本文整理汇总了C#中GameObjects.Person.AddClose方法的典型用法代码示例。如果您正苦于以下问题:C# Person.AddClose方法的具体用法?C# Person.AddClose怎么用?C# Person.AddClose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.Person
的用法示例。
在下文中一共展示了Person.AddClose方法的3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: ApplyEffectKind
public override void ApplyEffectKind(Person person, Event e)
{
if (person.BelongedFactionWithPrincess != null)
{
person.AddClose(person.BelongedFaction.Leader);
}
}
示例2: SavePersonBasicData
private void SavePersonBasicData(Person p)
{
try
{
p.SurName = this.tbSurName.Text;
p.GivenName = this.tbGivenName.Text;
p.CalledName = this.tbCalledName.Text;
p.PictureIndex = int.Parse(this.tbPic.Text);
p.Ideal = int.Parse(this.tbIdeal.Text);
p.IdealTendency = this.cbIdealTendency.SelectedItem as IdealTendencyKind;
p.BornRegion = (PersonBornRegion) this.cbBornRegion.SelectedIndex;
p.AvailableLocation = int.Parse(this.tbAvailableLocation.Text);
p.YearAvailable = int.Parse(this.tbAvailableYear.Text);
p.YearBorn = int.Parse(this.tbBornYear.Text);
p.YearDead = int.Parse(this.tbDeadYear.Text);
p.DeadReason = (PersonDeadReason) this.cbDeadReason.SelectedIndex;
p.Strength = int.Parse(this.tbStrength.Text);
p.Command = int.Parse(this.tbCommand.Text);
p.Intelligence = int.Parse(this.tbIntelligence.Text);
p.Politics = int.Parse(this.tbPolitics.Text);
p.Glamour = int.Parse(this.tbGlamour.Text);
p.StrengthExperience = int.Parse(this.tbStrengthExperience.Text);
p.CommandExperience = int.Parse(this.tbCommandExperience.Text);
p.IntelligenceExperience = int.Parse(this.tbIntelligenceExperience.Text);
p.PoliticsExperience = int.Parse(this.tbPoliticsExperience.Text);
p.GlamourExperience = int.Parse(this.tbGlamourExperience.Text);
p.Braveness = int.Parse(this.tbBraveness.Text);
p.Calmness = int.Parse(this.tbCalmness.Text);
p.Loyalty = int.Parse(this.tbLoyalty.Text);
p.Character = p.Scenario.GameCommonData.AllCharacterKinds[this.cbCharacter.SelectedIndex];
p.Strain = int.Parse(this.tbStrain.Text);
int t;
int.TryParse(this.tbFather.Text, out t);
p.Father = p.Scenario.Persons.GetGameObject(t) as Person;
int.TryParse(this.tbMother.Text, out t);
p.Mother = p.Scenario.Persons.GetGameObject(t) as Person;
int.TryParse(this.tbSpouse.Text, out t);
p.Spouse = p.Scenario.Persons.GetGameObject(t) as Person;
p.Brothers.Clear();
char[] separator = new char[] { ' ', '\n', '\r', '\t' };
string[] strArray = this.tbBrother.Text.Split(separator, StringSplitOptions.RemoveEmptyEntries);
foreach (String s in strArray)
{
int.TryParse(s, out t);
Person q = this.Persons.GetGameObject(t) as Person;
p.Brothers.Add(q);
}
p.Generation = int.Parse(this.tbGeneration.Text);
p.PersonalLoyalty = (int) this.cbPersonalLoyalty.SelectedIndex;
p.Ambition = (int) this.cbAmbition.SelectedIndex;
p.Qualification = (PersonQualification) this.cbQualification.SelectedIndex;
p.ValuationOnGovernment = (PersonValuationOnGovernment) this.cbValuationOnGovernment.SelectedIndex;
p.StrategyTendency = (PersonStrategyTendency) this.cbStrategyTendency.SelectedIndex;
try
{
StaticMethods.LoadFromString(p.JoinFactionID, this.tbOldFactionID.Text);
}
catch
{
}
PersonList pl = p.GetClosePersons();
foreach (Person q in pl)
{
p.RemoveClose(q);
}
pl = p.GetHatedPersons();
foreach (Person q in pl)
{
p.RemoveHated(q);
}
foreach (string str in this.lbClosePersons.Items)
{
int id = int.Parse(str.Substring(0, str.IndexOf(" ")));
p.AddClose(p.Scenario.Persons.GetGameObject(id) as Person);
}
foreach (string str in this.lbHatedPersons.Items)
{
int id = int.Parse(str.Substring(0, str.IndexOf(" ")));
p.AddHated(p.Scenario.Persons.GetGameObject(id) as Person);
}
}
catch
{
MessageBox.Show("请输入正确的数据格式。");
}
}
示例3: createChildren
//.........这里部分代码省略.........
calmness = b.Calmness;
personalLoyalty = b.PersonalLoyalty;
ambition = b.Ambition;
if (b.Text.Count > 0)
{
adjectives.Add(b.Text[GameObject.Random(b.Text.Count)]);
}
if (b.SuffixText.Count > 0)
{
suffixes.Add(b.SuffixText[GameObject.Random(b.SuffixText.Count)]);
}
}
}
if (adjectives.Count > 0)
{
foreach (String s in adjectives)
{
biography += s + ",";
}
biography = biography.Substring(0, biography.Length - 1);
if (adjectives.Count > 0)
{
biography += "的" + (suffixes.Count > 0 ? suffixes[GameObject.Random(suffixes.Count)] : "將領");
}
biography += "。";
}
Biography bio = new Biography();
bio.Brief = biography;
bio.ID = r.ID;
Biography fatherBio = father.Scenario.GameCommonData.AllBiographies.GetBiography(father.ID);
if (fatherBio != null)
{
bio.FactionColor = fatherBio.FactionColor;
bio.MilitaryKinds = fatherBio.MilitaryKinds;
}
else
{
bio.FactionColor = 52;
bio.MilitaryKinds.AddBasicMilitaryKinds(father.Scenario);
}
father.Scenario.GameCommonData.AllBiographies.AddBiography(bio);
r.PersonBiography = bio;
/*r.LocationArchitecture = father.BelongedArchitecture; //mother has no location arch!
r.BelongedFaction = r.BelongedArchitecture.BelongedFaction;
r.Available = true;*/
r.Alive = true;
father.Scenario.Persons.Add(r);
r.Scenario = father.Scenario;
foreach (Person p in father.Scenario.Persons)
{
int fatherRel = father.GetRelation(p);
int motherRel = mother.GetRelation(p);
if (fatherRel != 0 && motherRel != 0)
{
int rel = GameObject.Random(Math.Abs(fatherRel - motherRel)) + Math.Min(fatherRel, motherRel);
p.SetRelation(p, rel);
}
}
foreach (Person p in father.GetClosePersons())
{
if (!GameObject.Chance((int)r.personalLoyalty * 25))
{
r.AddClose(p);
}
}
foreach (Person p in father.GetClosePersons())
{
if (!GameObject.Chance((int)r.personalLoyalty * 25))
{
r.AddClose(p);
}
}
foreach (Person p in father.GetHatedPersons())
{
if (!GameObject.Chance((int)r.personalLoyalty * 25))
{
r.AddHated(p);
}
}
foreach (Person p in father.GetHatedPersons())
{
if (!GameObject.Chance((int)r.personalLoyalty * 25))
{
r.AddHated(p);
}
}
ExtensionInterface.call("CreateChildren", new Object[] { father.Scenario, r });
return r;
}