当前位置: 首页>>代码示例>>C#>>正文


C# GameObjects.PersonList类代码示例

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


PersonList类属于GameObjects命名空间,在下文中一共展示了PersonList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: architecture_OnHirePerson

 private void architecture_OnHirePerson(PersonList personList)
 {
     if (personList.Count > 0)
     {
         (personList[0] as Person).Scenario.GameScreen.ArchitectureHirePerson(personList);
     }
 }
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:7,代码来源:ArchitectureList.cs

示例2: CallInformation

 internal void CallInformation()
 {
     if (!this.InformationDestination.HasValue)
     {
         PersonList list = new PersonList();
         foreach (LinkNode node in this.WillArchitecture.AIAllLinkNodes.Values)
         {
             if ((((node.A.BelongedFaction == this.BelongedFaction) && node.A.BelongedSection != null && 
                 node.A.BelongedSection.AIDetail.AllowInvestigateTactics) && node.A.InformationAvail()) &&
                 (node.A.RecentlyAttacked <= 0))
             {
                 foreach (Person person in node.A.Persons)
                 {
                     if (person.LocationArchitecture != null)
                     {
                         list.Add(person);
                     }
                 }
                 if (list.Count >= 10)
                 {
                     break;
                 }
             }
         }
         if (list.Count > 0)
         {
             Person person = list[GameObject.Random(list.Count)] as Person;
             InformationKindList availList = base.Scenario.GameCommonData.AllInformationKinds.GetAvailList(person.LocationArchitecture);
             if (availList.Count > 0)
             {
                 if (availList.Count > 1)
                 {
                     if (this.WillArchitecture.BelongedFaction == null)
                     {
                         availList.PropertyName = "CostFund";
                         availList.SmallToBig = true;
                     }
                     else
                     {
                         availList.PropertyName = "FightingWeighing";
                     }
                     availList.IsNumber = true;
                     availList.ReSort();
                 }
                 this.SetInformationPosition();
                 if (this.InformationDestination.HasValue)
                 {
                     person.CurrentInformationKind = availList[GameObject.Random(availList.Count / 2)] as InformationKind;
                     person.GoForInformation(this.InformationDestination.Value);
                 }
             }
         }
     }
 }
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:54,代码来源:Legion.cs

