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C# EntityInfo.GetId方法代码示例

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


在下文中一共展示了EntityInfo.GetId方法的15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: OnCreateEntity

 private void OnCreateEntity(EntityInfo entity)
 {
     if (null != entity) {
     StorySystem.SendMessage("obj_created", entity.GetId());
     StorySystem.SendMessage(string.Format("npc_created:{0}", entity.GetUnitId()), entity.GetId());
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:7,代码来源:Scene_EventHandler.cs

示例2: OnAiAddImpact

 private void OnAiAddImpact(EntityInfo entity, int impactId)
 {
     ImpactInfo impactInfo = new ImpactInfo(impactId);
     impactInfo.StartTime = TimeUtility.GetLocalMilliseconds();
     impactInfo.ImpactSenderId = entity.GetId();
     impactInfo.SkillId = 0;
     if (null != impactInfo.ConfigData) {
         entity.GetSkillStateInfo().AddImpact(impactInfo);
         int seq = impactInfo.Seq;
         if (GfxSkillSystem.Instance.StartSkill(entity.GetId(), impactInfo.ConfigData, seq)) {
         }
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:13,代码来源:AiViewModelManager.cs

示例3: BuildCampChangedMessage

 internal static Msg_RC_CampChanged BuildCampChangedMessage(EntityInfo obj)
 {
     Msg_RC_CampChanged msg = new Msg_RC_CampChanged();
     msg.obj_id = obj.GetId();
     msg.camp_id = obj.GetCampId();
     return msg;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:7,代码来源:DataSyncUtility.cs

示例4: BuildNpcFaceMessage

 internal static Msg_RC_NpcFace BuildNpcFaceMessage(EntityInfo npc)
 {
     Msg_RC_NpcFace npcFaceBuilder = new Msg_RC_NpcFace();
     npcFaceBuilder.npc_id = npc.GetId();
     npcFaceBuilder.face_direction = ProtoHelper.EncodeFloat(npc.GetMovementStateInfo().GetFaceDir());
     return npcFaceBuilder;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:7,代码来源:DataSyncUtility.cs

示例5: BuildNpcMoveMessage

 internal static Msg_RC_NpcMove BuildNpcMoveMessage(EntityInfo npc)
 {
     ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D();
     Msg_RC_NpcMove npcMoveBuilder = new Msg_RC_NpcMove();
     if (npc.GetMovementStateInfo().IsMoving) {
         npcMoveBuilder.npc_id = npc.GetId();
         npcMoveBuilder.velocity = ProtoHelper.EncodeFloat(npc.GetActualProperty().MoveSpeed);
         ScriptRuntime.Vector3 targetPos = npc.GetMovementStateInfo().TargetPosition;
         npcMoveBuilder.target_pos = ProtoHelper.EncodePosition2D(targetPos.X, targetPos.Z);
         npcMoveBuilder.cur_pos = ProtoHelper.EncodePosition2D(srcPos.X, srcPos.Z);
     } else {
         npcMoveBuilder.npc_id = npc.GetId();
         npcMoveBuilder.cur_pos = ProtoHelper.EncodePosition2D(srcPos.X, srcPos.Z);
     }
     return npcMoveBuilder;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:16,代码来源:DataSyncUtility.cs

示例6: BuildCreateNpcMessage

        internal static Msg_RC_CreateNpc BuildCreateNpcMessage(EntityInfo npc, int rate = -1)
        {
            Msg_RC_CreateNpc bder = new Msg_RC_CreateNpc();
            bder.npc_id = npc.GetId();
            bder.unit_id = npc.GetUnitId();
            ScriptRuntime.Vector3 pos = npc.GetMovementStateInfo().GetPosition3D();
            GameFrameworkMessage.Position pos_bd = new GameFrameworkMessage.Position();
            pos_bd.x = (float)pos.X;
            pos_bd.z = (float)pos.Z;
            bder.cur_pos = pos_bd;
            bder.face_direction = (float)npc.GetMovementStateInfo().GetFaceDir();
            bder.link_id = npc.GetLinkId();
            bder.camp_id = npc.GetCampId();
            if (npc.OwnerId > 0) {
                bder.owner_id = npc.OwnerId;
            }
            if (npc.GetAiStateInfo().LeaderID > 0) {
                bder.leader_id = npc.GetAiStateInfo().LeaderID;
            }
            User user = npc.CustomData as User;
            if (null != user) {
                bder.key = user.GetKey();
            }
            bder.level = npc.GetLevel();

            return bder;
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:27,代码来源:DataSyncUtility.cs

