本文整理汇总了C#中GameObjects.Faction类的典型用法代码示例。如果您正苦于以下问题:C# Faction类的具体用法?C# Faction怎么用?C# Faction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。
Faction类属于GameObjects命名空间,在下文中一共展示了Faction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: ApplyInfluenceKind
public override void ApplyInfluenceKind(Faction faction)
{
switch (this.type)
{
case 0:
faction.AntiArrowChanceIncrementOfBubing += this.increment;
break;
case 1:
faction.AntiArrowChanceIncrementOfNubing += this.increment;
break;
case 2:
faction.AntiArrowChanceIncrementOfQibing += this.increment;
break;
case 3:
faction.AntiArrowChanceIncrementOfShuijun += this.increment;
break;
case 4:
faction.AntiArrowChanceIncrementOfQixie += this.increment;
break;
}
}
示例2: ApplyInfluenceKind
public override void ApplyInfluenceKind(Faction faction)
{
switch (this.type)
{
case 0:
faction.OffenceRateOfBubing += this.rate;
break;
case 1:
faction.OffenceRateOfNubing += this.rate;
break;
case 2:
faction.OffenceRateOfQibing += this.rate;
break;
case 3:
faction.OffenceRateOfShuijun += this.rate;
break;
case 4:
faction.OffenceRateOfQixie += this.rate;
break;
}
}
示例3: RunQueue
public void RunQueue()
{
if (this.RunningFaction != null)
{
if (this.RunningFaction.Run())
{
this.RunningFaction = null;
}
}
else if (!this.QueueEmpty)
{
this.RunningFaction = this.factionQueue.Dequeue();
if (this.RunningFaction != null)
{
if (this.RunningFaction.Leader.BelongedFaction == null)
{
this.RunningFaction = null;
}
else
{
this.RunningFaction.Scenario.CurrentFaction = this.RunningFaction;
if (this.RunningFaction.Run())
{
this.RunningFaction = null;
}
}
}
}
}
示例4: addKingDeathEntry
public void addKingDeathEntry(GameDate date, Person p, Faction oldFaction)
{
this.addTableEntry(date, composeFactionList(oldFaction),
String.Format(yearTableStrings["kingDeath"], oldFaction.Name, p.Name, p.Age), true);
this.addPersonInGameBiography(oldFaction.Leader, date,
String.Format(yearTableStrings["kingDeath_p"], oldFaction.Name, p.Name, p.Age));
}
示例5: ApplyInfluence
public void ApplyInfluence(Faction faction, Applier applier, int applierID)
{
foreach (Influence influence in this.Influences.Values)
{
influence.ApplyInfluence(faction, applier, applierID);
}
}
示例6: PurifyInfluenceKind
public override void PurifyInfluenceKind(Faction faction)
{
if (faction.TechniqueMilitaryKinds.MilitaryKinds.ContainsKey(this.kind))
{
faction.TechniqueMilitaryKinds.MilitaryKinds.Remove(this.kind);
}
}
示例7: PurifyInfluenceKind
public override void PurifyInfluenceKind(Faction faction)
{
switch (this.type)
{
case 0:
faction.DefenceRateWhileCombatMethodOfBubing -= this.rate;
break;
case 1:
faction.DefenceRateWhileCombatMethodOfNubing -= this.rate;
break;
case 2:
faction.DefenceRateWhileCombatMethodOfQibing -= this.rate;
break;
case 3:
faction.DefenceRateWhileCombatMethodOfShuijun -= this.rate;
break;
case 4:
faction.DefenceRateWhileCombatMethodOfQixie -= this.rate;
break;
}
}
示例8: addBecomeEmperorLegallyEntry
public void addBecomeEmperorLegallyEntry(GameDate date, Person oldEmperor, Faction f)
{
this.addTableEntry(date, composeFactionList(f),
String.Format(yearTableStrings["becomeEmperorLegally"], oldEmperor.Name, f.Name, f.Leader.Name), true);
this.addPersonInGameBiography(f.Leader, date,
String.Format(yearTableStrings["becomeEmperorLegally_p"], oldEmperor.Name, f.Name, f.Leader.Name));
}
