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C# Unit.getCurrentWater方法代码示例

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


在下文中一共展示了Unit.getCurrentWater方法的5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: AttackRound

	// Sets damage done by one round of attacking.
    // Must be re-set after doing this; assumes within countering range.
	public AttackRound(Unit attackerIn, int attackerWaterCost, Unit defenderIn) {
        attacker = attackerIn;
		defender = defenderIn;

        utility = expectedDamage = expectedCounterDamage = 0;
        dieDef = dieAtk = false;

        // Store current stats.
        waterAtk = attacker.getCurrentWater();
        clayDef = defender.getClay();

        attacker.setCurrentWater(waterAtk - attackerWaterCost);

		expectedDamage = calculateExpectedDamage(attacker, defender);

        // Assume defender looses appropriate amount of clay before counter.
        if ((clayDef - expectedDamage) > 0)
        {
            defender.setClay(clayDef - expectedDamage);
            expectedCounterDamage = calculateExpectedDamage(defender, attacker);
        }
        else
        {
            defender.setClay(0);
            dieDef = true;
        }

        if ((attacker.getClay() - expectedDamage) < 0)
        {
            dieAtk = true;
        }

		// Calculates a utility value using expected damage values
		utility = calculateUtility();
    }
开发者ID:punster94,项目名称:AI-for-Game-Design,代码行数:37,代码来源:AttackRound.cs

示例2: Attack

	// Calculates the damage, hit chance and critical chance of an attack from one unit to another
    // Goal to max attack: maximize water.
	public Attack(Unit attacker, Unit defender) {
        atk = attacker;
        def = defender;
		damage = Mathf.Max(attacker.getClay() - defender.getHardness(), 0);
        // TODO: water: fix this to be more balanced.
        float waterVal = Mathf.Max(attacker.getMaxWater() / 2, attacker.getCurrentWater());
		hitChance = Mathf.Min((waterVal - defender.getBendiness()) / defender.getBendiness(), 1.0f);
		critChance = Mathf.Min((attacker.getBendiness() - defender.getBendiness()) / defender.getBendiness(), 1.0f);
	}
开发者ID:punster94,项目名称:AI-for-Game-Design,代码行数:11,代码来源:Attack.cs

示例3: PathMemoizer

            public PathMemoizer(PathFinder p, Unit unitRef)
            {
                uRef = unitRef;
                pathFinderRef = p;

                nodesCanWalkTo = new List<Node>();
                nodesCanWalkToSet = new HashSet<Node>();
                nodesInRange = new List<Node>(); ;
                nodesInRangeSet = new HashSet<Node>();
                reverseNodesInRangeSetCost = new Dictionary<Node, int>();
                currentTargets = new List<Node.NodePointer>();

                initialize(unitRef.getNode(), unitRef.getCurrentWater());
            }
开发者ID:punster94,项目名称:AI-for-Game-Design,代码行数:14,代码来源:PathManager.cs

示例4: displayRangeOfUnit

		public void displayRangeOfUnit(Unit u, Vector2 mousePosition)
        {
            clearRangeDisplay();

            if (overlayNodes == null)
				overlayNodes = new List<Node>();
            
			List<Node> reach = nodesWithinEnduranceValue(closestMostValidNode(mousePosition), u.getCurrentWater());
            List<Node> range = NodesInRangeOfNodes(reach, u.getMinAttackRange(), u.getMaxAttackRange());
            
            HashSet<Node> inReach = new HashSet<Node>();
			inReach.UnionWith(reach);
			HashSet<Node> inRange = new HashSet<Node>();
			inRange.UnionWith(range);
			inRange.RemoveWhere(inReach.Contains);

			foreach (Node n in inReach)
			{
				//make slightly smaller to show square off
				Node q = new Node(transform.gameObject, nodeImg, n.getPos(), n.getGridPos(), Node.randWalkState(), radii * 1.75f);
				q.setColor(new Color(0, 0.5f, 0, 0.75f));

				overlayNodes.Add(q);
			}
            
			foreach (Node n in inRange)
			{
				//make slightly smaller to show square off
				Node q = new Node(transform.gameObject, nodeImg, n.getPos(), n.getGridPos(), Node.randWalkState(), radii * 1.75f);
				q.setColor(new Color(0, 0, 0.5f, 0.75f));

				overlayNodes.Add(q);
			}
		}
开发者ID:punster94,项目名称:AI-for-Game-Design,代码行数:34,代码来源:PathFinder.cs

示例5: setDisplayedUnit

 public void setDisplayedUnit(Unit uRef)
 {
     UnitName.text = "Name: " + uRef.name();
     UnitName.color = (uRef.isEnemy()) ? Color.red : Color.black;
     UnitClay.text = "Clay: " + uRef.getClay();
     UnitWater.text = "Water: " + uRef.getCurrentWater();
     UnitBendiness.text = "Bendiness: " + uRef.getBendiness();
     UnitHardness.text = "Hardness: " + uRef.getHardness();
     UnitRangeNotation.text = "Range: [" + uRef.getMinAttackRange() + ", " + uRef.getMaxAttackRange() + "]";
 }
开发者ID:punster94,项目名称:AI-for-Game-Design,代码行数:10,代码来源:UIManager.cs


注:本文中的Unit.getCurrentWater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。