示例3: HireNoFactionPerson

        public void HireNoFactionPerson()
        {
            PersonList personList = new PersonList();
            PersonList recruitablePeople = new PersonList();
            foreach (Person person in this.NoFactionPersons.GetList())
            {
                if ((person.BelongedFaction != null) || (person.LocationArchitecture != this))
                {
                    //this.RemoveNoFactionPerson(person);
                }
                else
                {
                    int idealOffset = Person.GetIdealOffset(person, this.BelongedFaction.Leader);
                    if (
                            ((!GlobalVariables.IdealTendencyValid || (idealOffset <= person.IdealTendency.Offset + (double)this.BelongedFaction.Reputation / this.BelongedFaction.MaxPossibleReputation * 75))
                            && (!this.BelongedFaction.IsAlien || (int)person.PersonalLoyalty < 2)
                            && (!person.HatedPersons.Contains(this.BelongedFaction.LeaderID)))
                        || (!base.Scenario.IsPlayer(this.BelongedFaction) && GlobalVariables.AIAutoTakeNoFactionPerson)
                           )
                    {
                        recruitablePeople.Add(person);
                    }
                }
            }
            if (recruitablePeople.Count > 0)
            {
                foreach (Person toRecruit in recruitablePeople.GetRandomList())
                {
                    this.DecreaseFund(this.HirePersonFund);
                    if (!((toRecruit.BelongedFaction != null) || (toRecruit.LocationArchitecture != this)))
                    {
                        int idealOffset = Person.GetIdealOffset(toRecruit, this.BelongedFaction.Leader);
                        if (
                            ((!GlobalVariables.IdealTendencyValid || (idealOffset <= toRecruit.IdealTendency.Offset + (double)this.BelongedFaction.Reputation / this.BelongedFaction.MaxPossibleReputation * 75))
                            && (GameObject.Random(idealOffset * idealOffset + 100) < 100)
                            && (!this.BelongedFaction.IsAlien || (int)toRecruit.PersonalLoyalty < 2)
                            && (!toRecruit.HatedPersons.Contains(this.BelongedFaction.LeaderID)))
                        || (!base.Scenario.IsPlayer(this.BelongedFaction) && GlobalVariables.AIAutoTakeNoFactionPerson)
                           )
                        {
                            if (toRecruit.ProhibitedFactionID != this.BelongedFaction.ID)
                            {
                                personList.Add(toRecruit);
                            }
                        }
                    }
                    if (this.Fund < this.HirePersonFund)
                    {
                        break;
                    }
                    /*if (GameObject.Random(recruitablePeople.Count) < 0)
                    {
                        break;
                    }*/
                }
            }
            foreach (Person person in personList)
            {
                person.ChangeFaction(this.BelongedFaction);
                ExtensionInterface.call("HirePerson", new Object[] { this.Scenario, this, person });
                this.Scenario.GameScreen.xianshishijiantupian(person, this.Name, "ArchitectureHirePerson", "", "", this.BelongedFaction.Name, false);
            }
            if (personList.Count > 0)
            {
                /*
                if (this.OnHirePerson != null)
                {
                    this.OnHirePerson(personList);
                }
                */
                if (this.HasSpy)
                {
                    this.CreateHireNewPersonSpyMessage(personList[GameObject.Random(personList.Count)] as Person);
                }
            }
            else if (personList.Count == 0)
            {
                if ((this.Scenario.CurrentPlayer != null) && this.BelongedFaction == this.Scenario.CurrentPlayer)
                {
                    //this.shoudongluyongshibai = true;
                }

            }
            this.HireFinished = true;
        }
开发者ID:kanjianlema,项目名称:ZhongHuaSanGuoZhi,代码行数:85,代码来源:Architecture.cs

示例4: TroopGetNewCaptive

 public virtual void TroopGetNewCaptive(Troop troop, PersonList personlist)
 {
 }
开发者ID:kanjianlema,项目名称:ZhongHuaSanGuoZhi,代码行数:3,代码来源:Screen.cs

示例5: ArchitectureHirePerson

 public virtual void ArchitectureHirePerson(PersonList personList)
 {
 }
开发者ID:kanjianlema,项目名称:ZhongHuaSanGuoZhi,代码行数:3,代码来源:Screen.cs

示例6: AISelectPersonIntoTroop_inner

 private PersonList AISelectPersonIntoTroop_inner(Person leader, PersonList otherPersons, bool markSelected)
 {
     PersonList persons = new PersonList();
     persons.Add(leader);
     if (markSelected)
     {
         leader.Selected = true;
     }
     return persons;
 }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:10,代码来源:Architecture.cs

示例7: IsSelfFoodEnoughForOffensive

        internal bool IsSelfFoodEnoughForOffensive(LinkNode node, Routeway routeway)
        {
            MilitaryList cropConsumptionOrderedList = Militaries;
            cropConsumptionOrderedList.PropertyName = "FoodCostPerDay";
            cropConsumptionOrderedList.IsNumber = true;
            cropConsumptionOrderedList.ReSort();
            PersonList leaderablePersonList = new PersonList();
            foreach (Person p in this.Persons)
            {
                if (p.Command >= 40)
                {
                    leaderablePersonList.Add(p);
                }
            }
            switch (node.Kind)
            {
                case LinkKind.None:
                    return false;

