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C# Faction.AddArchitecture方法代码示例

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.........
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:101,代码来源:Architecture.cs

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.........
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:101,代码来源:Architecture_1.cs

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);
            }
        }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:56,代码来源:Architecture.cs

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);
            }
        }
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:78,代码来源:Architecture_1.cs


注:本文中的GameObjects.Faction.AddArchitecture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。