本文整理汇总了C#中GameObjects.ArchitectureList类的典型用法代码示例。如果您正苦于以下问题:C# ArchitectureList类的具体用法?C# ArchitectureList怎么用?C# ArchitectureList使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ArchitectureList类属于GameObjects命名空间,在下文中一共展示了ArchitectureList类的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: EditArchitectures
private void EditArchitectures()
{
ArchitectureList list = new ArchitectureList();
for (int i = 0; i < this.dgvArchitectures.SelectedRows.Count; i++)
{
list.Add(this.Architectures[this.dgvArchitectures.SelectedRows[i].Index]);
}
frmEditArchitecture architecture = new frmEditArchitecture();
architecture.MainForm = this.MainForm;
architecture.Architectures = list;
architecture.ShowDialog();
this.dgvArchitectures.Invalidate();
}
示例2: LoadArchitecturesFromString
public List<string> LoadArchitecturesFromString(ArchitectureList architectures, string dataString)
{
List<string> errorMsg = new List<string>();
char[] separator = new char[] { ' ', '\n', '\r', '\t' };
string[] strArray = dataString.Split(separator, StringSplitOptions.RemoveEmptyEntries);
this.Architectures.Clear();
try
{
foreach (string str in strArray)
{
Architecture gameObject = architectures.GetGameObject(int.Parse(str)) as Architecture;
if (gameObject != null)
{
this.AddArchitecture(gameObject);
}
else
{
errorMsg.Add("建筑ID" + str + "不存在");
}
}
}
catch
{
errorMsg.Add("建筑列表应为半型空格分隔的建筑ID");
}
if (this.ArchitectureCount == 0)
{
errorMsg.Add("没有建筑");
}
return errorMsg;
}
示例3: ShowOrientationFrame
private void ShowOrientationFrame()
{
GameDelegates.VoidFunction function = null;
GameDelegates.VoidFunction function2 = null;
GameDelegates.VoidFunction function3 = null;
switch (this.EditingSection.AIDetail.OrientationKind)
{
case SectionOrientationKind.军区:
this.TabListPlugin.InitialValues(this.EditingFaction.GetOtherSections(this.OriginalSection), null, this.screen.MouseState.ScrollWheelValue, "");
this.TabListPlugin.SetListKindByName("Section", true, false);
this.TabListPlugin.SetSelectedTab("");
this.GameFramePlugin.Kind = FrameKind.TerrainDetail;
this.GameFramePlugin.Function = FrameFunction.Transport;
this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
this.GameFramePlugin.OKButtonEnabled = false;
this.GameFramePlugin.CancelButtonEnabled = true;
if (function == null)
{
function = delegate {
this.EditingSection.OrientationFaction = null;
this.EditingSection.OrientationState = null;
this.EditingSection.OrientationArchitecture = null;
this.EditingSection.OrientationSection = this.TabListPlugin.SelectedItem as Section;
this.RefreshOKButton();
this.RefreshLabelTextsDisplay();
};
}
this.GameFramePlugin.SetOKFunction(function);
break;
case SectionOrientationKind.势力:
this.TabListPlugin.InitialValues(this.EditingFaction.Scenario.DiplomaticRelations.GetDiplomaticRelationDisplayListByFactionID(this.EditingFaction.ID).GetList(), null, this.screen.MouseState.ScrollWheelValue, "");
this.TabListPlugin.SetListKindByName("DiplomaticRelation", true, false);
this.TabListPlugin.SetSelectedTab("");
this.GameFramePlugin.Kind = FrameKind.CastTargetKind;
this.GameFramePlugin.Function = FrameFunction.GetSectionToDemolish;
this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
this.GameFramePlugin.OKButtonEnabled = false;
this.GameFramePlugin.CancelButtonEnabled = true;
if (function2 == null)
{
function2 = delegate {
this.EditingSection.OrientationSection = null;
this.EditingSection.OrientationState = null;
this.EditingSection.OrientationArchitecture = null;
DiplomaticRelationDisplay selectedItem = this.TabListPlugin.SelectedItem as DiplomaticRelationDisplay;
if (selectedItem.LinkedFaction1 == this.EditingFaction)
{
this.EditingSection.OrientationFaction = selectedItem.LinkedFaction2;
}
else if (selectedItem.LinkedFaction2 == this.EditingFaction)
{
this.EditingSection.OrientationFaction = selectedItem.LinkedFaction1;
}
this.RefreshOKButton();
this.RefreshLabelTextsDisplay();
};
}
this.GameFramePlugin.SetOKFunction(function2);
break;
case SectionOrientationKind.州域:
this.TabListPlugin.InitialValues(this.EditingFaction.Scenario.States.GetList(), null, this.screen.MouseState.ScrollWheelValue, "");