示例7: OnAiFace

 private void OnAiFace(EntityInfo entity)
 {
     if (null != entity && entity.EntityType != (int)EntityTypeEnum.Tower) {
         float dir = entity.GetMovementStateInfo().GetFaceDir();
         GameObject actor = EntityController.Instance.GetGameObject(entity.GetId());
         actor.transform.localRotation = Quaternion.Euler(0, Utility.RadianToDegree(dir), 0);
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:8,代码来源:AiViewModelManager.cs

示例8: OnAiAddImpact

 private void OnAiAddImpact(EntityInfo npc, int impactId)
 {
     Scene scene = npc.SceneContext.CustomData as Scene;
     if (null != scene) {
         ImpactInfo impactInfo = new ImpactInfo(impactId);
         impactInfo.StartTime = TimeUtility.GetLocalMilliseconds();
         impactInfo.ImpactSenderId = npc.GetId();
         impactInfo.SkillId = 0;
         if (null != impactInfo.ConfigData) {
             npc.GetSkillStateInfo().AddImpact(impactInfo);
             int seq = impactInfo.Seq;
             if (scene.SkillSystem.StartSkill(npc.GetId(), impactInfo.ConfigData, seq)) {
                 Msg_RC_AddImpact addImpactBuilder = new Msg_RC_AddImpact();
                 addImpactBuilder.sender_id = npc.GetId();
                 addImpactBuilder.target_id = npc.GetId();
                 addImpactBuilder.impact_id = impactId;
                 addImpactBuilder.skill_id = -1;
                 addImpactBuilder.duration = impactInfo.DurationTime;
                 scene.NotifyAllUser(RoomMessageDefine.Msg_RC_AddImpact, addImpactBuilder);
             }
         }
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:23,代码来源:AiView_NpcGeneral.cs

示例9: BuildNpcSkillMessage

        internal static Msg_RC_NpcSkill BuildNpcSkillMessage(EntityInfo obj, int skillId)
        {
            MovementStateInfo msi = obj.GetMovementStateInfo();
            ScriptRuntime.Vector3 pos = msi.GetPosition3D();

            Msg_RC_NpcSkill msg = new Msg_RC_NpcSkill();
            msg.npc_id = obj.GetId();
            msg.skill_id = skillId;
            msg.stand_pos = ProtoHelper.EncodePosition2D(pos.X, pos.Z);
            msg.face_direction = ProtoHelper.EncodeFloat(msi.GetFaceDir());
            msg.target_id = obj.GetAiStateInfo().Target;

            return msg;
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:14,代码来源:DataSyncUtility.cs

示例10: BuildSyncNpcOwnerIdMessage

 internal static Msg_RC_SyncNpcOwnerId BuildSyncNpcOwnerIdMessage(EntityInfo npc)
 {
     Msg_RC_SyncNpcOwnerId builder = new Msg_RC_SyncNpcOwnerId();
     builder.npc_id = npc.GetId();
     builder.owner_id = npc.OwnerId;
     return builder;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:7,代码来源:DataSyncUtility.cs

示例11: BuildNpcStopSkillMessage

        internal static Msg_RC_NpcStopSkill BuildNpcStopSkillMessage(EntityInfo obj)
        {
            Msg_RC_NpcStopSkill msg = new Msg_RC_NpcStopSkill();
            msg.npc_id = obj.GetId();

            return msg;
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:7,代码来源:DataSyncUtility.cs

示例12: NotifyAiMeetEnemy

 public void NotifyAiMeetEnemy(EntityInfo entity)
 {
     if (null != OnAiMeetEnemy) {
         OnAiMeetEnemy(entity);
     }
     AiSendStoryMessage(entity, "obj_meet_enemy", entity.GetId());
     AiSendStoryMessage(entity, "npc_meet_enemy:" + entity.GetUnitId(), entity.GetId());
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:8,代码来源:IAiLogic.cs

