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C# GameArea.HasPoint方法代码示例

本文整理汇总了C#中GameObjects.GameArea.HasPoint方法的典型用法代码示例。如果您正苦于以下问题:C# GameArea.HasPoint方法的具体用法?C# GameArea.HasPoint怎么用?C# GameArea.HasPoint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.GameArea的用法示例。


在下文中一共展示了GameArea.HasPoint方法的1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: BuildThreeTierPath

        private bool BuildThreeTierPath(MilitaryKind kind)
        {
            bool path = false;
            if (!this.HasPath)
            {
                if (this.BelongedFaction != null && !base.Scenario.IsPlayer(this.BelongedFaction) && this.TargetArchitecture == null && !this.IsViewingWillArchitecture() &&
                    this.TargetTroop == null && this.BelongedLegion != null && this.BelongedLegion.Kind == LegionKind.Offensive)
                {
                    MilitaryKind trueKind = this.Army.KindID == 28 ? this.Army.RealMilitaryKind : this.Army.Kind;
                    List<Point> refPath = null;
                    bool aapUsable = this.StartingArchitecture.GetAllContactArea().Area.Contains(this.Position);
                    if (aapUsable && base.Scenario.pathCache.ContainsKey(new PathCacheKey(this.StartingArchitecture, this.WillArchitecture, trueKind)))
                    {
                        refPath = base.Scenario.pathCache[new PathCacheKey(this.StartingArchitecture, this.WillArchitecture, trueKind)];
                    }
                    if (refPath != null && refPath.Count > 0 && aapUsable)
                    {
                        path = ConstructTruePath(refPath, kind);
                    }
                    else if (refPath == null && (this.StartingArchitecture != this.WillArchitecture || !aapUsable))
                    {
                        Point? p1;
                        Point? p2;
                        // 出发建筑的点应该包括建筑邻近的点
                        GameArea startingArea = new GameArea();
                        foreach (Point p in this.StartingArchitecture.ContactArea.Area)
                            startingArea.AddPoint(p);
                        foreach (Point p in this.StartingArchitecture.ArchitectureArea.Area)
                            startingArea.AddPoint(p);
                        startingArea.Centre = this.StartingArchitecture.ArchitectureArea.Centre;

                        GameArea willArea = new GameArea();
                        foreach (Point p in this.WillArchitecture.ArchitectureArea.Area)
                            willArea.AddPoint(p);
                        willArea.Centre = this.WillArchitecture.ArchitectureArea.Centre;

                        base.Scenario.GetClosestPointsBetweenTwoAreas(startingArea, willArea, out p1, out p2);
                        if (p1.HasValue && p2.HasValue)
                        {
                            bool ftPath = this.pathFinder.GetFirstTierPath(p1.Value, p2.Value, kind);
                            if (ftPath)
                            {
                                if (this.FirstTierPath != null && this.FirstTierPath.Count > 0)
                                {
                                    // 去除多余的点
                                    int i = 0;
                                    while (startingArea.HasPoint(this.FirstTierPath[i]))
                                    {
                                        i++;
                                        if (i >= this.FirstTierPath.Count)
                                        {
                                            i = this.FirstTierPath.Count - 1;
                                            break;
                                        }
                                    }
                                    this.FirstTierPath.RemoveRange(0, i);
                                    i = this.FirstTierPath.Count - 1;
                                    while (willArea.HasPoint(this.FirstTierPath[i]))
                                    {
                                        i--;
                                        if (i < 0)
                                        {
                                            i = 0;
                                            break;
                                        }
                                    }
                                    this.FirstTierPath.RemoveRange(i + 1, this.FirstTierPath.Count - i - 1);

                                    if (aapUsable)
                                    {
                                        base.Scenario.pathCache[new PathCacheKey(this.StartingArchitecture, this.WillArchitecture, this.Army.Kind)] = this.FirstTierPath;
                                    }
                                    path = ConstructTruePath(this.FirstTierPath, kind);
                                }
                                else
                                {
                                    if (aapUsable)
                                    {
                                        base.Scenario.pathCache[new PathCacheKey(this.StartingArchitecture, this.WillArchitecture, this.Army.Kind)] = new List<Point>();
                                    }
                                }
                            }
                        }
                    }
                    else if (refPath == null || (refPath.Count == 0 && this.Army.Kind.Type != MilitaryType.水军))
                    {
                        this.StartingArchitecture.actuallyUnreachableArch.Add(this.WillArchitecture);
                        this.GoBack();
                        return false;
                    }
                }

                if (!path)
                {
                    this.EnableOneAdaptablility = true;
                    bool flag2 = false;
                    if ((this.BelongedFaction != null) && !GameObject.Chance(0x21))
                    {
                        flag2 = true;
                        foreach (Troop troop in this.BelongedFaction.Troops)
//.........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:Troop.cs


注:本文中的GameObjects.GameArea.HasPoint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。