示例9: PurifyInfluenceKind
public override void PurifyInfluenceKind(Faction faction)
{
switch (this.type)
{
case 0:
faction.NoCounterChanceIncrementOfBubing -= this.increment;
break;
case 1:
faction.NoCounterChanceIncrementOfNubing -= this.increment;
break;
case 2:
faction.NoCounterChanceIncrementOfQibing -= this.increment;
break;
case 3:
faction.NoCounterChanceIncrementOfShuijun -= this.increment;
break;
case 4:
faction.NoCounterChanceIncrementOfQixie -= this.increment;
break;
}
}
示例10: PurifyInfluenceKind
public override void PurifyInfluenceKind(Faction faction)
{
switch (this.type)
{
case 0:
faction.AllowAttackAfterMoveOfBubing = false;
break;
case 1:
faction.AllowAttackAfterMoveOfNubing = false;
break;
case 2:
faction.AllowAttackAfterMoveOfQibing = false;
break;
case 3:
faction.AllowAttackAfterMoveOfShuijun = false;
break;
case 4:
faction.AllowAttackAfterMoveOfQixie = false;
break;
}
}
示例11: addAdvanceGuanjueEntry
public void addAdvanceGuanjueEntry(GameDate date, Faction f, guanjuezhongleilei guanjue)
{
this.addTableEntry(date, composeFactionList(f),
String.Format(yearTableStrings["advanceGuanjue"], f.Name, guanjue.Name), true);
this.addPersonInGameBiography(f.Leader, date,
String.Format(yearTableStrings["advanceGuanjue_p"], f.Name, guanjue.Name));
}
示例12: CheckCondition
public bool CheckCondition(Faction faction, Event e)
{
if (this.Kind == null) return false;
this.Kind.InitializeParameter(this.Parameter);
this.Kind.InitializeParameter2(this.Parameter2);
return this.Kind.CheckConditionKind(faction, e) || this.Kind.CheckConditionKind(faction);
}
示例13: CheckPoint
private static void CheckPoint(GameArea Area, List<Point> BlackAngles, Point point, GameScenario Scenario, Faction faction)
{
TerrainDetail terrainDetailByPosition = Scenario.GetTerrainDetailByPosition(point);
if (terrainDetailByPosition != null)
{
if (terrainDetailByPosition.ViewThrough)
{
if (faction != null)
{
Architecture architectureByPosition = Scenario.GetArchitectureByPosition(point);
if (!(architectureByPosition == null || architectureByPosition.Endurance <= 0 || faction.IsFriendlyWithoutTruce(architectureByPosition.BelongedFaction)))
{
BlackAngles.Add(point);
return;
}
}
if (!IsInBlackAngle(Area.Centre, BlackAngles, point))
{
Area.AddPoint(point);
}
}
else
{
BlackAngles.Add(point);
}
}
}
示例14: addChangeKingEntry
public void addChangeKingEntry(GameDate date, Person p, Faction oldFaction, Person oldLeader)
{
this.addTableEntry(date, composeFactionList(oldFaction),
String.Format(yearTableStrings["changeKing"], oldFaction.Name, p.Name, oldLeader.Name), true);
this.addPersonInGameBiography(p, date,
String.Format(yearTableStrings["changeKing_p"], oldFaction.Name, p.Name, oldLeader.Name));
}
示例15: ApplyInfluenceKind
public void ApplyInfluenceKind(Faction faction, Influence i, Applier applier, int applierID)
{
if (this.Type == InfluenceType.势力)
{
ApplyInfluenceKind(faction);
foreach (Architecture a in faction.Architectures)
{
ApplyingArchitecture z = new ApplyingArchitecture(a, applier, applierID);
if (!i.appliedArch.Contains(z))
{
i.appliedArch.Add(z);
ApplyInfluenceKind(a, i, applier, applierID);
}
}
foreach (Troop t in faction.Troops)
{
ApplyingTroop a = new ApplyingTroop(t, applier, applierID);
if (!i.appliedTroop.Contains(a))
{
i.appliedTroop.Add(a);
ApplyInfluenceKind(t, i, applier, applierID);
}
}
}
}