本文整理汇总了C#中Urho.Node类的典型用法代码示例。如果您正苦于以下问题:C# Node类的具体用法?C# Node怎么用?C# Node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。
Node类属于Urho命名空间,在下文中一共展示了Node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: Init
protected override async void Init()
{
var cache = Application.ResourceCache;
var node = Node;
var model = node.CreateComponent<StaticModel>();
model.Model = cache.GetModel(Assets.Models.Player);
var material = cache.GetMaterial(Assets.Materials.Player).Clone("");
model.SetMaterial(material);
node.SetScale(0.45f);
node.Position = new Vector3(0f, -6f, 0f);
node.Rotation = new Quaternion(-40, 0, 0);
//TODO: rotor should be defined in the model + animation
rotor = node.CreateChild();
var rotorModel = rotor.CreateComponent<StaticModel>();
rotorModel.Model = cache.GetModel(Assets.Models.Box);
rotorModel.SetMaterial(cache.GetMaterial(Assets.Materials.Black));
rotor.Scale = new Vector3(0.1f, 1.4f, 0.1f);
rotor.Rotation = new Quaternion(0, 0, 0);
rotor.Position = new Vector3(0, -0.15f, 1.2f);
rotor.RunActionsAsync(new RepeatForever(new RotateBy(1f, 0, 0, 360f * 4))); //RPM
// Load weapons
node.AddComponent(new MachineGun());
node.AddComponent(new Missile());
await node.RunActionsAsync(new EaseOut(new MoveBy(0.5f, new Vector3(0, 3, 0)), 2));
MoveRandomly();
}
示例2: ScaleByState
public ScaleByState (ScaleTo action, Node target)
: base (action, target)
{
DeltaX = StartScaleX * EndScaleX - StartScaleX;
DeltaY = StartScaleY * EndScaleY - StartScaleY;
DeltaZ = StartScaleZ * EndScaleZ - StartScaleZ;
}
示例3: GetActionState
public ActionState GetActionState(int tag, Node target)
{
Debug.Assert(tag != (int)ActionTag.Invalid);
// Early out if we do not have any targets to search
if (targets.Count == 0)
return null;
HashElement element;
if (targets.TryGetValue(target, out element))
{
if (element.ActionStates != null)
{
int limit = element.ActionStates.Count;
for (int i = 0; i < limit; i++)
{
var actionState = element.ActionStates[i];
if (actionState.Action.Tag == tag)
{
return actionState;
}
}
}
}
return null;
}
示例4: Start
protected override void Start()
{
// base.Start() creates a basic scene
base.Start();
// Create a node for the Earth
earthNode = Scene.CreateChild();
earthNode.Position = new Vector3(0, 0, 1); // One meter away
earthNode.SetScale(0.2f); // 20cm
// Create a static model component - Sphere:
var earth = earthNode.CreateComponent<Sphere>();
// Materials are usually more complicated than just textures, but for such
// simple cases we can use quick FromImage method to create a material from an image.