this.TabListPlugin.SetListKindByName("State", true, false);
this.TabListPlugin.SetSelectedTab("");
this.GameFramePlugin.Kind = FrameKind.SectionAIDetail;
this.GameFramePlugin.Function = FrameFunction.GetFaction;
this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
this.GameFramePlugin.OKButtonEnabled = false;
this.GameFramePlugin.CancelButtonEnabled = true;
if (function3 == null)
{
function3 = delegate {
this.EditingSection.OrientationFaction = null;
this.EditingSection.OrientationSection = null;
this.EditingSection.OrientationState = this.TabListPlugin.SelectedItem as State;
this.EditingSection.OrientationArchitecture = null;
this.RefreshOKButton();
this.RefreshLabelTextsDisplay();
};
}
this.GameFramePlugin.SetOKFunction(function3);
break;
case SectionOrientationKind.建筑:
ArchitectureList allArch = this.EditingFaction.Scenario.Architectures;
ArchitectureList targetArch = new ArchitectureList();
foreach (Architecture a in allArch)
{
if (a.BelongedFaction != this.EditingFaction)
{
targetArch.Add(a);
}
}
this.TabListPlugin.InitialValues(targetArch, null, this.screen.MouseState.ScrollWheelValue, "");
this.TabListPlugin.SetListKindByName("Architecture", true, false);
this.TabListPlugin.SetSelectedTab("");
this.GameFramePlugin.Kind = FrameKind.Architecture;
this.GameFramePlugin.Function = FrameFunction.GetFaction;
this.GameFramePlugin.SetFrameContent(this.TabListPlugin.TabList, this.screen.viewportSize);
//.........这里部分代码省略.........
示例4: GetOtherArchitectureList
public ArchitectureList GetOtherArchitectureList(Architecture architecture)
{
ArchitectureList list = new ArchitectureList();
foreach (Architecture architecture2 in this.Architectures)
{
if (architecture2 != architecture)
{
list.Add(architecture2);
}
}
return list;
}
示例5: GetClosestArchitectures
public ArchitectureList GetClosestArchitectures(int count, double maxDistance)
{
if (this.ClosestArchitectures == null)
{
this.GetClosestArchitectures();
}
ArchitectureList list = new ArchitectureList();
if (count > this.ClosestArchitectures.Count)
{
count = this.ClosestArchitectures.Count;
}
for (int i = 0; i < count; i++)
{
if (base.Scenario.GetDistance(this.ArchitectureArea, (this.ClosestArchitectures[i] as Architecture).ArchitectureArea) <= maxDistance)
{
list.Add(this.ClosestArchitectures[i]);
}
else
{
break;
}
}
if (list.Count == 0)
{
list.Add(this.ClosestArchitectures[0]);
}
return list;
}
示例6: FindLinks
public void FindLinks(ArchitectureList allArch)
{
pathFinder.OnGetCost += new RoutewayPathFinder.GetCost(RoutewayPathBuilder_OnGetCost);
pathFinder.OnGetPenalizedCost += new RoutewayPathFinder.GetPenalizedCost(RoutewayPathBuilder_OnGetPenalizedCost);
FindLandLinks(allArch, 50);
FindWaterLinks(allArch, 50);
}
示例7: QuickSortSwapArchitectureDistance
private void QuickSortSwapArchitectureDistance(ArchitectureList List, int i, int j)
{
GameObject obj2 = List[i];
List[i] = List[j];
List[j] = obj2;
}
示例8: AIPersonTransfer
private void AIPersonTransfer()
{
int num2;
if ((this.MilitaryCount == 0) && ((this.IsImportant || (this.AreaCount > 1)) || (this.Population > this.RecruitmentPopulationBoundary)))
{
this.AIRecruitment(false);
}
if ((((this.BelongedFaction.ArchitectureCount > 1) && (this.PersonCount > this.MilitaryCount)) && (this.RecentlyAttacked > 0)) && ((this.Endurance == 0) || ((this.Endurance < 30) && GameObject.Chance(0x21))))
{
int num = this.PersonCount - this.MilitaryCount;
GameObjectList list = new GameObjectList();
list = this.Persons.GetList();
if (list.Count > 1)
{
list.IsNumber = true;
list.SmallToBig = true;
list.PropertyName = "FightingForce";
list.ReSort();
}
Architecture capital = this.BelongedFaction.Capital;
if (capital == this)
{
ArchitectureList otherArchitectureList = this.GetOtherArchitectureList();
if (otherArchitectureList.Count > 1)
{
otherArchitectureList.IsNumber = true;
otherArchitectureList.PropertyName = "ArmyScaleWeighing";
otherArchitectureList.ReSort();
}
capital = otherArchitectureList[0] as Architecture;
}
num2 = 0;
while (num2 < num)
{
