本文整理汇总了C#中GameObjects.Faction.AddArchitecture方法的典型用法代码示例。如果您正苦于以下问题:C# Faction.AddArchitecture方法的具体用法?C# Faction.AddArchitecture怎么用?C# Faction.AddArchitecture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.Faction
的用法示例。
在下文中一共展示了Faction.AddArchitecture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: ResetFaction
public void ResetFaction(Faction faction)
{
Faction oldFaction = this.BelongedFaction;
this.ResetAuto();
this.PlanFacilityKind = null;
this.PlanFacilityKindID = -1;
if ((faction != null) && base.Scenario.IsPlayer(faction))
{
this.AutoHiring = true;
this.AutoRewarding = true;
}
if (this.BelongedFaction != null && this.BelongedFaction != faction)
{
this.ClearFundPacks();
this.ClearRouteways();
this.ReleaseAllCaptive();
this.PurifyFactionInfluences();
if (this.BelongedSection != null)
{
this.BelongedSection.RemoveArchitecture(this);
}
this.DefensiveLegion = null;
if (this == this.BelongedFaction.Capital)
{
Person leader = this.BelongedFaction.Leader;
while (this.Persons.Count > 0)
{
Person person2 = this.Persons[0] as Person;
person2.Status = PersonStatus.NoFaction;
person2.LocationArchitecture = this;
}
//this.Persons.Clear();
while (this.MovingPersons.Count > 0)
{
Person person2 = this.MovingPersons[0] as Person;
person2.OutsideTask = OutsideTaskKind.无;
person2.TaskDays = 0;
person2.Status = PersonStatus.NoFaction;
person2.LocationArchitecture = this;
person2.TargetArchitecture = null;
}
//if ((leader.LocationTroop == null) || leader.IsCaptive)
{
TroopList list = new TroopList();
foreach (Troop troop in this.BelongedFaction.Troops)
{
list.Add(troop);
}
foreach (Troop troop in list)
{
troop.FactionDestroy();
}
if (faction != null)
{
faction.CheckLeaderDeath(leader);
}
this.BelongedFaction.Destroy();
}
this.BelongedFaction.Capital = null;
}
else
{
while (this.Persons.Count > 0)
{
if ((this.Persons[0] as Person).LocationArchitecture != null)
{
(this.Persons[0] as Person).MoveToArchitecture(this.BelongedFaction.Capital);
}
}
while (this.MovingPersons.Count > 0)
{
if ((this.MovingPersons[0] as Person).LocationArchitecture != null)
{
(this.MovingPersons[0] as Person).MoveToArchitecture(this.BelongedFaction.Capital);
}
}
}
if (this.BelongedFaction != null)
{
this.BelongedFaction.RemoveArchitectureMilitaries(this);
this.BelongedFaction.RemoveArchitectureKnownData(this);
this.BelongedFaction.RemoveArchitecture(this);
}
if (faction != null)
{
faction.AddArchitecture(this);
this.ApplyFactionInfluences();
faction.AddArchitectureMilitaries(this);
}
else
{
this.BelongedFaction = null;
}
}
else if (faction != null)
//.........这里部分代码省略.........
示例2: ResetFaction
public void ResetFaction(Faction faction)
{
this.ResetAuto();
if ((faction != null) && base.Scenario.IsPlayer(faction))
{
this.AutoHiring = true;
this.AutoRewarding = true;
}
if (this.BelongedFaction != null)
{
this.ClearFundPacks();
this.ClearRouteways();
this.ReleaseAllCaptive();
this.BelongedSection.RemoveArchitecture(this);
this.DefensiveLegion = null;
if (this == this.BelongedFaction.Capital)
{
Person leader = this.BelongedFaction.Leader;
foreach (Person person2 in this.Persons)
{
this.BelongedFaction.RemovePerson(person2);
this.AddNoFactionPerson(person2);
}
this.Persons.Clear();
foreach (Person person2 in this.MovingPersons)
{
person2.OutsideTask = OutsideTaskKind.无;
person2.TaskDays = 0;
if (person2.BelongedFaction != null)
{
person2.BelongedFaction.RemovePerson(person2);
}
}
this.MovingPersons.Clear();
if ((leader.LocationTroop == null) || leader.IsCaptive)
{
TroopList list = new TroopList();
foreach (Troop troop in this.BelongedFaction.Troops)
{
list.Add(troop);
}
foreach (Troop troop in list)
{
troop.FactionDestroy();
}
this.BelongedFaction.Destroy();
if (faction != null)
{
faction.CheckLeaderDeath(leader);
}
}
this.BelongedFaction.Capital = null;
}
else
{
PersonList list2 = new PersonList();
foreach (Person person2 in this.Persons)
{
person2.MoveToArchitecture(this.BelongedFaction.Capital);
list2.Add(person2);
}
foreach (Person person2 in list2)
{
this.RemovePerson(person2);
}
foreach (Person person2 in this.MovingPersons)
{
person2.MoveToArchitecture(this.BelongedFaction.Capital);
}
this.MovingPersons.Clear();
}
if (this.BelongedFaction != null)
{
this.BelongedFaction.RemoveArchitectureMilitaries(this);
this.BelongedFaction.RemoveArchitectureKnownData(this);
this.BelongedFaction.RemoveArchitecture(this);
}
if (faction != null)
{
faction.AddArchitecture(this);
faction.AddArchitectureMilitaries(this);
faction.AddArchitecturePersons(this);
}
else
{
this.BelongedFaction = null;
}
}
else if (faction != null)
{
faction.AddArchitecture(this);
faction.AddArchitectureMilitaries(this);
}
if (faction != null)
{
this.jianzhuqizi.qizidezi.Text = faction.ToString().Substring(0, 1);
}
//.........这里部分代码省略.........