earth.SetMaterial(Material.FromImage("Textures/Earth.jpg"));
// Same steps for the Moon
var moonNode = earthNode.CreateChild();
moonNode.SetScale(0.27f); // Relative size of the Moon is 1738.1km/6378.1km
moonNode.Position = new Vector3(1.2f, 0, 0);
var moon = moonNode.CreateComponent<Sphere>();
moon.SetMaterial(Material.FromImage("Textures/Moon.jpg"));
// Run a an action to spin the Earth (5 degrees per second)
earthNode.RunActions(new RepeatForever(new RotateBy(duration: 1f, deltaAngleX: 0, deltaAngleY: -5, deltaAngleZ: 0)));
}
示例5: TintByState
public TintByState (TintBy action, Node target)
: base (action, target)
{
DeltaB = action.DeltaB;
DeltaG = action.DeltaG;
DeltaR = action.DeltaR;
staticSprite = Target.GetComponent<StaticSprite2D>();
if (staticSprite != null)
{
var color = staticSprite.Color;
FromR = color.R;
FromG = color.G;
FromB = color.B;
return;
}
shape = Target.GetComponent<Shape>();
if (shape != null)
{
FromR = shape.Color.R;
FromG = shape.Color.G;
FromB = shape.Color.B;
return;
}
throw new NotSupportedException("The node should have StaticSprite2D or Shape component");
}
示例6: OnHit
public virtual void OnHit(Aircraft target, bool killed, Node bulletNode)
{
var body = bulletNode.GetComponent<RigidBody>();
if (body != null)
body.Enabled = false;
bulletNode.SetScale(0);
}
示例7: Start
protected override async void Start()
{
base.Start();
clientConnection = new ClientConnection();
clientConnection.Disconnected += ClientConnection_Disconnected;
clientConnection.RegisterForRealtimeUpdate(GetCurrentPositionDto);
clientConnection.RegisterFor<PointerPositionChangedDto>(OnClientPointerChanged);
Zone.AmbientColor = new Color(0.3f, 0.3f, 0.3f);
DirectionalLight.Brightness = 0.5f;
environmentNode = Scene.CreateChild();
EnableGestureTapped = true;
cubeNode = environmentNode.CreateChild();
cubeNode.SetScale(0.2f);
cubeNode.Position = new Vector3(1000, 1000, 1000);
var box = cubeNode.CreateComponent<Box>();
box.Color = Color.White;
var moveAction = new MoveBy(0.5f, new Vector3(0, 0.005f, 0));
cubeNode.RunActions(new RepeatForever(new RotateBy(1f, 0, 120, 0)));
cubeNode.RunActions(new RepeatForever(moveAction, moveAction.Reverse()));
//material = Material.FromColor(Color.Gray); //-- debug mode
material = Material.FromColor(Color.Transparent, true);
await RegisterCortanaCommands(new Dictionary<string, Action> {
{ "stop spatial mapping", StopSpatialMapping}
});
while (!await ConnectAsync()) { }
}
示例8: OnExplode
protected override void OnExplode(Node explodeNode)
{
rotor.RemoveAllActions();
rotor.Remove();
var particleEmitter = explodeNode.CreateComponent<ParticleEmitter2D>();
explodeNode.SetScale(1.5f);
particleEmitter.Effect = Application.ResourceCache.GetParticleEffect2D(Assets.Particles.PlayerExplosion);
}
示例9: OnHit
public override void OnHit(Aircraft target, bool killed, Node bulletNode)
{
var soundSource = Node.CreateComponent<SoundSource>();
soundSource.Gain = 0.1f;
soundSource.Play(Application.ResourceCache.GetSound(Assets.Sounds.Powerup));
base.OnHit(target, killed, bulletNode);
((SamplyGame)Application).OnCoinCollected();
}
示例10: TargetedActionState
public TargetedActionState (TargetedAction action, Node target)
: base (action, target)
{
ForcedTarget = action.ForcedTarget;
TargetedAction = action.Action;
ActionState = (FiniteTimeActionState)TargetedAction.StartAction (ForcedTarget);
}
示例11: RotateByState
public RotateByState (RotateBy action, Node target)
: base (action, target)
{
AngleX = action.AngleX;
AngleY = action.AngleY;
AngleZ = action.AngleZ;
StartAngles = target.Rotation;
}
示例12: JumpByState
public JumpByState (JumpBy action, Node target)
: base (action, target)
{
Delta = action.Position;
Height = action.Height;
Jumps = action.Jumps;
P = StartPosition = target.Position;
}
示例13: SequenceState
public SequenceState (Sequence action, Node target)
: base (action, target)
{
actionSequences = action.Actions;
hasInfiniteAction = (actionSequences [0] is RepeatForever) || (actionSequences [1] is RepeatForever);
split = actionSequences [0].Duration / Duration;
last = -1;
}
示例14: Launch
async void Launch(Node bulletNode)
{
await bulletNode.RunActionsAsync(
new MoveTo(3f, new Vector3(RandomHelper.NextRandom(-6f, 6f), -6, 0)),
new CallFunc(() => bulletNode.SetScale(0f)));
//remove the bullet from the scene.
bulletNode.Remove();
}
示例15: BezierToState
public BezierToState (BezierBy action, Node target)
: base (action, target)
{
var config = BezierConfig;
config.ControlPoint1 -= StartPosition;
config.ControlPoint2 -= StartPosition;
config.EndPosition -= StartPosition;
BezierConfig = config;
}