(list[num2] as Person).MoveToArchitecture(capital);
this.RemovePerson(list[num2] as Person);
if (GameObject.Chance(20))
{
break;
}
num2++;
}
}
else if (((this.PersonCount + this.MovingPersons.Count) < this.MilitaryCount) || (this.PlanArchitecture != null))
{
if (this.RecentlyAttacked > 0)
{
int num3 = (this.MilitaryCount - this.PersonCount) - this.MovingPersons.Count;
PersonList list3 = new PersonList();
foreach (Architecture architecture2 in GameObject.Chance(20) ? this.BelongedFaction.Architectures : this.BelongedSection.Architectures)
{
if ((architecture2 != this) && (((architecture2.BelongedSection.AIDetail != null) && architecture2.BelongedSection.AIDetail.AutoRun) && (((architecture2.RecentlyAttacked <= 0) && ((architecture2.PersonCount + architecture2.MovingPersons.Count) >= architecture2.MilitaryCount)) || (((architecture2.Fund < (100 * this.AreaCount)) && (architecture2.Domination >= (architecture2.DominationCeiling * 0.8))) && (architecture2.Endurance >= (architecture2.EnduranceCeiling * 0.2f))))))
{
foreach (Person person in architecture2.Persons)
{
if ((!architecture2.HasFollowedLeaderMilitary(person) && (GameObject.Chance(10) || !architecture2.HasExperiencedLeaderMilitary(person))) && (person.Command >= 40))
{
list3.Add(person);
}
}
}
}
if (list3.Count > 0)
{
if (list3.Count > 1)
{
list3.IsNumber = true;
list3.PropertyName = "FightingForce";
list3.ReSort();
}
for (num2 = 0; (num2 < num3) && (num2 < list3.Count); num2++)
{
Architecture locationArchitecture = (list3[num2] as Person).LocationArchitecture;
(list3[num2] as Person).MoveToArchitecture(this);
locationArchitecture.RemovePerson(list3[num2] as Person);
}
}
}
}
else if (this.HasPerson() && GameObject.Chance(10))
{
PersonList list4 = new PersonList();
if (this.Kind.HasPopulation && (this.Population < (0x3e8 * this.AreaCount)))
{
if (this.IsCapital && (this.Fund >= this.ChangeCapitalCost))
{
Architecture newCapital = this.BelongedFaction.SelectNewCapital();
if (newCapital != this)
{
this.DecreaseFund(this.ChangeCapitalCost);
this.BelongedFaction.ChangeCapital(newCapital);
}
}
foreach (Person person in this.Persons)
{
if (!this.HasFollowedLeaderMilitary(person) && (GameObject.Chance(10) || !this.HasExperiencedLeaderMilitary(person)))
{
list4.Add(person);
}
}
//.........这里部分代码省略.........
示例9: GetViewingArchitecturesByPosition
public ArchitectureList GetViewingArchitecturesByPosition(Point position)
{
ArchitectureList list = new ArchitectureList();
if (!this.PositionOutOfRange(position))
{
if (this.MapTileData[position.X, position.Y].ViewingArchitectures == null)
{
return list;
}
foreach (Architecture architecture in this.MapTileData[position.X, position.Y].ViewingArchitectures)
{
list.Add(architecture);
}
}
return list;
}
示例10: GetSupplyArchitecturesByPositionAndFaction
public ArchitectureList GetSupplyArchitecturesByPositionAndFaction(Point position, Faction faction)
{
ArchitectureList list = new ArchitectureList();
if (!this.PositionOutOfRange(position))
{
if (this.MapTileData[position.X, position.Y].SupplyingArchitectures == null)
{
return list;
}
foreach (Architecture architecture in this.MapTileData[position.X, position.Y].SupplyingArchitectures)
{
//if (faction.IsFriendly(architecture.BelongedFaction))
if (faction == architecture.BelongedFaction)
{
list.Add(architecture);
}
}
}
return list;
}
示例11: GetRoutewayArchitecturesByPosition
public ArchitectureList GetRoutewayArchitecturesByPosition(Routeway routeway, Point position)
{
ArchitectureList list = new ArchitectureList();
if (!this.PositionOutOfRange(position))
{
foreach (Architecture architecture in routeway.BelongedFaction.Architectures)
{
if ((architecture != routeway.StartArchitecture) && architecture.GetRoutewayStartArea().HasPoint(position))
{
list.Add(architecture);
}
}
}
return list;
}
示例12: generatePerson
private void generatePerson()
{
this.scen.GameCommonData.PersonGeneratorSetting.bornLo = int.Parse(tbBornYearLo.Text);
this.scen.GameCommonData.PersonGeneratorSetting.bornHi = int.Parse(tbBornYearHi.Text);
this.scen.GameCommonData.PersonGeneratorSetting.debutLo = int.Parse(tbDebutAgeLo.Text);
