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C# MapObject.GetPropertyAsString方法代码示例

本文整理汇总了C#中X_UniTMX.MapObject.GetPropertyAsString方法的典型用法代码示例。如果您正苦于以下问题:C# MapObject.GetPropertyAsString方法的具体用法?C# MapObject.GetPropertyAsString怎么用?C# MapObject.GetPropertyAsString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X_UniTMX.MapObject的用法示例。


在下文中一共展示了MapObject.GetPropertyAsString方法的7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: ApplyCustomProperties

        /// <summary>
        /// Applies to gameObject any custom X-UniTMX properties present on obj
        /// </summary>
        /// <param name="gameObject">GameObject to apply custom properties to</param>
        /// <param name="obj">MapObject to read custom properties from</param>
        public void ApplyCustomProperties(GameObject gameObject, MapObject obj)
        {
            // nothing to do here...
            if (gameObject == null || obj == null)
                return;

            // Set a layer number for gameObject
            if (obj.HasProperty(Property_Layer))
                gameObject.layer = obj.GetPropertyAsInt(Property_Layer);

            if (obj.HasProperty(Property_LayerName))
                gameObject.layer = LayerMask.NameToLayer(obj.GetPropertyAsString(Property_LayerName));

            // Add a tag for gameObject
            if (obj.HasProperty(Property_Tag))
                gameObject.tag = obj.GetPropertyAsString(Property_Tag);
            // Add Components for this gameObject
            int c = 1;
            while (obj.HasProperty(Property_AddComponent + c))
            {
                UnityEngineInternal.APIUpdaterRuntimeServices.AddComponent(gameObject, "Assets/X-UniTMX/Code/Map.cs (2684,5)", obj.GetPropertyAsString(Property_AddComponent + c));
                c++;
            }
            c = 1;
            while (obj.HasProperty(Property_SendMessage + c))
            {
                string messageToSend = obj.GetPropertyAsString(Property_SendMessage + c);
                string[] menssage = messageToSend.Split('|');
                if (menssage.Length == 2)
                {
                    gameObject.BroadcastMessage(menssage[0], menssage[1]);
                }
                if (menssage.Length == 1)
                {
                    gameObject.BroadcastMessage(menssage[0]);
                }
                c++;
            }

            if (gameObject.GetComponent<Renderer>() != null)
            {
                if (obj.HasProperty(Property_SortingLayerName))
                    gameObject.GetComponent<Renderer>().sortingLayerName = obj.GetPropertyAsString(Property_SortingLayerName);

                if (obj.HasProperty(Property_SortingOrder))
                    gameObject.GetComponent<Renderer>().sortingOrder = obj.GetPropertyAsInt(Property_SortingOrder);

                if (obj.HasProperty(Property_SetMaterialColor))
                {
                    string[] splitColor = obj.GetPropertyAsString(Property_SetMaterialColor).Split(',');
                    if (splitColor.Length >= 1)
                    {
                        gameObject.GetComponent<Renderer>().material = new Material(BaseTileMaterial);
                        gameObject.GetComponent<Renderer>().material.color = new Color32(
                            ((byte)(int.Parse(string.IsNullOrEmpty(splitColor[0]) ? "255" : splitColor[0]))),
                            splitColor.Length >= 2 ? ((byte)(int.Parse(splitColor[1]))) : (byte)255,
                            splitColor.Length >= 3 ? ((byte)(int.Parse(splitColor[2]))) : (byte)255,
                            splitColor.Length >= 4 ? ((byte)(int.Parse(splitColor[3]))) : (byte)255);
                    }
                }
            }
        }
开发者ID:BoldBigflank,项目名称:rodball,代码行数:67,代码来源:Map.cs

