本文整理汇总了C#中System.Random.NextTexture方法的典型用法代码示例。如果您正苦于以下问题:C# Random.NextTexture方法的具体用法?C# Random.NextTexture怎么用?C# Random.NextTexture使用的例子?那么, 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.NextTexture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: Generate
protected override void Generate(District district, TileBuilder[,] tiles,
int borderLeft, int borderTop,
int borderRight, int borderBottom, Random rand)
{
GenHelper.BuildFloor(tiles, borderLeft, borderTop,
district.Width - borderLeft - borderRight,
district.Height - borderTop - borderBottom,
0, (x, y) => rand.NextTexture("floor/concrete", 4));
}
示例2: Generate
public override void Generate(District district, TileBuilder[,] tiles, Random rand)
{
Face entryFaces = Face.None;
for (int i = 0; i < 4; ++i)
entryFaces |= rand.NextFace();
int fenceHeight = rand.NextDouble() < 0.8 ? 2 : 1;
Func <int, int, Face, bool, ResourceLocator> wallFunc = (horzPos, level, face, isInterior) => {
if ((entryFaces & face) != Face.None) {
if (face == Face.North || face == Face.South) {
if (Math.Abs(horzPos * 2 - SizeX + 1) < 3)
return "";
} else {
if (Math.Abs(horzPos * 2 - SizeY + 1) < 3)
return "";
}
}
if (level < fenceHeight - 1)
return "wall/brick0/0";
return "wall/fence/0";
};
Func <int, int, ResourceLocator> floorFunc = (horzPos, vertPos) => {
return rand.NextTexture("floor/grass", 4);
};
GenHelper.BuildFloor(tiles, X, Y, SizeX, SizeY, 0, floorFunc);
if (Fence) {
GenHelper.BuildWall(tiles, X, Y, Face.North, SizeX, fenceHeight, wallFunc);
GenHelper.BuildWall(tiles, X + SizeX - 1, Y, Face.East, SizeY, fenceHeight, wallFunc);
GenHelper.BuildWall(tiles, X, Y + SizeY - 1, Face.South, SizeX, fenceHeight, wallFunc);
GenHelper.BuildWall(tiles, X, Y, Face.West, SizeY, fenceHeight, wallFunc);
}
}
示例3: Generate
public override void Generate(District district, TileBuilder[,] tiles, Random rand)
{
if (EntranceFaces != Face.None) {
int rheight = rand.Next(3) + 4;
ResourceLocator wallGroup = "wall/brick" + rand.Next(2);
GenHelper.BuildRoof(tiles, X, Y, SizeX, SizeY, rheight, "floor/roof/0");
Func<int,int,Face,bool,ResourceLocator> texFunc = (horzpos, level, face, isInterior) => {
if (level < rheight)
return rand.NextTexture(wallGroup, 4);
return wallGroup["7"];
};
GenHelper.BuildWall(tiles, X, Y, Face.North, SizeX, rheight + 1, texFunc);
GenHelper.BuildWall(tiles, X, Y, Face.West, SizeY, rheight + 1, texFunc);
GenHelper.BuildWall(tiles, X, Y + SizeY - 1, Face.South, SizeX, rheight + 1, texFunc);
GenHelper.BuildWall(tiles, X + SizeX - 1, Y, Face.East, SizeY, rheight + 1, texFunc);
var entrFace = rand.NextFace(EntranceFaces);
var doorway = new GarageDoor {
Direction = entrFace,
LeftBorderTile = wallGroup["8"],
RightBorderTile = wallGroup["9"],
BothBorderTile = wallGroup["a"],
Width = rand.Next(2, 4),
Height = 3,
DoorTile = "wall/garage/0"
};
switch (entrFace) {
case Face.North:
doorway.X = X + 1;
doorway.Y = Y;
break;
case Face.South:
doorway.X = X + 1;
doorway.Y = Y + SizeY - 1;
break;
case Face.East:
doorway.X = X + SizeX - 1;
doorway.Y = Y + 1;
break;
case Face.West:
doorway.X = X;
doorway.Y = Y + 1;
break;
}
var dx = 1 - Math.Abs(entrFace.GetNormalX());
var dy = 1 - dx;
int count = 1;
if (dx == 1) {
