本文整理汇总了C#中MinerWars.AppCode.Game.Entities.MyEntity.GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# MyEntity.GetPosition方法的具体用法?C# MyEntity.GetPosition怎么用?C# MyEntity.GetPosition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MinerWars.AppCode.Game.Entities.MyEntity
的用法示例。
在下文中一共展示了MyEntity.GetPosition方法的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: mineDetector_OnEntityPositionChange
private void mineDetector_OnEntityPositionChange(MyEntityDetector sender, MyEntity entity, Vector3 newposition)
{
if (sender.Closed)
return;
if (entity == MySession.PlayerShip)
{
if (m_beepCue == null || !m_beepCue.Value.IsPlaying)
{
m_beepCue = MyAudio.AddCue2D(MySoundCuesEnum.SfxHudAlarmDamageA);
}
float distance = (entity.GetPosition() - sender.GetPosition()).Length();
if (distance < m_mineStartRadius)
{
uint mineId = 0;
for (int i = 0; i < m_mines.GetLength(0); i++)
{
if (m_mines[i, 1] == sender.Parent.EntityId.Value.NumericValue)
{
mineId = m_mines[i, 0];
}
}
ExplodeMine(mineId);
sender.Off();
sender.Parent.MarkForClose();
}
}
}
示例2: Load
public override void Load(MyMissionBase sender)
{
base.Load(sender);
m_ship = m_shipId.HasValue ? MyScriptWrapper.GetEntity(m_shipId.Value) : MyScriptWrapper.GetEntity(m_shipName);
m_trajectory = new MyLine(m_ship.GetPosition(), MyScriptWrapper.GetEntity(m_targetId).GetPosition());
if (m_isShip)
{
MyScriptWrapper.PrepareMotherShipForMove(m_ship);
}
m_shipMoving = true;
}
示例3: MoveMotherShipForwardDest
bool MoveMotherShipForwardDest(MyEntity entity, float speed, Vector3 destination)
{
Vector3 velocity = speed * entity.WorldMatrix.Forward; // Speed in direction
if (Vector3.DistanceSquared(destination, entity.GetPosition()) > 10 * 10)
{
MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS);
return false;
}
return true;
}
示例4: MoveMotherShip
void MoveMotherShip(MyEntity entity, Vector3 destination, List<uint> AdditionalStuffToMove) //helps to move even non prefab entities with the ship, like thruster particles and spawnpoints
{
MyScriptWrapper.Move(entity, destination);
Vector3 delta = destination - entity.GetPosition();
foreach (var item in AdditionalStuffToMove)
{
MyEntity Item = MyScriptWrapper.GetEntity(item);
if (Item != null)
{
MyScriptWrapper.Move(Item, Item.GetPosition() + delta);
}
}
}
示例5: MoveMotherShipForward
bool MoveMotherShipForward(MyEntity entity, float speed, Vector3 destination, List<uint> AdditionalStuffToMove) //helps to move even non prefab entities with the ship, like thruster particles and spawnpoints
{
Vector3 velocity = speed * entity.WorldMatrix.Forward; // Speed in direction
if (Vector3.DistanceSquared(destination, entity.GetPosition()) > 10 * 10)
{
//Render.MyRender.ClearEnhancedStats();
MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); // recalculate position
foreach (var item in AdditionalStuffToMove)
{
MyEntity Item = MyScriptWrapper.GetEntity(item);
if (Item != null)
{
MyScriptWrapper.Move(Item, Item.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS);
}
}
//MyScriptWrapper.GetEntity((uint)EntityID.CrashingMothershipSmoke).SetPosition(MyScriptWrapper.GetEntity((uint)EntityID.CrashingMothershipSmoke).GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS);
//Render.MyRender.ClearEnhancedStats();
return false;
}
return true;
}
示例6: CanSee
/// <summary>
/// Chceck if ship can see target
/// </summary>
/// <param name="position">Target position</param>
/// <param name="target">Target entity.</param>
/// <returns>True, if bot can see position.</returns>
public static MyEntity CanSee(MyEntity source, MyEntity target)
{
return CanSee(source, target.GetPosition(), target);
}
示例7: CanSeeTarget
public bool CanSeeTarget(MyEntity target)
{
bool canSeeTarget = true;
if (MyFakes.ENABLE_BOTS_FOV_WHEN_RADAR_JAMMER)
{
MySmallShip smallShipTarget = target as MySmallShip;
if (smallShipTarget != null && !smallShipTarget.IsHologram && smallShipTarget.HasRadarJammerActive())
{
float distanceSqr = (GetPosition() - GetPosition()).LengthSquared();
float rangeOfViewSqr = smallShipTarget.IsHiddenFromBots() ? MyAIConstants.BOT_FOV_RANGE_HIDDEN : MyAIConstants.BOT_FOV_RANGE;
float targetRange = Vector3.Dot(WorldMatrix.Forward, target.GetPosition() - GetPosition());
canSeeTarget =
targetRange <= rangeOfViewSqr &&
Vector3.Dot(WorldMatrix.Forward, Vector3.Normalize(target.GetPosition() - GetPosition())) >= MyAIConstants.BOT_FOV_COS;
}
}
return canSeeTarget;
}
示例8: AddSeenEnemy
public void AddSeenEnemy(MyEntity enemy)
{
if (enemy != null)
{
Debug.Assert(!enemy.Closed);
if (LeaderLostEnabled && Leader != null && Vector3.DistanceSquared(Leader.GetPosition(), enemy.GetPosition()) > MyAIConstants.FAR_LEADER_DISTANCE_SQR)
return;
MyBotDesire desire = null;
foreach (var item in m_desires)
{
if (item.DesireType == BotDesireType.SEE_ENEMY && item.GetEnemy() == enemy)
{
desire = item;
break;
}
}
if (desire == null)
{
desire = new MySeeEnemyDesire(enemy);
AddDesire(desire);
}
}
}
示例9: DoDamageInternal
//.........这里部分代码省略.........