                case LinkKind.Land:
                    {
                        int crop = 0;
                        int troopCnt = 0;
                        foreach (Military m in cropConsumptionOrderedList)
                        {
                            if ((((m.Scales >= 3) && (m.Morale >= 80)) && (m.Combativity >= 80)) && (m.InjuryQuantity < m.Kind.MinScale) && m.Kind.Type != MilitaryType.水军)
                            {
                                crop += m.FoodCostPerDay;
                                troopCnt++;
                                if (troopCnt >= leaderablePersonList.Count) break;
                            }
                        }
                        if (routeway.LastPoint == null) return false;
                        return (((this.Food * (1f - routeway.LastPoint.ConsumptionRate)) * base.Scenario.Date.GetFoodRateBySeason(base.Scenario.Date.GetSeason(routeway.Length))) >= (crop * (routeway.Length + 6)));
                    }

                case LinkKind.Water:
                    {
                        int crop = 0;
                        int troopCnt = 0;
                        foreach (Military m in cropConsumptionOrderedList)
                        {
                            if ((((m.Scales >= 3) && (m.Morale >= 80)) && (m.Combativity >= 80)) && (m.InjuryQuantity < m.Kind.MinScale) && m.Kind.Type == MilitaryType.水军)
                            {
                                crop += m.FoodCostPerDay;
                                troopCnt++;
                                if (troopCnt >= leaderablePersonList.Count) break;
                            }
                        }
                        if (routeway.LastPoint == null) return false;
                        return (((this.Food * (1f - routeway.LastPoint.ConsumptionRate)) * base.Scenario.Date.GetFoodRateBySeason(base.Scenario.Date.GetSeason(routeway.Length))) >= (crop * (routeway.Length + 6)));
                    }

                case LinkKind.Both:
                    {
                        int crop = 0;
                        int troopCnt = 0;
                        foreach (Military m in cropConsumptionOrderedList)
                        {
                            if ((((m.Scales >= 3) && (m.Morale >= 80)) && (m.Combativity >= 80)) && (m.InjuryQuantity < m.Kind.MinScale))
                            {
                                crop += m.FoodCostPerDay;
                                troopCnt++;
                                if (troopCnt >= leaderablePersonList.Count) break;
                            }
                        }
                        if (routeway.LastPoint == null) return false;
                        return (((this.Food * (1f - routeway.LastPoint.ConsumptionRate)) * base.Scenario.Date.GetFoodRateBySeason(base.Scenario.Date.GetSeason(routeway.Length))) >= (crop * ((routeway.Length + 6) - (this.ArmyScale / 8))));
                    }
            }
            return false;
        }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:72,代码来源:Architecture.cs

示例8: younvxingwujiang

 /*
 private bool younvxingwujiang()
 {
     foreach (Person person in this.Persons)
     {
         if (person.Sex != person.BelongedFaction.Leader.Sex)
         {
             return true;
         }
     }
     return false;
 }
 */
 public PersonList nvxingwujiang()
 {
     PersonList nvxingwujiangliebiao = new PersonList();
     foreach (Person person in this.Persons)
     {
         if (person.BelongedFaction.Leader.isLegalFeiZi(person))
         {
             nvxingwujiangliebiao.Add(person);
         }
     }
     return nvxingwujiangliebiao;
 }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:25,代码来源:Architecture.cs