示例3: ChangeFaction
public void ChangeFaction(Faction faction)
{
this.ResetAuto();
if ((faction != null) && base.Scenario.IsPlayer(faction))
{
this.AutoHiring = true;
this.AutoRewarding = true;
}
if ((faction != null) && (this.BelongedFaction != null))
{
this.BelongedFaction.Architectures.Remove(this);
this.BelongedFaction.RemoveArchitectureKnownData(this);
if (!base.Scenario.IsPlayer(this.BelongedFaction))
{
this.ClearRouteways();
}
else
{
foreach (Routeway routeway in this.Routeways)
{
this.BelongedFaction.RemoveRouteway(routeway);
}
}
foreach (Military military in this.Militaries)
{
this.BelongedFaction.RemoveMilitary(military);
}
this.PurifyFactionInfluences();
this.BelongedFaction = null;
faction.AddArchitecture(this);
faction.AddArchitectureKnownData(this);
foreach (Captive captive in this.Captives.GetList())
{
if (captive.CaptiveFaction == faction)
{
captive.CaptivePerson.Status = PersonStatus.Normal;
captive.CaptivePerson.BelongedCaptive = null;
}
}
foreach (Military military in this.Militaries)
{
faction.AddMilitary(military);
}
foreach (Routeway routeway in this.Routeways)
{
faction.AddRouteway(routeway);
}
faction.FirstSection.AddArchitecture(this);
this.ApplyFactionInfluences();
}
if (faction != null)
{
//this.jianzhuqizi.qizidezi.Text = faction.ToString().Substring(0, 1);
}
}
示例4: ChangeFaction
public void ChangeFaction(Faction faction)
{
this.ResetAuto();
if ((faction != null) && base.Scenario.IsPlayer(faction))
{
this.AutoHiring = true;
this.AutoRewarding = true;
}
if ((faction != null) && (this.BelongedFaction != null))
{
this.BelongedFaction.Architectures.Remove(this);
this.BelongedFaction.RemoveArchitectureKnownData(this);
if (!base.Scenario.IsPlayer(this.BelongedFaction))
{
this.ClearRouteways();
}
else
{
foreach (Routeway routeway in this.Routeways)
{
this.BelongedFaction.RemoveRouteway(routeway);
}
}
foreach (Person person in this.Persons)
{
this.BelongedFaction.RemovePerson(person);
}
foreach (Person person in this.MovingPersons)
{
this.BelongedFaction.RemovePerson(person);
}
foreach (Captive captive in this.Captives)
{
this.BelongedFaction.RemoveCaptive(captive);
}
foreach (Military military in this.Militaries)
{
this.BelongedFaction.RemoveMilitary(military);
}
this.BelongedFaction = null;
faction.AddArchitecture(this);
faction.AddArchitectureKnownData(this);
faction.AddArchitecturePersons(this);
foreach (Person person in this.MovingPersons)
{
faction.AddPerson(person);
}
foreach (Captive captive in this.Captives.GetList())
{
if (captive.CaptiveFaction == faction)
{
captive.CaptivePerson.BelongedCaptive = null;
this.RemoveCaptive(captive);
captive.CaptiveFaction.RemoveSelfCaptive(captive);
base.Scenario.Captives.Remove(captive);
}
else
{
faction.AddCaptive(captive);
}
}
this.InformationCoolDown = 0;
foreach (Military military in this.Militaries)
{
faction.AddMilitary(military);
}
foreach (Routeway routeway in this.Routeways)
{
faction.AddRouteway(routeway);
}
faction.FirstSection.AddArchitecture(this);
}
if (faction != null)
{
this.jianzhuqizi.qizidezi.Text = faction.ToString().Substring(0, 1);
}
}