本文整理汇总了C#中OpenRA.Traits.PowerManager类的典型用法代码示例。如果您正苦于以下问题:C# PowerManager类的具体用法?C# PowerManager怎么用?C# PowerManager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。
PowerManager类属于OpenRA.Traits命名空间,在下文中一共展示了PowerManager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: Building
public Building(ActorInitializer init)
{
this.self = init.self;
this.topLeft = init.Get<LocationInit,int2>();
this.Info = self.Info.Traits.Get<BuildingInfo>();
this.PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
}
示例2: OreRefinery
public OreRefinery(Actor self, OreRefineryInfo info)
{
this.self = self;
Info = info;
PlayerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
}
示例3: BaseBuilder
public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr)
{
this.ai = ai;
world = p.World;
player = p;
playerPower = pm;
playerResources = pr;
this.category = category;
}
示例4: ProductionItem
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
Item = item;
RemainingTime = TotalTime = 1;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
}
示例5: BaseBuilder
public BaseBuilder(HackyAI ai, string category, Player p, PowerManager pm, PlayerResources pr)
{
this.ai = ai;
world = p.World;
player = p;
playerPower = pm;
playerResources = pr;
this.category = category;
failRetryTicks = ai.Info.StructureProductionResumeDelay;
}
示例6: Building
public Building(ActorInitializer init)
{
this.self = init.self;
this.topLeft = init.Get<LocationInit,int2>();
Info = self.Info.Traits.Get<BuildingInfo>();
self.CenterLocation = Game.CellSize
* ((float2)topLeft + .5f * (float2)Info.Dimensions);
PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
}
示例7: ProductionItem
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
Item = item;
RemainingTime = TotalTime = 1;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
ai = Queue.Actor.World.Map.Rules.Actors[Item];
bi = ai.TraitInfo<BuildableInfo>();
}
示例8: Activate
public void Activate(Player p)
{
this.p = p;
this.world = p.World;
GameStarted = true;
random = new XRandom((int)p.PlayerActor.ActorID);
SpecialPowers = p.PlayerActor.Trait<SupportPowerManager>();
Power = p.PlayerActor.Trait<PowerManager>();
Resources = p.PlayerActor.Trait<PlayerResources>();
squadmanager = new SquadManager(this);
// Initialize builders
Builders = new List<IAIBuilder>() { new BaseBuilder(this), new DefenseBuilder(this),
new InfantryBuilder(this), new VehicleBuilder(this),
new AircraftBuilder(this), new ShipBuilder(this) };
// Have the bot cheat, gets free 500 000 credits at the start of the match
Resources.GiveCash(500000);
}
示例9: OnOwnerChanged
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
power = newOwner.PlayerActor.Trait<PowerManager>();
}
示例10: PowerMultiplier
public PowerMultiplier(Actor self, PowerMultiplierInfo info)
: base(info, "PowerMultiplier", self.Info.Name)
{
power = self.Owner.PlayerActor.Trait<PowerManager>();
}
示例11: ProductionQueue
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
{
this.self = self;
this.Info = info;
playerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
Race = self.Owner.Country;
Produceable = InitTech(playerActor);
}
示例12: OnCapture
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
ClearQueue();
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
Produceable = InitTech(self.Owner.PlayerActor);
// Force a third(!) tech tree update to ensure that prerequisites are correct.
// The first two updates are triggered by adding/removing the actor when
// changing ownership, *before* the new techtree watchers have been set up.
// This is crap.
self.Owner.PlayerActor.Trait<TechTree>().Update();
}
示例13: PowerTooltip
public PowerTooltip(Actor self)
{
this.self = self;
powerManager = self.Owner.PlayerActor.Trait<PowerManager>();
developerMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
}
示例14: Activate
// Called by the host's player creation code
public void Activate(Player p)
{
Player = p;
enabled = true;
playerPower = p.PlayerActor.Trait<PowerManager>();
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
foreach (var building in Info.BuildingQueues)
builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
foreach (var defense in Info.DefenseQueues)
builders.Add(new BaseBuilder(this, defense, p, playerPower, playerResource));
Random = new MersenneTwister((int)p.PlayerActor.ActorID);
// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
var smallFractionOfRushInterval = Info.RushInterval / 20;
rushTicks = Random.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
assignRolesTicks = Random.Next(0, Info.AssignRolesInterval);
attackForceTicks = Random.Next(0, Info.AttackForceInterval);
minAttackForceDelayTicks = Random.Next(0, Info.MinimumAttackForceDelay);
resourceTypeIndices = new BitArray(World.TileSet.TerrainInfo.Length); // Big enough
foreach (var t in Map.Rules.Actors["world"].TraitInfos<ResourceTypeInfo>())
resourceTypeIndices.Set(World.TileSet.GetTerrainIndex(t.TerrainType), true);
}
示例15: ProductionQueue
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
{
self = init.Self;
Info = info;
playerResources = playerActor.Trait<PlayerResources>();
playerPower = playerActor.Trait<PowerManager>();
developerMode = playerActor.Trait<DeveloperMode>();
Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
CacheProducibles(playerActor);
allProducibles = producible.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
buildableProducibles = producible.Where(a => a.Value.Buildable).Select(a => a.Key);
}