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C# Troop.OnRout方法代码示例

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


在下文中一共展示了Troop.OnRout方法的2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: CheckTroopRout

 public static void CheckTroopRout(Troop sending, Troop receiving)
 {
     if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0)))
     {
         Faction belongedFaction = null;
         Person leader = null;
         if (receiving.BelongedFaction != null)
         {
             belongedFaction = receiving.BelongedFaction;
             leader = belongedFaction.Leader;
         }
         if (sending.OnRout != null)
         {
             sending.OnRout(sending, receiving);
         }
         if (receiving.OnRouted != null)
         {
             receiving.OnRouted(sending, receiving);
         }
         GameObjects.Animations.TileAnimation animation = sending.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
         if (animation != null)
         {
             receiving.TryToPlaySound(receiving.Position, animation.LinkedAnimation.SoundPath, false);
         }
         if ((sending.BelongedFaction != null) && (belongedFaction != null))
         {
             sending.Scenario.ChangeDiplomaticRelation(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
             sending.Scenario.ReflectDiplomaticRelations(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
         }
         if (sending.BelongedFaction != null)
         {
             sending.IncreaseRoutExperience(true);
             sending.AddRoutCount();
         }
         if (belongedFaction != null)
         {
             receiving.IncreaseRoutExperience(false);
             receiving.AddRoutedCount();
             receiving.ReleaseCaptiveBeforeBeRouted();
             if (sending.BelongedFaction != null)
             {
                 sending.CheckCaptiveBeforeRout(receiving);
             }
         }
         if (sending.StartingArchitecture != null)
         {
             sending.StartingArchitecture.AddPopulationPack((int) (sending.Scenario.GetDistance(receiving.Position, sending.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
         }
         receiving.BeRouted();
         if (sending.Combativity < sending.Army.CombativityCeiling)
         {
             sending.IncreaseCombativity(10 + sending.RoutIncrementOfCombativity);
             if (sending.PreAction == TroopPreAction.无)
             {
                 sending.PreAction = TroopPreAction.鼓舞;
             }
         }
         if (sending.Morale < sending.Army.MoraleCeiling)
         {
             sending.IncreaseMorale(5);
             if (sending.PreAction == TroopPreAction.无)
             {
                 sending.PreAction = TroopPreAction.鼓舞;
             }
         }
     }
 }
开发者ID:skicean,项目名称:ZhongHuaSanGuoZhi,代码行数:67,代码来源:Troop.cs

示例2: CheckTroopRout

        public static void CheckTroopRout(Troop sending, Troop receiving)
        {
            if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0) || receiving.PersonCount == 0))
            {
                Faction belongedFaction = null;
                Person leader = null;
                if (receiving.BelongedFaction != null)
                {
                    belongedFaction = receiving.BelongedFaction;
                    leader = belongedFaction.Leader;
                }
                if (sending.OnRout != null)
                {
                    sending.OnRout(sending, receiving);
                }
                if (receiving.OnRouted != null)
                {
                    receiving.OnRouted(sending, receiving);
                }
                GameObjects.Animations.TileAnimation animation = sending.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
                if (animation != null)
                {
                    receiving.TryToPlaySound(receiving.Position, Troop.getSoundPath(receiving, animation.LinkedAnimation), false);
                }
                if ((sending.BelongedFaction != null) && (belongedFaction != null))
                {
                    sending.Scenario.ChangeDiplomaticRelation(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
                    sending.Scenario.ReflectDiplomaticRelations(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
                }
                if (sending.BelongedFaction != null)
                {
                    sending.IncreaseRoutExperience(true);
                    sending.AddRoutCount();
                    foreach (Person p in sending.persons)
                    {
                        foreach (Person q in sending.persons)
                        {
                            if (p == q) continue;
                            p.AdjustRelation(q, 1f / (sending.persons.Count - 1), 3);
                        }
                    }
                }
                if (GameObject.Chance(sending.stealTreasureRate) && sending.BelongedFaction != null)
                {
                    foreach (Person p in receiving.Persons.GetRandomList())
                    {
                        if (p.TreasureCount > 0)
                        {
                            Treasure t = (Treasure)p.Treasures[GameObject.Random(p.Treasures.Count)];
                            p.LoseTreasure(t);
                            sending.BelongedFaction.Leader.ReceiveTreasure(t);
                            break;
                        }
                    }
                }
                if (belongedFaction != null)
                {
                    receiving.IncreaseRoutExperience(false);
                    receiving.AddRoutedCount();
                    receiving.ReleaseCaptiveBeforeBeRouted();
                    if (sending.BelongedFaction != null)
                    {
                        sending.CheckCaptiveBeforeRout(receiving);
                    }
                }
                if (sending.StartingArchitecture != null)
                {
                    sending.StartingArchitecture.AddPopulationPack((int)(sending.Scenario.GetDistance(receiving.Position, sending.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
                }
                Architecture oldLandedArch = sending.Scenario.GetArchitectureByPosition(receiving.Position);
                if (sending.Army.Kind.ArchitectureCounterDamageRate <= 0 && oldLandedArch != null && !sending.BelongedFaction.IsFriendly(oldLandedArch.BelongedFaction))
                {
                    sending.TargetArchitecture = oldLandedArch;
                }

                foreach (Person p in sending.Persons)
                {
                    foreach (KeyValuePair<int, int> i in p.CommandDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseCommand -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.StrengthDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseStrength -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.IntelligenceDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseIntelligence -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.PoliticsDecrease)
                    {
//.........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.Troop.OnRout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。