示例2: AddPrefabs

        /// <summary>
        /// Generate a prefab based in object colider layer
        /// </summary>
        /// <param name="obj">Object which properties will be used to generate a prefab.</param>
        /// <param name="newColliderObject">if null add relative parent object,.</param>
        /// <returns>Generated Game Object containing the Collider.</returns>
        public void AddPrefabs(MapObject obj, GameObject newColliderObject = null, bool is2DColliders = false, bool addTileName = true)
        {
            int indexPrefab = 0;
            while ("".Equals(obj.GetPropertyAsString(indexPrefab + "-prefab")) == false)
            {
                string prefabName = obj.GetPropertyAsString(indexPrefab + "-prefab");
                string baseResourcePath = obj.GetPropertyAsString(indexPrefab + "-prefab path");
                UnityEngine.Object resourceObject = Resources.Load(baseResourcePath + prefabName);
                Resources.UnloadUnusedAssets();
                if (resourceObject != null)
                {
                    float zDepth = obj.GetPropertyAsFloat(indexPrefab + "-prefab z depth");
                    GameObject newPrefab = UnityEngine.Object.Instantiate(resourceObject) as GameObject;
                    //if (newColliderObject == null)
                    //{
                    //	newPrefab.transform.parent = MapObject.transform;
                    //	newPrefab.transform.localPosition = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, zDepth);
                    //}
                    //else
                    //{
                    //	newPrefab.transform.parent = newColliderObject.transform;
                    //	newPrefab.transform.localPosition = new Vector3(0, 0, zDepth);
                    //}
                    newPrefab.transform.parent = MapObject.transform;
                    newPrefab.transform.localPosition = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, zDepth);

                    // copy coliders from newColliderObject
                    // only copy if type of this object is diferent of "NoCollider"
                    if ("NoCollider".Equals(obj.Type) == false)
                    {
                        if (obj.GetPropertyAsBoolean(indexPrefab + "-prefab add collider"))
                        {
                            CopyCollider(obj, ref newColliderObject, ref newPrefab, is2DColliders);
                        }
                    }

                    newPrefab.name = (addTileName ? (_mapName + "_") : "") + obj.Name;
                    int indexMessage = 0;
                    string prefabMensage = obj.GetPropertyAsString(indexPrefab + "-prefab sendmessage " + indexMessage);
                    while ("".Equals(prefabMensage) == false)
                    {
                        string[] menssage = prefabMensage.Split(new[] { '|' }, StringSplitOptions.None);
                        if (menssage.Length == 2)
                        {
                            newPrefab.BroadcastMessage(menssage[0], menssage[1]);
                        }
                        indexMessage++;
                        prefabMensage = obj.GetPropertyAsString(indexPrefab + "-prefab sendmessage " + indexMessage);
                    }

                }
                else
                {
                    Debug.LogError("Prefab doesn't exist at: Resources/" + baseResourcePath + prefabName);
                }
                indexPrefab++;
            }
        }
开发者ID:Teclys23,项目名称:stormsword,代码行数:64,代码来源:Map.cs

示例3: AddPrefabs

        /// <summary>
        /// Generate a prefab based in object colider layer
        /// </summary>
        /// <param name="obj">Object which properties will be used to generate a prefab.</param>
        /// <param name="newColliderObject">if null add relative parent object,.</param>
        /// <param name="addTileName">true to add Map's name to the prefab name</param>
        /// <param name="is2DColliders">true to generate 2D colliders</param>
        /// <returns>Generated Game Object containing the Collider.</returns>
        public void AddPrefabs(MapObject obj, GameObject newColliderObject = null, bool is2DColliders = false, bool addTileName = true)
        {
            int indexPrefab = 0;
            while (obj.HasProperty(string.Concat(indexPrefab.ToString(), Property_PrefabName)))
            {
                string prefabName = obj.GetPropertyAsString(indexPrefab + Property_PrefabName);
                string baseResourcePath = obj.GetPropertyAsString(indexPrefab + Property_PrefabPath);
                UnityEngine.Object resourceObject = Resources.Load(baseResourcePath + prefabName);
                Resources.UnloadUnusedAssets();
                if (resourceObject != null)
                {
                    float zDepth = obj.GetPropertyAsFloat(indexPrefab + Property_PrefabZDepth);
                    GameObject newPrefab = UnityEngine.Object.Instantiate(resourceObject) as GameObject;