this.scen.GameCommonData.PersonGeneratorSetting.debutHi = int.Parse(tbDebutAgeHi.Text);
this.scen.GameCommonData.PersonGeneratorSetting.dieLo = int.Parse(tbAgeLo.Text);
this.scen.GameCommonData.PersonGeneratorSetting.dieHi = int.Parse(tbAgeHi.Text);
this.scen.GameCommonData.PersonGeneratorSetting.debutAtLeast = int.Parse(tbDebutAtLeast.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[0]).generationChance = int.Parse(tbPersonType0.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[1]).generationChance = int.Parse(tbPersonType1.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[2]).generationChance = int.Parse(tbPersonType2.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[3]).generationChance = int.Parse(tbPersonType3.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[4]).generationChance = int.Parse(tbPersonType4.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[5]).generationChance = int.Parse(tbPersonType5.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[6]).generationChance = int.Parse(tbPersonType6.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[7]).generationChance = int.Parse(tbPersonType7.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[8]).generationChance = int.Parse(tbPersonType8.Text);
((PersonGeneratorType)this.scen.GameCommonData.AllPersonGeneratorTypes.GameObjects[9]).generationChance = int.Parse(tbPersonType9.Text);
int count = GameObject.Random(int.Parse(tbAddPersonLo.Text), int.Parse(tbAddPersonHi.Text));
int joinChance = int.Parse(tbJoinedFactionChance.Text);
for (int i = 0; i < count; ++i)
{
bool joined = GameObject.Chance(joinChance);
Architecture location = null;
if (joined)
{
ArchitectureList candidates = new ArchitectureList();
foreach (Architecture j in scen.Architectures)
{
if (j.BelongedFaction != null)
{
candidates.Add(j);
}
}
if (candidates.Count > 0)
{
location = (Architecture)candidates.GetRandomObject();
}
else
{
joined = false;
}
}
if (!joined)
{
location = (Architecture)scen.Architectures.GetRandomObject();
}
Person p = Person.createPerson(scen, location, null, false);
if (joined && location.BelongedFaction != null)
{
p.ChangeFaction(location.BelongedFaction);
}
}
}
示例13: QuickSortArchitecturesDistance
private void QuickSortArchitecturesDistance(ArchitectureList List, int begin, int end)
{
if (begin < end)
{
int num = this.QuickSortPartitionArchitecturesDistance(List, begin, end);
if (begin < (num - 1))
{
this.QuickSortArchitecturesDistance(List, begin, num - 1);
}
if ((num + 1) < end)
{
this.QuickSortArchitecturesDistance(List, num + 1, end);
}
}
}
示例14: GetClosestArchitectures
public ArchitectureList GetClosestArchitectures(int count)
{
if (this.ClosestArchitectures == null)
{
this.GetClosestArchitectures();
}
ArchitectureList list = new ArchitectureList();
if (count > this.ClosestArchitectures.Count)
{
count = this.ClosestArchitectures.Count;
}
for (int i = 0; i < count; i++)
{
list.Add(this.ClosestArchitectures[i]);
}
return list;
}
示例15: QuickSortPartitionArchitecturesDistance
private int QuickSortPartitionArchitecturesDistance(ArchitectureList List, int begin, int end)
{
Architecture architecture = List[begin] as Architecture;
int simpleDistance = base.Scenario.GetSimpleDistance(architecture.Position, this.Position);
int num2 = begin;
while (begin < end)
{
int num3 = base.Scenario.GetSimpleDistance((List[end] as Architecture).Position, this.Position);
while ((begin < end) && (num3 >= simpleDistance))
{
end--;
num3 = base.Scenario.GetSimpleDistance((List[end] as Architecture).Position, this.Position);
}
if (begin >= end)
{
return begin;
}
this.QuickSortSwapArchitectureDistance(List, begin, end);
begin++;
for (num3 = base.Scenario.GetSimpleDistance((List[begin] as Architecture).Position, this.Position); (begin < end) && (num3 <= simpleDistance); num3 = base.Scenario.GetSimpleDistance((List[begin] as Architecture).Position, this.Position))
{
begin++;
}
if (begin >= end)
{
return begin;
}
this.QuickSortSwapArchitectureDistance(List, begin, end);
end--;
}
return begin;
}