示例9: SelectSubOfficersToTroop

 private PersonList SelectSubOfficersToTroop(Troop t)
 {
     int personCnt = 1;
     PersonList result = new PersonList();
     result.Add(t.Leader);
     if (t.TroopIntelligence < (0x4b - t.Leader.Calmness))
     {
         foreach (Person person in this.Persons)
         {
             if (person.WaitForFeiZi != null) continue;
             if ((!person.Selected && (person.Intelligence >= (0x4b - t.Leader.Calmness))) && (!t.Persons.HasGameObject(person) && ((((person.Strength < t.TroopStrength) && ((person.Intelligence - t.TroopIntelligence) >= 10)) && (person.FightingForce < t.Leader.FightingForce)) && !person.HasLeaderValidTitle)))
             {
                 person.Selected = true;
                 result.Add(person);
                 personCnt++;
                 break;
             }
         }
     }
     if (t.TroopStrength < 0x4b)
     {
         foreach (Person person in this.Persons)
         {
             if (person.WaitForFeiZi != null) continue;
             if (!person.Selected && person.Strength >= 0x4b && !t.Persons.HasGameObject(person) && person.Closes(t.Leader) &&
                 person.Strength - t.TroopStrength >= 10 && person.FightingForce < t.Leader.FightingForce &&
                 !person.HasLeaderValidTitle)
             {
                 person.Selected = true;
                 result.Add(person);
                 personCnt++;
                 break;
             }
         }
     }
     if (t.TroopCommand < 0x4b)
     {
         foreach (Person person in this.Persons)
         {
             if (person.WaitForFeiZi != null) continue;
             if (!person.Selected && person.Command >= 0x4b && !t.Persons.HasGameObject(person) && person.Closes(t.Leader) &&
                 person.Command - t.TroopCommand >= 10 && person.FightingForce < t.Leader.FightingForce &&
                 !person.HasLeaderValidTitle)
             {
                 person.Selected = true;
                 result.Add(person);
                 personCnt++;
                 break;
             }
         }
     }
     foreach (Person person in this.Persons)
     {
         if (person.WaitForFeiZi != null) continue;
         if ((!person.Selected && !t.Persons.HasGameObject(person)) && ((person.FightingForce < t.Leader.FightingForce) && !person.HasLeaderValidTitle))
         {
             int incrementPerDayOfCombativity = t.IncrementPerDayOfCombativity;
             bool immunityOfCaptive = t.ImmunityOfCaptive;
             int routIncrementOfCombativity = t.RoutIncrementOfCombativity;
             int attackDecrementOfCombativity = t.AttackDecrementOfCombativity;
             int count = t.CombatMethods.Count;
             int chanceIncrementOfCriticalStrike = t.ChanceIncrementOfCriticalStrike;
             int chanceDecrementOfCriticalStrike = t.ChanceDecrementOfCriticalStrike;
             int chanceIncrementOfChaosAfterCriticalStrike = t.ChanceIncrementOfChaosAfterCriticalStrike;
             int avoidSurroundedChance = t.AvoidSurroundedChance;
             int chaosAfterSurroundAttackChance = t.ChaosAfterSurroundAttackChance;
             int chanceIncrementOfStratagem = t.ChanceIncrementOfStratagem;
             int chanceDecrementOfStratagem = t.ChanceDecrementOfStratagem;
             int chanceIncrementOfChaosAfterStratagem = t.ChanceIncrementOfChaosAfterStratagem;
             foreach (Skill s in person.Skills.GetSkillList())
             {
                 s.Influences.PurifyInfluence(this, Applier.Skill, s.ID);
             }
             foreach (Title i in person.Titles)
             {
                 i.Influences.PurifyInfluence(this, Applier.Title, i.ID);
             }
             person.ApplySkills();
             person.ApplyTitles();
             if (((((((t.IncrementPerDayOfCombativity > incrementPerDayOfCombativity) || (t.ImmunityOfCaptive != immunityOfCaptive)) || ((t.RoutIncrementOfCombativity > routIncrementOfCombativity) || (t.AttackDecrementOfCombativity > attackDecrementOfCombativity))) || ((t.CombatMethods.Count > count) || (((t.TroopStrength >= 70) && (t.ChanceIncrementOfCriticalStrike > chanceIncrementOfCriticalStrike)) && (t.ChanceIncrementOfCriticalStrike <= 50)))) || (((((t.TroopCommand >= 70) && (t.ChanceDecrementOfCriticalStrike > chanceDecrementOfCriticalStrike)) && (t.ChanceDecrementOfCriticalStrike <= 50)) || (((t.ChanceIncrementOfCriticalStrike >= 10) && (t.ChanceIncrementOfChaosAfterCriticalStrike > chanceIncrementOfChaosAfterCriticalStrike)) && (t.ChanceIncrementOfChaosAfterCriticalStrike <= 100))) || (((t.AvoidSurroundedChance <= 80) && (t.AvoidSurroundedChance > avoidSurroundedChance)) || ((t.ChaosAfterSurroundAttackChance <= 20) && (t.ChaosAfterSurroundAttackChance > chaosAfterSurroundAttackChance))))) || ((((t.TroopIntelligence >= 70) && (t.ChanceIncrementOfStratagem > chanceIncrementOfStratagem)) && (t.ChanceIncrementOfStratagem <= 30)) || (((t.TroopIntelligence >= 70) && (t.ChanceDecrementOfStratagem > chanceDecrementOfStratagem)) && (t.ChanceDecrementOfStratagem <= 30)))) || (((t.TroopIntelligence >= 0x55) && (t.ChanceIncrementOfChaosAfterStratagem > chanceIncrementOfChaosAfterStratagem)) && (t.ChanceIncrementOfChaosAfterStratagem <= 100)))
             {
                 person.Selected = true;
                 result.Add(person);
                 personCnt++;
             }
         }
         if (personCnt >= 5) break;
     }
     return result;
 }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:90,代码来源:Architecture.cs

