本文整理汇总了C#中GameObjects.Architecture.AddMilitary方法的典型用法代码示例。如果您正苦于以下问题:C# Architecture.AddMilitary方法的具体用法?C# Architecture.AddMilitary怎么用?C# Architecture.AddMilitary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GameObjects.Architecture
的用法示例。
在下文中一共展示了Architecture.AddMilitary方法的3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: Create
public static Military Create(GameScenario scenario, Architecture architecture, MilitaryKind kind)
{
Military military = new Military();
military.Scenario = scenario;
military.KindID = kind.ID;
military.ID = scenario.Militaries.GetFreeGameObjectID();
if (kind.RecruitLimit == 1)
{
military.Name = kind.Name;
}
else
{
military.Name = kind.Name + "队";
}
architecture.AddMilitary(military);
architecture.BelongedFaction.AddMilitary(military);
scenario.Militaries.AddMilitary(military);
architecture.DecreaseFund((int) (kind.CreateCost * kind.GetRateOfNewMilitary(architecture)));
if (kind.IsTransport)
{
military.Quantity = kind.MaxScale;
military.Morale = military.MoraleCeiling;
military.Combativity = military.CombativityCeiling;
}
return military;
}
示例2: Enter
public void Enter(Architecture a)
{
if (a.BelongedFaction == this.BelongedFaction)
{
PersonList list = new PersonList();
foreach (Person person in this.Persons)
{
list.Add(person);
a.AddPerson(person);
}
this.Persons.ApplyInfluences();
foreach (Person person in list)
{
this.RemovePerson(person);
}
if (this.Army.ShelledMilitary == null)
{
a.AddMilitary(this.Army);
}
else
{
a.AddMilitary(this.Army.ShelledMilitary);
base.Scenario.Militaries.Remove(this.Army);
}
if (this.Food > 0)
{
a.IncreaseFood(this.Food);
}
this.MoveCaptiveIntoArchitecture(a);
this.Destroy();
this.BelongedLegion.RemoveTroop(this);
this.BelongedFaction.RemoveTroop(this);
base.Scenario.Troops.RemoveTroop(this);
}
}
示例3: Enter
public void Enter(Architecture a, bool doAsk)
{
if (doAsk && base.Scenario.CurrentPlayer != null && this.OnTransportArrived != null)
{
this.OnTransportArrived(this, a);
}
else if (a.BelongedFaction == this.BelongedFaction)
{
PersonList list = new PersonList();
foreach (Person person in this.Persons)
{
person.LocationArchitecture = a;
person.LocationTroop = null;
if (base.Scenario.IsPlayer(this.BelongedFaction) && this.StartingArchitecture != null && this.StartingArchitecture.BelongedFaction == this.BelongedFaction &&
this.StartingArchitecture.BelongedSection != a.BelongedSection && this.StartingArchitecture != transportReturningTo)
{
person.MoveToArchitecture(this.StartingArchitecture);
}
}
this.Persons.ApplyInfluences();
if (this.Army.ShelledMilitary == null)
{
if (this.Army.Quantity > this.Army.Kind.MaxScale)
{
this.Army.Quantity = this.Army.Kind.MaxScale;
}
a.AddMilitary(this.Army);
}
else
{
if (this.Army.Quantity > this.Army.ShelledMilitary.Kind.MaxScale)
{
this.Army.Quantity = this.Army.ShelledMilitary.Kind.MaxScale;
}
a.AddMilitary(this.Army.ShelledMilitary);
base.Scenario.Militaries.Remove(this.Army);
}
a.callReturnedOfficerToWork();
if (this.Food > 0)
{
a.IncreaseFood(this.Food);
}
if (this.zijin > 0)
{
a.IncreaseFund(this.zijin);
}
this.MoveCaptiveIntoArchitecture(a);
this.Destroy(true, false);
foreach (Person p in this.persons)
{
p.LocationTroop = null;
p.LocationArchitecture = a;
p.WorkKind = p.OldWorkKind;
}
this.persons.ApplyInfluences();
this.persons.Clear();
ExtensionInterface.call("EnterArchitecture", new Object[] { this.Scenario, this, a });
}
}