本文整理汇总了C#中GameObjects.Troop.IsMovableOnPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Troop.IsMovableOnPosition方法的具体用法?C# Troop.IsMovableOnPosition怎么用?C# Troop.IsMovableOnPosition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.IsMovableOnPosition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: GetCampaignPosition
public Point? GetCampaignPosition(Troop troop, List<Point> orientations, bool close)
{
GameArea allAvailableArea = this.GetAllAvailableArea(false);
GameArea sourceArea = new GameArea();
foreach (Point point in allAvailableArea.Area)
{
if ((base.Scenario.GetArchitectureByPosition(point) == this || troop.IsMovableOnPosition(point)) && base.Scenario.GetTroopByPosition(point) == null)
{
sourceArea.Area.Add(point);
}
}
GameArea highestFightingForceArea = troop.GetHighestFightingForceArea(sourceArea);
if (highestFightingForceArea != null)
{
if (close)
{
return base.Scenario.GetClosestPosition(highestFightingForceArea, orientations);
}
return base.Scenario.GetFarthestPosition(highestFightingForceArea, orientations);
}
return null;
}
示例2: GetTroopEnterableArea
public GameArea GetTroopEnterableArea(Troop troop)
{
GameArea area = new GameArea();
foreach (Point point in this.ArchitectureArea.Area)
{
if (base.Scenario.GetWaterPositionMapCost(troop.Army.Kind.Type, point) < 3500)
{
area.AddPoint(point);
}
}
foreach (Point point in this.ContactArea.Area)
{
if (troop.IsMovableOnPosition(point) && (base.Scenario.GetWaterPositionMapCost(troop.Army.Kind.Type, point) < 3500))
{
area.AddPoint(point);
}
}
return area;
}
示例3: AIFacility
//.........这里部分代码省略.........
if (architecture.BelongedSection == this.BelongedSection)
{
list.Add(architecture);
}
else if (architecture.BelongedSection.AIDetail.AllowFundTransfer && ((architecture.BelongedSection.OrientationSection == this.BelongedSection) || (architecture.BelongedSection.OrientationSection == null)))
{
list.Add(architecture);
}
}
foreach (Architecture architecture in list)
{
fund = 0;
if (architecture.Fund > architecture.AbundantFund)
{
fund = 0x3e8;
if (architecture.BelongedSection.OrientationSection == this.BelongedSection)
{
fund *= 2;
if (fund > architecture.Fund)
{
fund = architecture.Fund;
}
}
}
else if (architecture.Fund > architecture.EnoughFund)
{
fund = 500;
if (architecture.BelongedSection.OrientationSection == this.BelongedSection)
{
fund *= 2;
if (fund > architecture.Fund)
{
fund = architecture.Fund;
}
}
}
if (fund > 0)
{
architecture.DecreaseFund(fund);
this.AddFundPack(fund, base.Scenario.GetTranferFundDays(architecture, this));
num2 += fund;
}
if (num2 > num)
{
break;
}
}
}
else if (((this.TransferFundArchitecture != null) && (this.TransferFundArchitecture.BelongedFaction == this.BelongedFaction)) && (this.TransferFundArchitecture.Fund < this.TransferFundArchitecture.FundCeiling))
{
fund = this.Fund - this.EnoughFund;
if (fund > 500)
{
this.DecreaseFund(fund);
this.TransferFundArchitecture.AddFundPack(fund, base.Scenario.GetTranferFundDays(this, this.TransferFundArchitecture));
}
}
else if (this.BelongedSection != null && this.BelongedSection.AIDetail.AllowFundTransfer && this.IsFundAbundant)
{
foreach (Architecture architecture in this.GetOtherArchitectureList())
{
if (!architecture.IsFundEnough)
{
fund = 0x3e8;
if (fund > this.Fund)
{
fund = this.Fund;
}
if (fund > 0)
{
this.DecreaseFund(fund);
architecture.AddFundPack(fund, base.Scenario.GetTranferFundDays(this, architecture));
}
}
if (!this.IsFundAbundant)
{
break;
}
}
}
}
*/
private Point? GetRandomStartingPosition(Troop troop)
{
GameArea allAvailableArea = this.GetAllAvailableArea(false);
GameArea sourceArea = new GameArea();
foreach (Point point in allAvailableArea.Area)
{
if (((base.Scenario.GetArchitectureByPosition(point) == this) && (base.Scenario.GetTroopByPosition(point) == null)) || troop.IsMovableOnPosition(point))
{
sourceArea.Area.Add(point);
}
}
if (sourceArea.Count == 0)
{
return null;
}
return sourceArea[GameObject.Random(sourceArea.Count)];
}