示例10: ReSortAllWeighingList

 private void ReSortAllWeighingList(PersonList zhenzaiPersons, PersonList agriculturePersons, PersonList commercePersons,
     PersonList technologyPersons, PersonList dominationPersons, PersonList moralePersons, PersonList endurancePersons,
     PersonList recruitmentPersons, PersonList trainingPersons, MilitaryList weighingMilitaries)
 {
     PersonList pl = this.Persons;
     zhenzaiPersons.Clear();
     if (this.kezhenzai())
     {
         foreach (Person person in pl)
         {
             zhenzaiPersons.Add(person);
         }
         zhenzaiPersons.IsNumber = true;
         zhenzaiPersons.PropertyName = "zhenzaiWeighing";
         zhenzaiPersons.ReSort();
     }
     agriculturePersons.Clear();
     if (this.Kind.HasAgriculture)
     {
         foreach (Person person in pl)
         {
             agriculturePersons.Add(person);
         }
         agriculturePersons.IsNumber = true;
         agriculturePersons.PropertyName = "AgricultureWeighing";
         agriculturePersons.ReSort();
     }
     commercePersons.Clear();
     if (this.Kind.HasCommerce)
     {
         foreach (Person person in pl)
         {
             commercePersons.Add(person);
         }
         commercePersons.IsNumber = true;
         commercePersons.PropertyName = "CommerceWeighing";
         commercePersons.ReSort();
     }
     technologyPersons.Clear();
     if (this.Kind.HasTechnology)
     {
         foreach (Person person in pl)
         {
             technologyPersons.Add(person);
         }
         technologyPersons.IsNumber = true;
         technologyPersons.PropertyName = "TechnologyWeighing";
         technologyPersons.ReSort();
     }
     dominationPersons.Clear();
     if (this.Kind.HasDomination)
     {
         foreach (Person person in pl)
         {
             dominationPersons.Add(person);
         }
         dominationPersons.IsNumber = true;
         dominationPersons.PropertyName = "DominationWeighing";
         dominationPersons.ReSort();
     }
     moralePersons.Clear();
     if (this.Kind.HasMorale)
     {
         foreach (Person person in pl)
         {
             moralePersons.Add(person);
         }
         moralePersons.IsNumber = true;
         moralePersons.PropertyName = "MoraleWeighing";
         moralePersons.ReSort();
     }
     endurancePersons.Clear();
     if (this.Kind.HasEndurance)
     {
         foreach (Person person in pl)
         {
             endurancePersons.Add(person);
         }
         endurancePersons.IsNumber = true;
         endurancePersons.PropertyName = "EnduranceWeighing";
         endurancePersons.ReSort();
     }
     trainingPersons.Clear();
     foreach (Person person in pl)
     {
         trainingPersons.Add(person);
     }
     trainingPersons.IsNumber = true;
     trainingPersons.PropertyName = "TrainingWeighing";
     trainingPersons.ReSort();
     recruitmentPersons.Clear();
     foreach (Person person in this.Persons)
     {
         recruitmentPersons.Add(person);
     }
     recruitmentPersons.IsNumber = true;
     recruitmentPersons.PropertyName = "RecruitmentWeighing";
     recruitmentPersons.ReSort();
     weighingMilitaries.Clear();
     foreach (Military military in this.Militaries)
//.........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11: ReleaseAllCaptive