return;
}
if (isPlayerShip && (MyGuiScreenGamePlay.Static.IsCheatEnabled(MyGameplayCheatsEnum.PLAYER_SHIP_INDESTRUCTIBLE)))
{
damage = empDamage = 0;
}
if (MyFakes.TEST_MISSION_GAMEPLAY && (damage != 10000 || damageType != MyDamageType.Explosion))
{
damage = empDamage = healthDamage = 0;
}
if (isPlayerShip)
{
if (damageType != MyDamageType.Unknown)
{
damage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerMultiplicator;
}
}
//how much armor absorbs damage (0.0 no absorbtion, 1.0 full absorbtion)
float armorReduction = m_armorProperties.HasValue ? m_armorProperties.Value.Resistance : 0;
if (ammoType == MyAmmoType.Piercing)
{
armorReduction *= MyAmmoConstants.ArmorEffectivityVsPiercingAmmo; // Armor effectivity is lower against piercing ammo
}
//actual damage armor absorbed
float armorDamage = Math.Min(ArmorHealth, damage);
//update armor health value
ArmorHealth -= armorDamage;
//calculate actual damage to the ship (decrease it by the absorbed damage by armor)
float shipDamage = damage - armorDamage * armorReduction;
if (this == MySession.PlayerShip)
{
if (MySession.Static.Player.Medicines[(int)MyMedicineType.HEALTH_ENHANCING_MEDICINE].IsActive())
healthDamage *= MyMedicineConstants.HEALTH_ENHANCING_MEDICINE_DAMAGE_MULTIPLIER;
if (damageType == MyDamageType.Radioactivity || damageType == MyDamageType.Sunwind)
{
// activate if not active
if (!MySession.Static.Player.Medicines[(int)MyMedicineType.ANTIRADIATION_MEDICINE].IsActive())
{
MySession.Static.Player.Medicines[(int)MyMedicineType.ANTIRADIATION_MEDICINE].ActivateIfInInventory(Inventory);
}
// if active, modify health damage
if (MySession.Static.Player.Medicines[(int)MyMedicineType.ANTIRADIATION_MEDICINE].IsActive())
{
healthDamage *= MyMedicineConstants.ANTIRADIATION_MEDICINE_RADIATION_DAMAGE_MULTIPLIER;
}
}
if (damageSource == null || (damageSource != this && MyFactions.GetFactionsRelation(damageSource, this) == MyFactionRelationEnum.Enemy))
{
healthDamage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerFromEnemyMultiplicator;
shipDamage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerFromEnemyMultiplicator;
empDamage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerFromEnemyMultiplicator;
}
if (MySession.Static != null)
{
if (!MySession.Static.Player.IsDead())
{
MySession.Static.Player.AddHealth(-healthDamage, damageSource);
}
}
if (damageType == MyDamageType.Radioactivity || damageType == MyDamageType.Sunwind)
{
m_radiationLastDamage = MyMinerGame.TotalGamePlayTimeInMilliseconds;
//PlayGeigerBeeping();
if (healthDamage >= MySmallShipConstants.WARNING_RADIATION_DAMAGE_PER_SECOND * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS)
{
m_radiationCriticalLastDamage = MyMinerGame.TotalGamePlayTimeInMilliseconds;
//PlayRadiationWarning();
}
}
}
DisableByEMP(TimeSpan.FromSeconds(MySmallShipConstants.EMP_SMALLSHIP_DISABLE_DURATION_MULTIPLIER * empDamage));
if (isPlayerShip)
{
if (damageSource != null)
{
MyHud.SetDamageIndicator(damageSource, damageSource.GetPosition(), shipDamage);
}
}
base.DoDamageInternal(healthDamage, shipDamage, empDamage, damageType, ammoType, damageSource, justDeactivate);
UpdateDamageEffect();
}
示例10: CanSee
public MyEntity CanSee(MyEntity target)
{
return MyEnemyTargeting.CanSee(this, target.GetPosition(), target);
}
示例11: MoveMotherShipForwardDest
bool MoveMotherShipForwardDest(MyEntity entity, Vector3 velocity, Vector3 destination)
{
if (Vector3.DistanceSquared(destination, entity.GetPosition()) > 10 * 10)
{
MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS);
return false;
}
return true;
}
示例12: MoveAndRotateObject
/// <summary>
/// Moves and Rotates entity
/// </summary>
/// <param name="newPosition"></param>
/// <param name="newOrientation"></param>
/// <param name="entity"></param>
public static void MoveAndRotateObject(Vector3 newPosition, Matrix newOrientation, MyEntity entity)
{
BoundingSphere sphere = new BoundingSphere(newPosition + entity.LocalVolumeOffset, entity.WorldVolume.Radius);
