TopRightBottomRight:
            curSprite = bankTopRightBottomRightTiles[Random.Range (0, bankTopRightBottomRightTiles.Length - 1)];
            passability = bankPassability;
            break;
        case TileType.Stone:
            curSprite = stoneTiles[Random.Range(0, stoneTiles.Length-1)];
            passability = stonePassability;
            break;
        default:
            curSprite = grassTiles[Random.Range(0, grassTiles.Length-1)];
            passability = grassPassability;
            break;
        }

        Vector2 screenPos = m_tileMap.map2Screen(x, y);
        screenPos.y += (curSprite.rect.height - m_tileMap.m_tileHeight) / m_tileMap.m_tileHeight * 0.25f;

        GameObject cur = Instantiate(tilePrefab, new Vector3(screenPos.x, screenPos.y, -z), Quaternion.identity) as GameObject;
        cur.transform.parent = targetFolder;
        cur.name = "Tile-" + x + "x" + y + "x" + z + "_" + type.ToString();
        cur.SetActive(true);
        cur.GetComponent<SpriteRenderer>().sprite = curSprite;
        cur.GetComponent<SpriteRenderer>().sortingOrder = (int)(m_tileMap.getHeight() * z - y);

        // Need to flip?
        if (type == TileType.Bank_TopLeftRight)
            cur.GetComponent<Transform>().localScale = new Vector3(1, -1, 1);
        if (type == TileType.Bank_TopLeftBottomLeft)
            cur.GetComponent<Transform>().localScale = new Vector3(-1, 1, 1);

        m_tileMap.setTile(x, y, z, cur);
        m_tileMap.setPassability (x, y, passability);
    }
开发者ID:hs-furtwangen,项目名称:GoHomeOrDie,代码行数:101,代码来源:MapGenerator.cs

示例6: DefineAll

    TileType DefineAll(TileType neighborOne, TileType neighborTwo, int myX, int myY, int firstPosX, int firstPosY, int secondPosX, int secondPosY, bool isCorner = false)
    {
        TileType myTileType = TileType.UNDEFINED;

        if (neighborOne != TileType.UNDEFINED || neighborTwo != TileType.UNDEFINED)
        {
            // Both are DEFINED, so select based on the first and second neighbor
            myTileType = GetMyTileTypeFromNeighbors(neighborOne, neighborTwo, isCorner);
            print("One neighbor is defined. Neighbors of : " + myX + " " + myY + " are: " + neighborOne.ToString() + " and " + neighborTwo.ToString() + ", isCorner = " + isCorner.ToString());

        }
        else
        {

            myTileType = DefineTypeFromUndefinedNeighbors(isCorner);

        }

        //		if (neighborOne == TileType.UNDEFINED && neighborTwo == TileType.UNDEFINED) {
        //			myTileType = DefineTypeFromUndefinedNeighbors (isCorner);
        //		} else {
        //			myTileType = GetMyTileTypeFromNeighbors (neighborOne, neighborTwo, isCorner);
        //
        //		}

        /*
        if (neighborOne != TileType.UNDEFINED && neighborTwo != TileType.UNDEFINED) {
            // BOTH neighbors are defined
            myTileType = GetMyTileTypeFromNeighbors (neighborOne, neighborTwo);
            Debug.Log ("Both neighbors defined");
        } else if (neighborOne != TileType.UNDEFINED && neighborTwo == TileType.UNDEFINED) {
            // ONLY NEIGHBOR ONE is defined
            myTileType = GetMyTileTypeFromNeighbors(neighborOne, TileType.UNDEFINED);
        }

        if (neighborOne == TileType.UNDEFINED){
            // First neighbor is undefined so select from no defined tiles
            myTileType = DefineTypeFromUndefinedNeighbors();
            // Now define both neighbors based on my tile type
            neighborOne = DefineNeighborTypes(myTileType, true);
            neighborTwo = DefineNeighborTypes(myTileType, false);

        }else if (neighborOne != TileType.UNDEFINED && neighborTwo != TileType.UNDEFINED){
            // Both are DEFINED, so select based on the first and second neighbor
            myTileType = GetMyTileTypeFromNeighbors(neighborOne, neighborTwo);

        }else if (neighborOne != TileType.UNDEFINED){
            // Only first neighbor is Defined, FIRST define the SECOND NEIGHBOR
            neighborTwo = DefineTypeFromUndefinedNeighbors();
            // Now determine my tile type using my two neighbors
            myTileType = GetMyTileTypeFromNeighbors(neighborOne, neighborTwo);
        }
        */

        // define this tile on the types array
        tileTypes[myX, myY] = myTileType;
        // define neighbors on the array as well if at least ONE of them was undefined
        //		if (tileTypes[firstPosX, firstPosY] == TileType.UNDEFINED || tileTypes[secondPosX, secondPosY] == TileType.UNDEFINED){
        //			tileTypes[firstPosX, firstPosY] = neighborOne;
        //			tileTypes[secondPosX,secondPosY] = neighborTwo;
        //		}

        print ("Tile at: " + myX + " " + myY + " is of type: " + myTileType.ToString ());

        return myTileType;
    }
开发者ID:cesarrac,项目名称:TheyRise-game,代码行数:66,代码来源:TileTexture.cs

示例7: toolManager_CurrentTileTypeChanged

 void toolManager_CurrentTileTypeChanged(TileType type)
 {
     SetMouseTile(type.ToString());
 }
开发者ID:pampersrocker,项目名称:STAR,代码行数:4,代码来源:LevelMDIChild.cs

示例8: StoreMap

        /// <summary>
        /// Stores the newly created map in the database, assuming a connection could be established
        /// </summary>
        private void StoreMap(TileType[,] mapTiles)
        {
            int stored = 0;

            try
            {
                stored = mapDBController.StoreMap(mapTiles.ToString(), difficulty, startingResources, startingLives);

                if (!Convert.ToBoolean(stored))
                    throw new Exception("Could not store map. Please check your internet connection");
            }
            catch (Exception except)
            {
                GeneralLogger.GetInstance().AddError(except.Message);
            }

            mapID = stored;
        }
开发者ID:Wailord,项目名称:TimeDefender,代码行数:21,代码来源:MapInitializer.cs

示例9: SwitchTileType

 public void SwitchTileType(TileType x)
 {
     tt = x;
     gameObject.layer = LayerMask.NameToLayer(tt.ToString());
 }
开发者ID:DuckBossa,项目名称:JeepneyDriverSimulator,代码行数:5,代码来源:Tile.cs


注:本文中的TileType.ToString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。