 private void ReleaseAllCaptive()
 {
     if (this.HasCaptive())
     {
         PersonList persons = new PersonList();
         foreach (Captive captive in this.Captives.GetList())
         {
             if (((captive.CaptivePerson != null) && (captive.CaptiveFaction != null)) && (captive.CaptiveFaction.Capital != null))
             {
                 Architecture moveTo = captive.CaptiveFaction.Capital;
                 persons.Add(captive.CaptivePerson);
                 Person p = captive.CaptivePerson;
                 captive.CaptivePerson.BelongedCaptive = null;
                 p.Status = PersonStatus.Normal;
                 p.MoveToArchitecture(moveTo);
             }
         }
         if ((persons.Count > 0) && (this.OnReleaseCaptiveAfterOccupied != null))
         {
             this.OnReleaseCaptiveAfterOccupied(this, persons);
         }
     }
 }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:23,代码来源:Architecture.cs

示例12: GetFirstHalfPersonList

 private PersonList GetFirstHalfPersonList(string propertyName)
 {
     PersonList list = new PersonList();
     if (this.Persons.Count > 0)
     {
         foreach (Person p in this.Persons)
         {
             list.Add(p);
         }
         if (list.Count > 1)
         {
             list.PropertyName = propertyName;
             list.IsNumber = true;
             list.ReSort();
         }
         list.GameObjects.RemoveRange(list.Count / 2, list.Count - list.Count / 2);
         return (list);
     }
     return new PersonList();
 }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:20,代码来源:Architecture.cs

示例13: BuildTroopForTransfer

        private Troop BuildTroopForTransfer(Military military, Architecture destination, LinkKind linkkind)
        {
            if (linkkind == LinkKind.None)
            {
                return null;
            }
            if (!this.isArmyNavigableTo(linkkind, military))
            {
                return null;
            }
            if (this.Persons.Count == 0) return null;
            TroopList list = new TroopList();
            this.Persons.ClearSelected();
            if ((military.Scales > 5) && (military.Morale >= 80) && (military.Combativity >= 80) && (military.InjuryQuantity < military.Kind.MinScale) && !military.IsFewScaleNeedRetreat)
            {
                PersonList list2;
                Military military2 = military;
                if ((military2.FollowedLeader != null) && this.Persons.HasGameObject(military2.FollowedLeader) && military2.FollowedLeader.WaitForFeiZi == null && military2.FollowedLeader.LocationTroop == null)
                {
                    list2 = new PersonList();
                    list2.Add(military2.FollowedLeader);
                    military2.FollowedLeader.Selected = true;
                    Point? nullable = this.GetRandomStartingPosition(military2);
                    if (!nullable.HasValue)
                    {
                        return null;
                    }

