本文整理汇总了C#中System.Random.NextQuaternion方法的典型用法代码示例。如果您正苦于以下问题:C# Random.NextQuaternion方法的具体用法?C# Random.NextQuaternion怎么用?C# Random.NextQuaternion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System.Random
的用法示例。
在下文中一共展示了Random.NextQuaternion方法的4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: GenerateLevel
public static void GenerateLevel(string LoadPath)
{
N8Level Level = new N8Level(LoadPath);
N8Block ControlPoint = Level.blocks.GenerateBlock("letter.period", "Moon Control Point");
ControlPoint.position.Z = 2000;
//Load it as chibi, if available
ControlPoint.Special = 2;
Random rand = new Random();
for (int i = 0; i < 50; i++)
{
N8Block moonblock = Level.blocks.GenerateBlock("simple.white.land.mega", "Moon");
moonblock.position.Z = 1000;
moonblock.rotation = rand.NextQuaternion();
ControlPoint.AttachToMe(moonblock);
}
string SavePath = Path.GetDirectoryName(LoadPath) + Path.DirectorySeparatorChar + Path.GetFileNameWithoutExtension(LoadPath) + "_moon.ncd";
MinorModifiers.OrderLoading(Level, new Vector3D(0,0,1));
Utilities.Save(SavePath, Level);
}
示例2: GetCrossroads
public static N8Level GetCrossroads()
{
N8Level Level = new N8Level(); //MaxProtectTest.GetProxyBubble();
MinorModifiers.AddCrossroads(Level);
Random rand = new Random();
int NumBlocks = 349 - (Level.blocks.Tronics.Count + Level.blocks.Blocks.Count);
Console.WriteLine(NumBlocks);
Console.ReadLine();
for (int i = 0; i < NumBlocks; i++)
{
string color = colors[i % colors.Length];
//string color = "black";
N8Block CurrentBlock = Level.blocks.GenerateBlock("simple." + color + ".block", names[rand.Next(names.Length)]);
//Keep it out of the crossroads
CurrentBlock.position = rand.NextVector(new Vector3D(2000, 2000, -1000), new Vector3D(300, 300, 2000));
//And flop it around the quadrants randomly
if (rand.Next(0, 2) == 0)
{
CurrentBlock.position.X *= -1;
}
if (rand.Next(0, 2) == 0)
{
CurrentBlock.position.Y *= -1;
}
CurrentBlock.rotation = rand.NextQuaternion();
}
MinorModifiers.OrderLoadingCylindrical(Level);
return Level;
}
示例3: GetBlockOctopus
public static N8Level GetBlockOctopus()
{
N8Level Level = new N8Level();
Random rand = new Random();
int NumBlocks = 349;
Vector3D diag1 = new Vector3D(1, 1, 0);
diag1.Normalize();
Vector3D diag2 = new Vector3D(1, -1, 0);
diag2.Normalize();
Vector3D plusX = new Vector3D(1, 0, 0);
Vector3D plusY = new Vector3D(0, 1, 0);
//Max distance for a diagonal is Sqrt(4000^2 + 4000^2) ~= 5656, and add an extra two just to make sure it reaches the edges
int DiagMin = -5658 / 2;
int DiagMax = 5658 / 2;
int StraightMin = -2000;
int StraightMax = 2000;
for (int i = 0; i < NumBlocks; i++)
{
string color = colors[i % colors.Length];
N8Block CurrentBlock = Level.blocks.GenerateBlock("simple." + color + ".block", names[rand.Next(names.Length)]);
if (rand.Next(0, 2) == 0)
{
int dmag = rand.Next(DiagMin, DiagMax);
if (rand.Next(0, 2) == 0)
{
CurrentBlock.position = diag1 * dmag;
}
else
{
CurrentBlock.position = diag2 * dmag;
}
}
else
{
int smag = rand.Next(StraightMin, StraightMax);
if (rand.Next(0, 2) == 0)
{
CurrentBlock.position = plusX * smag;
}
else
{
CurrentBlock.position = plusY * smag;
}
}
CurrentBlock.rotation = rand.NextQuaternion();
}
//And now make it come up in the center - blocks closer to 0,0,0 get more of a boost.
int MaxHeight = 300;
foreach (N8Block b in Level.blocks.Blocks)
{
b.position.Z = Math.Round(Math.Min(100 / b.position.Length * MaxHeight, 600));
}
MinorModifiers.OrderLoadingCylindrical(Level);
return Level;
}
示例4: GetBlockRoad
public static N8Level GetBlockRoad(bool diagonal = false)
{
N8Level Level = new N8Level();
Random rand = new Random();
int NumBlocks = 349;
if (diagonal)
{
Vector3D diag1 = new Vector3D(1, 1, 0);
diag1.Normalize();
Vector3D diag2 = new Vector3D(1, -1, 0);
diag2.Normalize();
//Max distance for a diagonal is Sqrt(4000^2 + 4000^2) ~= 5656, and add an extra two just to make sure it reaches the edges
int Min = -5658 / 2;
int Max = 5658 / 2;
for (int i = 0; i < NumBlocks; i++)
{
int mag = rand.Next(Min, Max);
string color = colors[i % colors.Length];
N8Block CurrentBlock = Level.blocks.GenerateBlock("simple." + color + ".block", names[rand.Next(names.Length)]);
if (rand.Next(0, 2) == 0)
{
CurrentBlock.position = diag1 * mag;
}
else
{
CurrentBlock.position = diag2 * mag;
}
CurrentBlock.rotation = rand.NextQuaternion();
}
}
else
{
for (int i = 0; i < NumBlocks; i++)
{
string color = colors[i % colors.Length];
N8Block CurrentBlock = Level.blocks.GenerateBlock("simple." + color + ".block", names[rand.Next(names.Length)]);
//Either put them in the x-coord area or the y-coord area (yes this means the center will be better covered)
if (rand.Next(0, 2) == 0)
{
CurrentBlock.position = rand.NextVector(new Vector3D(-100, 2000, 0), new Vector3D(100, -2000, 0));
}
else
{
CurrentBlock.position = rand.NextVector(new Vector3D(2000, -100, 0), new Vector3D(-2000, 100, 0));
}
CurrentBlock.rotation = rand.NextQuaternion();
}
}
MinorModifiers.OrderLoading(Level, new Vector3D(1, 1, 0));
return Level;
}