本文整理汇总了C#中GameObjects.Troop.ControlAvail方法的典型用法代码示例。如果您正苦于以下问题:C# Troop.ControlAvail方法的具体用法?C# Troop.ControlAvail怎么用?C# Troop.ControlAvail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.Troop
的用法示例。
在下文中一共展示了Troop.ControlAvail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: DrawTroop
internal void DrawTroop(SpriteBatch spriteBatch, Troop troop, bool playerControlling)
{
if (troop.Scenario.ScenarioMap.TileWidth >= 50)
{
Color white = Color.White;
this.DisplayOffset = troop.Scenario.GameScreen.GetPointByPosition(troop.Position);
this.DisplayOffset=new Point( this.DisplayOffset.X ,this.DisplayOffset.Y- 13);
if (troop.BelongedFaction != null)
{
white = troop.BelongedFaction.FactionColor;
}
Rectangle? sourceRectangle = null;
spriteBatch.Draw(this.BackgroundTexture, new Rectangle(this.displayOffset.X, this.displayOffset.Y, this.BackgroundSize.X, this.BackgroundSize.Y), sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.47f);
spriteBatch.Draw(this.shiqicaotupian, new Rectangle(this.displayOffset.X + this.shiqicaoweizhi.X, this.displayOffset.Y + this.shiqicaoweizhi.Y, this.shiqicaoweizhi.Width , this.shiqicaoweizhi.Height ), sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.469f);
spriteBatch.Draw(this.shiqitiaotupian, new Rectangle(this.displayOffset.X + this.shiqitiaoweizhi.X, this.displayOffset.Y + this.shiqitiaoweizhi.Y, shiqitiaokuandu(troop), this.shiqitiaoweizhi.Height), sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.469f);
sourceRectangle = null;
spriteBatch.Draw(this.FactionTexture, new Rectangle(this.displayOffset.X + this.FactionPosition.X, this.displayOffset.Y + this.FactionPosition.Y, this.FactionPosition.Width, this.FactionPosition.Height), sourceRectangle, white, 0f, Vector2.Zero, SpriteEffects.None, 0.469f);
this.NameText.Text = troop.Leader.Name;
this.binglitext.Text=troop.Army.Quantity.ToString();
this.NameText.Draw(spriteBatch, 0.47f);
this.binglitext.Draw(spriteBatch, 0.47f);
sourceRectangle = null;
spriteBatch.Draw(troop.Leader.SmallPortrait, new Rectangle(this.displayOffset.X + this.PortraitPosition.X, this.displayOffset.Y + this.PortraitPosition.Y, this.PortraitPosition.Width, this.PortraitPosition.Height), null, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4687f);
if (playerControlling && (GlobalVariables.SkyEye || troop.Scenario.IsCurrentPlayer(troop.BelongedFaction)))
{
if (!troop.ControlAvail())
{
sourceRectangle = null;
spriteBatch.Draw(this.NoControlTexture, this.NoControlIconDisplayPosition, sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
}
else
{
switch (troop.ControlState)
{
case TroopControlState.Undone:
sourceRectangle = null;
spriteBatch.Draw(this.ActionUndoneTexture, this.ActionIconDisplayPosition, sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
break;
case TroopControlState.Done:
sourceRectangle = null;
spriteBatch.Draw(this.ActionDoneTexture, this.ActionIconDisplayPosition, sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
break;
case TroopControlState.Auto:
sourceRectangle = null;
spriteBatch.Draw(this.ActionAutoTexture, this.ActionIconDisplayPosition, sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
break;
case TroopControlState.AutoDone:
sourceRectangle = null;
spriteBatch.Draw(this.ActionAutoDoneTexture, this.ActionIconDisplayPosition, sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
break;
}
}
if (troop.Food < troop.FoodCostPerDay)
{
sourceRectangle = null;
spriteBatch.Draw(this.FoodShortageTexture, this.FoodIconDisplayPosition, sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
}
/*
else
{
sourceRectangle = null;
spriteBatch.Draw(this.FoodNormalTexture, this.FoodIconDisplayPosition, sourceRectangle, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
}
*/
}
if (troop.CurrentStunt != null)
{
spriteBatch.Draw(this.StuntTexture, this.StuntIconDisplayPosition, null, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.4688f);
}
}
}