if (MyMwcSectorConstants.SECTOR_SIZE_FOR_PHYS_OBJECTS_BOUNDING_BOX.Contains(sphere) == MinerWarsMath.ContainmentType.Contains)
{
Matrix entityBeforeMoveOrientation = entity.GetWorldRotation();
Vector3 entityBeforeMovePosition = entity.GetPosition();
if (entityBeforeMovePosition != newPosition || entityBeforeMoveOrientation != newOrientation)
{
// Move object
bool moveSuccesfull = entity.MoveAndRotate(newPosition, newOrientation);
Vector3 currentPosition = entity.GetPosition();
Matrix currentOrientation = entity.GetWorldRotation();
if (moveSuccesfull)
{
//entity.UpdateWorldMatrix();
// Play movement or rotation sounds
if (MyMinerGame.TotalGamePlayTimeInMilliseconds > m_delayMovementSoundInMillis)
{
if (entityBeforeMovePosition != currentPosition)
{
MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectMoveStep);
}
if (entityBeforeMoveOrientation != currentOrientation)
{
MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectRotateStep);
}
m_delayMovementSoundInMillis = MyMinerGame.TotalGamePlayTimeInMilliseconds + MyEditorConstants.DELAY_OBJECT_MOVEMENT_SOUND_IN_MILLIS;
}
MyEditor.Static.RecheckAllColidingEntitesAndClearNonColiding();//check all coliding entites to see if any went out of collision state
//MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("CheckAllCollidingObjectsForEntity");
// This was taking up to 170ms for 800 prefabs, so its replaced by void CheckCollisions(IEnumerable<MyEntity> entities) in HandleInput().
//MyEditor.Static.CheckAllCollidingObjectsForEntity(entity);//check all colliding state of entity after move
//MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock();
}
else
{
if (MyMinerGame.TotalGamePlayTimeInMilliseconds > m_delayMovementSoundInMillis)
{
if ((entityBeforeMovePosition != currentPosition) || (entityBeforeMoveOrientation != currentOrientation))
{
MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectMoveInvalid);
m_delayMovementSoundInMillis = MyMinerGame.TotalGamePlayTimeInMilliseconds + 1000;
}
}
}
}
}
}
示例13: GetRotationAndPosition
/// <summary>
/// This method calculates new object position when its being rotated - in case only one object is selected and rotated
/// only rotation is changed, but for multiple selected object, rotation is calculated based on the objects selected center
/// </summary>
static void GetRotationAndPosition(MyEntity entity, Matrix rotation, out Vector3 newPosition, out Matrix newRotation)
{
Matrix entityOrientation = entity.GetWorldRotation();
Vector3 entityPosition = entity.GetPosition();
Vector3 gizmoPosition = Position;
if (ActivePivot == PivotType.OBJECT_CENTER)
{
//gizmoPosition = entityPosition;
}
Matrix localRot = Matrix.Identity;
localRot.Forward = entityOrientation.Forward;
localRot.Up = entityOrientation.Up;
localRot.Right = entityOrientation.Right;
m_localRight = MyMwcUtils.Normalize(m_localRight);
localRot.Translation = entityPosition - gizmoPosition;
Matrix rot = localRot * rotation;
newPosition = rot.Translation + gizmoPosition;
entityOrientation.Forward = rot.Forward;
entityOrientation.Up = rot.Up;
entityOrientation.Right = rot.Right;
entityOrientation.Translation = Vector3.Zero;
newRotation = entityOrientation;
}
示例14: MoveMotherShipForward
void MoveMotherShipForward(MyEntity entity, float speed)
{
Vector3 velocity = speed * entity.WorldMatrix.Forward; // Speed in direction
MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS);
}
示例15: IsRenderingInsideEntity
public static bool IsRenderingInsideEntity(MyEntity entity)
{
if (entity == MySession.PlayerShip)
{
var isMainRenderInsidePlayerShip = Static.CameraAttachedTo ==
MyCameraAttachedToEnum.PlayerMinerShip &&
!MySecondaryCamera.Instance.IsCurrentlyRendering;
var isSecondaryRenderInsidePlayerShip = MySecondaryCamera.Instance.IsInsidePlayerShip &&
MySecondaryCamera.Instance.IsCurrentlyRendering;
return isMainRenderInsidePlayerShip || isSecondaryRenderInsidePlayerShip;
}
var squaredDistanceToCamera = Vector3.DistanceSquared(entity.GetPosition(), MyCamera.Position);
var closeEnoughToCamera = squaredDistanceToCamera < 0.0001f;
return closeEnoughToCamera;
}