                    Troop troop = this.CreateTroop(list2, military2.FollowedLeader, military2, -1, nullable.Value);
                    troop.WillArchitecture = destination;
                    Legion legion = this.BelongedFaction.GetLegion(destination);
                    if (legion == null)
                    {
                        legion = this.CreateOffensiveLegion(destination);
                    }
                    legion.AddTroop(troop);
                    return troop;
                }
                if ((((military2.Leader != null) && (military2.LeaderExperience >= 10)) && (((military2.Leader.Strength >= 80) || (military2.Leader.Command >= 80)) || military2.Leader.HasLeaderValidTitle))
                    && this.Persons.HasGameObject(military2.Leader) && military2.Leader.WaitForFeiZi == null && military2.Leader.LocationTroop == null)
                {
                    list2 = new PersonList();
                    list2.Add(military2.Leader);
                    military2.Leader.Selected = true;
                    Point? nullable = this.GetRandomStartingPosition(military2);
                    if (!nullable.HasValue)
                    {
                        return null;
                    }
                    Troop troop = this.CreateTroop(list2, military2.Leader, military2, -1, nullable.Value);
                    troop.WillArchitecture = destination;
                    Legion legion = this.BelongedFaction.GetLegion(destination);
                    if (legion == null)
                    {
                        legion = this.CreateOffensiveLegion(destination);
                    }
                    legion.AddTroop(troop);
                    return troop;
                }
                GameObjectList sortedList = this.Persons.GetList() as GameObjectList;
                sortedList.PropertyName = "FightingForce";
                sortedList.IsNumber = true;
                sortedList.SmallToBig = true;
                sortedList.ReSort();
                foreach (Person person in sortedList)
                {
                    if (!person.Selected && person.WaitForFeiZi == null && person.LocationTroop == null)
                    {
                        list2 = new PersonList();
                        list2.Add(person);
                        person.Selected = true;
                        Point? nullable = this.GetRandomStartingPosition(military2);
                        if (!nullable.HasValue)
                        {
                            break;
                        }
                        Troop troop = this.CreateTroop(list2, person, military2, -1, nullable.Value);
                        troop.WillArchitecture = destination;
                        Legion legion = this.BelongedFaction.GetLegion(destination);
                        if (legion == null)
                        {
                            legion = this.CreateOffensiveLegion(destination);
                        }
                        legion.AddTroop(troop);
                        return troop;
                    }
                }
            }
            return null;
        }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:90,代码来源:Architecture.cs

示例14: BuildTransportTroop

 private Troop BuildTransportTroop(Architecture destination, Military military, int food, int fund)
 {
     Troop troop;
     int min = int.MaxValue;
     PersonList leader = new PersonList();
     foreach (Person p in this.Persons)
     {
         if (p.Merit < min)
         {
             leader.Clear();
             leader.Add(p);
             min = p.Merit;
         }
     }
     if (leader.Count <= 0) return null;
     troop = Troop.CreateSimulateTroop(leader, military, this.Position);
     Point? nullable = this.GetRandomStartingPosition(troop);
     if (!nullable.HasValue)
     {
         return null;
     }
     troop.Destroy(true, false);
     troop = this.CreateTroop(leader, leader[0] as Person, military, food, nullable.Value);
     troop.WillArchitecture = destination;
     troop.zijin = fund;
     this.Fund -= fund;
     Legion legion = this.BelongedFaction.GetLegion(destination);
     if (legion == null)
     {
         legion = this.CreateOffensiveLegion(destination);
     }
     legion.AddTroop(troop);
     this.PostCreateTroop(troop, false);
     return troop;
 }
开发者ID:ptmaster,项目名称:ZhongHuaSanGuoZhi,代码行数:35,代码来源:Architecture.cs

示例15: LoadPersonIdFromString

        public void LoadPersonIdFromString(PersonList persons, string data)
        {
            char[] separator = new char[] { ' ', '\n', '\r' };
            string[] strArray = data.Split(separator, StringSplitOptions.RemoveEmptyEntries);

            this.person = new Dictionary<int, List<Person>>();
            for (int i = 0; i < strArray.Length; i += 2)
            {
                int n = int.Parse(strArray[i]);
                int pid = int.Parse(strArray[i + 1]);
                if (!this.person.ContainsKey(n))
                {
                    this.person[n] = new List<Person>();
                }
                if (pid != -1)
                {
                    this.person[n].Add(persons.GetGameObject(pid) as Person);
                }
                else
                {
                    this.person[n].Add(null);
                }
            }
        }
开发者ID:simon217,项目名称:ZhongHuaSanGuoZhi,代码行数:24,代码来源:Event.cs


注:本文中的GameObjects.PersonList类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。