本文整理汇总了C#中Village.getControlledRegion方法的典型用法代码示例。如果您正苦于以下问题:C# Village.getControlledRegion方法的具体用法?C# Village.getControlledRegion怎么用?C# Village.getControlledRegion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Village
的用法示例。
在下文中一共展示了Village.getControlledRegion方法的4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: splitRegion
private void splitRegion(Tile splitTile, Village villageToSplit)
{
List<List<Tile>> lstRegions = new List<List<Tile>>();
int oldWood = villageToSplit.getWood ();
int oldGold = villageToSplit.getGold ();
Tile oldLocation = villageToSplit.getLocatedAt ();
Player p = villageToSplit.getPlayer();
// prep for BFS
foreach (Tile t in villageToSplit.getControlledRegion()) {
t.setVisited(false);
}
// build connected regions
foreach (Tile t in splitTile.getNeighbours()) {
if (t.getVillage()==villageToSplit && !t.getVisited()){
List<Tile> newRegion = new List<Tile>();
t.setVisited(true);
newRegion.Add (t);
splitBFS (t,villageToSplit,newRegion);
if (newRegion.Count<3){
Neutralize (newRegion);
} else{
lstRegions.Add (newRegion);
}
}
}
print ("after the bfs");
if (lstRegions.Count <= 0) {
Debug.Log ("Inside Regions <= 0");
oldLocation.gameObject.networkView.RPC ("setLandTypeNet",RPCMode.AllBuffered,(int)LandType.Meadow);
GameObject meadow = Network.Instantiate (meadowPrefab, new Vector3 (oldLocation.point.x, 0, oldLocation.point.y), meadowPrefab.transform.rotation,0) as GameObject;
villageToSplit.retireAllUnits();
Debug.Log ("after retire all units");
p.networkView.RPC ("removeVillageNet",RPCMode.AllBuffered,villageToSplit.networkView.viewID,p.getColor());
oldLocation.networkView.RPC ("replaceTilePrefabNet",RPCMode.AllBuffered,meadow.networkView.viewID);
Debug.Log ("after lstRegions <= 0");
return; //stop here if no region is big enough
}
int splitWood = oldWood/lstRegions.Count;
int splitGold = oldGold/lstRegions.Count;
//create new villages
foreach(List<Tile> region in lstRegions)
{
print ("creating new village");
Vector3 hovelLocation;
Tile tileLocation;
if (region.Contains (oldLocation)){
tileLocation = oldLocation;
hovelLocation = new Vector3(tileLocation.point.x, 0.1f, tileLocation.point.y);
} else {
tileLocation = getTileForRespawn(region);
hovelLocation = new Vector3(tileLocation.point.x, 0.1f, tileLocation.point.y);
}
GameObject newTown = Network.Instantiate(hovelPrefab, hovelLocation, hovelPrefab.transform.rotation, 0) as GameObject;
Village v = newTown.GetComponent<Village>();
//tileLocation.replace (newTown);
tileLocation.networkView.RPC ("switchTilePrefabNet",RPCMode.AllBuffered,newTown.networkView.viewID);
v.addRegion (region); //adds T<>V and any U<>V
// v.setLocation (tileLocation);
v.gameObject.networkView.RPC ("setLocationNet",RPCMode.AllBuffered,tileLocation.networkView.viewID);
// p.addVillage(v);
p.gameObject.networkView.RPC ("addVillageNet",RPCMode.AllBuffered,v.networkView.viewID,p.getColor ());
// v.setControlledBy(p);
GameManager GM = GameObject.Find ("preserveGM").GetComponent<GameManager>();
int playerIndex = GM.findPlayerIndex(p);
v.gameObject.networkView.RPC ("setControlledByNet",RPCMode.AllBuffered,playerIndex);
if (region.Contains (oldLocation)){
VillageType vType = villageToSplit.getMyType();
//v.setMyType(vType);
v.gameObject.networkView.RPC ("setVillageTypeNet",RPCMode.AllBuffered,(int)vType);
if (vType == VillageType.Hovel)
{
// newTown.transform.FindChild("Hovel").gameObject.SetActive (true);
// newTown.transform.FindChild("Town").gameObject.SetActive (false);
// newTown.transform.FindChild("Fort").gameObject.SetActive (false);
// newTown.transform.FindChild("Castle").gameObject.SetActive (false);
newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType);
}
else if (vType == VillageType.Town)
{
// newTown.transform.FindChild("Hovel").gameObject.SetActive (false);
// newTown.transform.FindChild("Town").gameObject.SetActive (true);
// newTown.transform.FindChild("Fort").gameObject.SetActive (false);
// newTown.transform.FindChild("Castle").gameObject.SetActive (false);
newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType);
}
else if (vType == VillageType.Fort)
{
// newTown.transform.FindChild("Hovel").gameObject.SetActive (false);
// newTown.transform.FindChild("Town").gameObject.SetActive (false);
// newTown.transform.FindChild("Fort").gameObject.SetActive (true);
// newTown.transform.FindChild("Castle").gameObject.SetActive (false);
//.........这里部分代码省略.........
示例2: takeCannonDamage
public void takeCannonDamage(Village v)
{
v.networkView.RPC ("setHealthNet", RPCMode.AllBuffered, v.getHealth () - 1);
if (v.getHealth () <= 0) {
v.networkView.RPC ("setGoldNet",RPCMode.AllBuffered,0);
v.networkView.RPC ("setWoodNet",RPCMode.AllBuffered,0);
v.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)VillageType.Hovel);
Tile respawnLocation = getTileForRespawn(v.getControlledRegion());
respawnLocation.networkView.RPC ("replaceTilePrefabNet",RPCMode.AllBuffered,v.gameObject);
networkView.RPC ("moveVillagePrefabNet",RPCMode.AllBuffered,v.networkView.viewID, new Vector3(respawnLocation.point.x, 0.1f, respawnLocation.point.y));
v.networkView.RPC ("setLocatedAtNet",RPCMode.AllBuffered,respawnLocation.networkView.viewID);
}
}
示例3: tombstonePhase
public void tombstonePhase(Village v)
{
List<Tile> controlledRegion = v.getControlledRegion ();
foreach (Tile tile in controlledRegion) {
LandType currentTileType = tile.getLandType ();
if (currentTileType == LandType.Tombstone && !tile.hasRoad)
{
tile.gameObject.networkView.RPC("setLandTypeNet",RPCMode.AllBuffered, (int)LandType.Trees);
GameObject tree = Network.Instantiate (treePrefab, new Vector3 (tile.point.x, 0, tile.point.y), treePrefab.transform.rotation, 0) as GameObject;
tile.gameObject.networkView.RPC("replaceTilePrefabNet",RPCMode.AllBuffered, tree.networkView.viewID);
}
}
}
示例4: incomePhase
public void incomePhase(Village v)
{
Debug.Log ("in IncomePhase");
List<Tile> controlledRegion = v.getControlledRegion ();
foreach (Tile tile in controlledRegion)
{
LandType currentTileType = tile.getLandType();
if (currentTileType == LandType.Grass)
{
v.gameObject.networkView.RPC ("addGoldNet",RPCMode.AllBuffered,1);
}
if (currentTileType == LandType.Meadow)
{
v.gameObject.networkView.RPC ("addGoldNet",RPCMode.AllBuffered,2);
}
}
}