count = (SizeX - 1) / (doorway.Width + 1);
} else {
count = (SizeY - 1) / (doorway.Width + 1);
}
int closed = rand.Next(0, count);
var indices = Enumerable.Range(0, count).ToList();
while (closed-- > 0) indices.RemoveAt(rand.Next(indices.Count));
for (int i = 0; i < count; ++i) {
if (indices.Contains(i)) {
doorway.DoorPosition = 2;
} else {
doorway.DoorPosition = 0;
}
doorway.Generate(district, tiles, rand);
doorway.GenerateOpposite(district, tiles, rand);
doorway.X += dx * (doorway.Width + 1);
doorway.Y += dy * (doorway.Width + 1);
}
new Rooms.Warehouse {
X = X, Y = Y, SizeX = SizeX, SizeY = SizeY, Height = rheight
}.Generate(district, tiles, rand);
}
}
示例4: Generate
public Block Generate(District district, int borderLeft, int borderTop,
int borderRight, int borderBottom, Random rand)
{
int width = district.Width;
int height = district.Height;
TileBuilder[,] tiles = new TileBuilder[width, height];
for (int tx = 0; tx < width; ++tx) for (int ty = 0; ty < height; ++ty)
tiles[tx, ty] = new TileBuilder();
int innerLeft = borderLeft;
int innerTop = borderTop;
int innerRight = width - borderRight;
int innerBottom = height - borderBottom;
int innerWidth = width - borderLeft - borderRight;
int innerHeight = height - borderTop - borderBottom;
Func<int, int, ResourceLocator> roadFunc = delegate(int tx, int ty) {
return rand.NextTexture("floor/road/", 0, 4);
};
GenHelper.BuildFloor(tiles, 0, 0, width, height, 0, roadFunc);
GenHelper.BuildFloor(tiles, innerLeft - 1, innerTop - 1, innerWidth + 2, innerHeight + 2, 0,
(x, y) => {
if (Tools.Random.NextDouble() < 0.75) {
return "floor/concrete/0";
} else {
return Tools.Random.NextTexture("floor/concrete", 1, 4);
}
});
int texOffset = 0; bool horz = false;
Func<int, int, ResourceLocator> pavementFunc = delegate(int tx, int ty) {
if ((horz && tx % 8 == 4) || (!horz && ty % 8 == 4))
return "floor/pavement/" + (texOffset + 2).ToString("X").ToLower();
return rand.NextTexture("floor/pavement/", texOffset, texOffset + 2);
};
if (borderBottom > 1) {
texOffset = 0; horz = true;
GenHelper.BuildFloor(tiles, innerLeft - 1, innerBottom, innerWidth + 2, 1, 0, pavementFunc);
}
if (borderRight > 1) {
texOffset = 4; horz = false;
GenHelper.BuildFloor(tiles, innerRight, innerTop - 1, 1, innerHeight + 2, 0, pavementFunc);
}
if (borderTop > 1) {
texOffset = 8; horz = true;
GenHelper.BuildFloor(tiles, innerLeft - 1, innerTop - 1, innerWidth + 2, 1, 0, pavementFunc);
}
if (borderLeft > 1) {
texOffset = 12; horz = false;
GenHelper.BuildFloor(tiles, innerLeft - 1, innerTop - 1, 1, innerHeight + 2, 0, pavementFunc);
}
if (borderBottom > 1 && borderRight > 1)
GenHelper.BuildFloor(tiles, innerRight, innerBottom, 1, 1, 0, "floor/pavement/3");
if (borderTop > 1 && borderRight > 1)
GenHelper.BuildFloor(tiles, innerRight, innerTop - 1, 1, 1, 0, "floor/pavement/7");
if (borderTop > 1 && borderLeft > 1)
GenHelper.BuildFloor(tiles, innerLeft - 1, innerTop - 1, 1, 1, 0, "floor/pavement/b");
if (borderBottom > 1 && borderLeft > 1)
GenHelper.BuildFloor(tiles, innerLeft - 1, innerBottom, 1, 1, 0, "floor/pavement/f");
Generate(district, tiles, borderLeft, borderTop, borderRight, borderBottom, rand);
Block block = new Block(district);
block.BuildTiles(tiles);
return block;
}