本文整理汇总了C#中World.Save方法的典型用法代码示例。如果您正苦于以下问题:C# World.Save方法的具体用法?C# World.Save怎么用?C# World.Save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World
的用法示例。
在下文中一共展示了World.Save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: NewWorld
public static void NewWorld(Player p, string message)
{
if (message.Trim().Equals(""))
{
Help(p, "newworld");
return;
}
string[] args = message.Trim().Split(' ');
if (args.Length != 4)
{
Help(p, "newworld");
return;
}
string worldname = args[0];
short w = Int16.Parse(args[1]);
short h = Int16.Parse(args[2]);
short d = Int16.Parse(args[3]);
worldname += ".umw";
if (System.IO.File.Exists("maps/" + worldname))
{
p.SendMessage(0xFF, "That filename already exists!");
return;
}
World newworld = new World(worldname, w, h, d);
newworld.Save();
p.SendMessage(0xFF, "Created new world: " + worldname);
}
示例2: World_SaveLoad_Test
public void World_SaveLoad_Test()
{
WorldExtensions.ForEach(ext =>
{
string name = "World";
string fileName = name + ext;
AssetLoadArguments args = new AssetLoadArguments();
args.Add("cube", true);
var world1 = new World(Device, name, AssetManager);
world1.Skybox.SkyTexture = AssetManager.Load(@"Test\SpaceSkyCubeMap.dds", args) as CubeTexture;
world1.DarkenBorder.IsEnabled = false;
world1.DarkenBorder.BorderTexture = AssetManager.Load(@"Engine\ScreenBorderFadeout.dds") as Texture;
world1.Glow.IsEnabled = false;
world1.Glow.RadialBlurScaleFactor = 1.0f;
world1.Glow.BlurWidth = 7.0f;
world1.Glow.GlowIntensity = 0.6f;
world1.Glow.HighlightIntensity = 0.3f;
world1.Save(fileName);
var world2 = World.Load(Device, fileName, name, AssetManager);
Assert.AreEqual(name, world2.Name);
Assert.AreEqual(world1.Skybox.SkyTexture, world2.Skybox.SkyTexture);
Assert.AreEqual(world1.DarkenBorder.IsEnabled, world2.DarkenBorder.IsEnabled);
Assert.AreEqual(world1.DarkenBorder.BorderTexture, world2.DarkenBorder.BorderTexture);
Assert.AreEqual(world1.Glow.IsEnabled, world2.Glow.IsEnabled);
Assert.AreEqual(world1.Glow.RadialBlurScaleFactor, world2.Glow.RadialBlurScaleFactor);
Assert.AreEqual(world1.Glow.BlurWidth, world2.Glow.BlurWidth);
Assert.AreEqual(world1.Glow.GlowIntensity, world2.Glow.GlowIntensity);
Assert.AreEqual(world1.Glow.HighlightIntensity, world2.Glow.HighlightIntensity);
});
}
示例3: Init
public void Init()
{
logger.log("Server initialized");
//Init salt
string saltChars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_-.~";
Random rand = new Random();
int saltLength = rand.Next(12, 16);
for (int i = 0; i < saltLength; i++)
{
salt += saltChars[rand.Next(0, saltChars.Length - 1)];
}
//Load config
LoadConfig();
//Put server name in console title
Console.Title = this.serverName;
if (!this.isPublic) { Console.Title += " (PRIVATE)"; }
playerlist = new Player[maxPlayers + 2]; //Extra slot is for rejects, and another one (for some odd reason it's less by one)
for (int i = 0; i < maxPlayers + 2; i++)
{
playerlist[i] = null;
}
//Load world and start save timer
if (!Directory.Exists("maps"))
{
Directory.CreateDirectory("maps");
}
if (!File.Exists("maps/" + worldPath))
{
world = new World(worldPath, 256, 64, 256);
world.Save();
}
else
{
world = new World(worldPath);
//world.Save();
}
worldSaveTimer = new System.Timers.Timer(60000.0);
worldSaveTimer.Elapsed += new System.Timers.ElapsedEventHandler(delegate
{
world.Save();
});
physics = new BasicPhysics(world, lavaSpongeEnabled);
this.physThread = new System.Threading.Thread(PhysicsUpdateLoop);