示例13: DestroyEntity

 private void DestroyEntity(EntityInfo ni)
 {
     m_SkillSystem.StopAllSkill(ni.GetId(), true, true, true);
     ni.GetSkillStateInfo().RemoveAllImpact();
     OnDestroyEntity(ni);
     if (ni.IsCombatNpc()) {
         ni.DeadTime = 0;
     }
     DestroyEntityById(ni.GetId());
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:10,代码来源:Scene_Npc.cs

示例14: DoSkillCommandState

 internal static void DoSkillCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic, int skillId)
 {
     if (entity.GetMovementStateInfo().IsMoving) {
         logic.NotifyAiStopPursue(entity);
     }
     if (skillId > 0) {
         AiStateInfo aiInfo = entity.GetAiStateInfo();
         SkillInfo skillInfo = entity.GetSkillStateInfo().GetSkillInfoById(skillId);
         if (null != skillInfo) {
             if (aiInfo.Target <= 0) {
                 EntityInfo info;
                 if (skillInfo.ConfigData.targetType == (int)SkillTargetType.Enemy || skillInfo.ConfigData.targetType == (int)SkillTargetType.RandEnemy) {
                     info = GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
                 } else {
                     info = GetNearstTargetHelper(entity, CharacterRelation.RELATION_FRIEND);
                 }
                 if (null != info) {
                     aiInfo.Target = info.GetId();
                 }
             }
             if (aiInfo.Target > 0) {
                 logic.NotifyAiSkill(entity, skillId);
             }
         }
     } else if(!entity.GetSkillStateInfo().IsSkillActivated()) {
         logic.AiSendStoryMessage(entity, "npc_skill_finish:" + entity.GetUnitId(), entity.GetId());
         logic.AiSendStoryMessage(entity, "obj_skill_finish", entity.GetId());
         logic.ChangeToState(entity, (int)AiStateId.Idle);
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:30,代码来源:AiLogicUtility.cs

示例15: DoPatrolCommandState

 internal static void DoPatrolCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
 {
     AiStateInfo info = entity.GetAiStateInfo();
     info.Time += deltaTime;
     if (info.Time > 100) {
         info.Time = 0;
         EntityInfo target = null;
         if (info.IsExternalTarget) {
             target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(entity, info.Target);
             if (null == target) {
                 target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
                 if (null != target)
                     info.Target = target.GetId();
             }
         } else {
             target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
             if (null != target)
                 info.Target = target.GetId();
         }
         if (null != target) {
             logic.AiSendStoryMessage(entity, "obj_patrol_exit", entity.GetId());
             logic.AiSendStoryMessage(entity, string.Format("npc_patrol_exit:{0}", entity.GetUnitId()), entity.GetId());
             logic.ChangeToState(entity, (int)AiStateId.Idle);
         } else {
             AiData_ForPatrolCommand data = GetAiDataForPatrolCommand(entity);
             if (null != data) {
                 ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D();
                 if (data.PatrolPath.HavePathPoint && !data.PatrolPath.IsReached(srcPos)) {
                     logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint);
                 } else {
                     data.PatrolPath.UseNextPathPoint();
                     if (data.PatrolPath.HavePathPoint) {
                         logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint);
                     } else {
                         if (data.IsLoopPatrol) {
                             logic.AiSendStoryMessage(entity, "obj_patrol_restart", entity.GetId());
                             logic.AiSendStoryMessage(entity, string.Format("npc_patrol_restart:{0}", entity.GetUnitId()), entity.GetId());
                             data.PatrolPath.Restart();
                         } else {
                             logic.AiSendStoryMessage(entity, "obj_patrol_finish", entity.GetId());
                             logic.AiSendStoryMessage(entity, string.Format("npc_patrol_finish:{0}", entity.GetUnitId()), entity.GetId());
                             logic.NotifyAiStopPursue(entity);
                             logic.ChangeToState(entity, (int)AiStateId.Idle);
                         }
                     }
                 }
                 info.HomePos = entity.GetMovementStateInfo().GetPosition3D();
             } else {
                 logic.NotifyAiStopPursue(entity);
                 logic.ChangeToState(entity, (int)AiStateId.Idle);
             }
         }
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:54,代码来源:AiLogicUtility.cs


注:本文中的GameFramework.EntityInfo.GetId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。