physThread.Start();
logger.log("Started BasicPhysics Engine");
//Intercept Ctrl+C
Console.CancelKeyPress += new ConsoleCancelEventHandler(delegate
{
world.Save();
});
//Load Commands
Command.Init();
consolePlayer = new ConsolePlayer();
//Load blocks
Blocks.Init();
//Load special chars
Player.specialChars = new Dictionary<string, char>();
Player.specialChars.Add(@"\:D", (char)2); //☻
Player.specialChars.Add(@"\<3", (char)3); //♥
Player.specialChars.Add(@"\<>", (char)4); //♦
Player.specialChars.Add(@"\club", (char)5); //♣
Player.specialChars.Add(@"\spade", (char)6); //♠
Player.specialChars.Add(@"\boy", (char)11); //♂
Player.specialChars.Add(@"\girl", (char)12); //♀
Player.specialChars.Add(@"\8note", (char)13); //♪
Player.specialChars.Add(@"\16note", (char)14); //♫
Player.specialChars.Add(@"\*", (char)15); //☼
Player.specialChars.Add(@"\>", (char)16); //►
Player.specialChars.Add(@"\<-", (char)27); //←
Player.specialChars.Add(@"\<", (char)17); //◄
Player.specialChars.Add(@"\updn", (char)18); //↕
Player.specialChars.Add(@"\2!", (char)19); //‼
Player.specialChars.Add(@"\p", (char)20); //¶
Player.specialChars.Add(@"\sec", (char)21); //§
Player.specialChars.Add(@"\|up", (char)24); //↑
Player.specialChars.Add(@"\|dn", (char)25); //↓
Player.specialChars.Add(@"\->", (char)26); //→
//** The ← symbol was moved before ◄ due to parsing order issues
Player.specialChars.Add(@"\lr", (char)29); //↔
Player.specialChars.Add(@"\up", (char)30); //▲
Player.specialChars.Add(@"\dn", (char)31); //▼
//Load ranks
playerRanksDict = new Dictionary<string, byte>();
try
{
if (File.Exists("ranks.txt"))
{
StreamReader sr = new StreamReader(File.OpenRead("ranks.txt"));
while (!sr.EndOfStream)
{
string line = sr.ReadLine();
//.........这里部分代码省略.........
示例4: Control
public void Control(World world)
{ //Handles input
bool keyW = Keyboard.GetState().IsKeyDown(Keys.W);
bool keyS = Keyboard.GetState().IsKeyDown(Keys.S);
bool keyA = Keyboard.GetState().IsKeyDown(Keys.A);
bool keyD = Keyboard.GetState().IsKeyDown(Keys.D);
if (keyW)
{
velocity.Y += -speed;
}
if (keyS)
{
velocity.Y += speed;
}
if (keyA)
{
velocity.X += -speed;
}
if (keyD)
{
velocity.X += speed;
}
if (Game1.keyPress(Keys.I))
{
if (guiInventory.active)
guiInventory.Close();
else guiInventory.Open();
}
if (Game1.keyPress(Keys.L))
{
world.Save();
}
if (Game1.keyPress(Keys.K))
{
world.LoadWorldFromFile("strings\\maps\\map1.gff");
}
if (Game1.keyPress(Keys.F))//Keyboard.GetState().IsKeyDown(Keys.F))
{
ItemEntity.CreateItemEntity(center, Vector2.Zero, new ItemStack(ItemWeapon.CreateItemWeapon(1), 1), 1);
}
if (Game1.keyPress(Keys.G))
{
World.cutscene.StartCutscene(0, this);
//CloseDialogue();
}
if (Game1.keyPress(Keys.OemTilde))
{
world.drawTileDEBUG = !world.drawTileDEBUG;
}
if (Game1.mouse.LeftClick())
{
//Vector2 dPos = (Game1.mouse.positionRelativeWorld - position);
//float angleToMouse = (float)Math.Atan2(dPos.X, dPos.Y);
Vector2 positionToRotation = Vector2.Transform(new Vector2(center.X, center.Y + 32) - center, Matrix.CreateRotationZ(-angleToMouse)) + center;
createHurtBox(this, new Rectangle((int)positionToRotation.X, (int)positionToRotation.Y, 64, 32), new Vector2(center.X, center.Y + 32) - center, damage, 5, -angleToMouse);
}
if ((keyW && keyS && keyA && keyD) == false)
{ //if the player is holding none of the movement keys down
isFriction = true; //turn off friction
}
else
isFriction = false;
}