                    newPrefab.transform.parent = obj.ParentObjectLayer != null ? obj.ParentObjectLayer.LayerGameObject.transform : MapObject.transform;
                    newPrefab.transform.localPosition = TiledPositionToWorldPoint(new Vector3(obj.Bounds.center.x, obj.Bounds.center.y, zDepth));

                    // copy coliders from newColliderObject
                    // only copy if type of this object is diferent of "NoCollider"
                    if (obj.Type.Equals(Object_Type_NoCollider) == false)
                    {
                        if (obj.GetPropertyAsBoolean(indexPrefab + Property_PrefabAddCollider))
                        {
                            //CopyCollider(obj, ref newColliderObject, ref newPrefab, is2DColliders);
                            AddCollider(newPrefab, obj, obj.Type.Equals(Object_Type_Trigger), is2DColliders, zDepth);
                        }
                        else
                            // since custom properties are automatically added when a collider is added but this prefab has no collider, we must enforce them to be parsed
                            ApplyCustomProperties(newPrefab, obj);

                    }
                    else
                        // since custom properties are automatically added when a collider is added but this prefab has no collider, we must enforce them to be parsed
                        ApplyCustomProperties(newPrefab, obj);

                    if (obj.GetPropertyAsBoolean(indexPrefab + Property_PrefabFixColliderPosition))
                    {
                        // Mario: Fixed wrong position in instantiate prefabs
                        if(newColliderObject != null && newPrefab != null)
                            newPrefab.transform.position = newColliderObject.transform.position;
                    }

                    newPrefab.name = (addTileName ? (_mapName + "_") : "") + obj.Name;
                    int indexMessage = 1;
                    string prefabMensage = obj.GetPropertyAsString(indexPrefab + Property_PrefabSendMessage + indexMessage);
                    while (string.IsNullOrEmpty(prefabMensage) == false)
                    {
                        string[] menssage = prefabMensage.Split(new[] { '|' }, StringSplitOptions.None);
                        if (menssage.Length == 2)
                        {
                            newPrefab.BroadcastMessage(menssage[0], menssage[1]);
                        }
                        if (menssage.Length == 1)
                        {
                            newPrefab.BroadcastMessage(menssage[0]);
                        }
                        indexMessage++;
                        prefabMensage = obj.GetPropertyAsString(indexPrefab + Property_PrefabSendMessage + indexMessage);
                    }

                }
                else
                {
                    Debug.LogError("Prefab doesn't exist at: Resources/" + baseResourcePath + prefabName);
                }
                indexPrefab++;
            }
        }
开发者ID:BoldBigflank,项目名称:rodball,代码行数:76,代码来源:Map.cs

示例4: GeneratePrefab

        /// <summary>
        /// Generate a prefab based in object layer
        /// </summary>
        /// <param name="obj">Object which properties will be used to generate a prefab.</param>
        /// <param name="parent">if null add relative parent object,.</param>
        /// <param name="addMapName">true to add Map's name to the prefab name</param>
        /// <returns>Generated GameObject from the Prefab.</returns>
        public static GameObject GeneratePrefab(this Map map, MapObject obj, Vector2 anchorPointValue, GameObject parent = null, bool addMapName = true, bool setNameAsObjectName = false)
        {
            if (obj.HasProperty(Map.Property_PrefabName))
            {
                string prefabName = obj.GetPropertyAsString(Map.Property_PrefabName);
                string baseResourcePath = obj.GetPropertyAsString(Map.Property_PrefabPath);
                UnityEngine.Object resourceObject = Resources.Load(baseResourcePath + prefabName);
                Resources.UnloadUnusedAssets();
                if (resourceObject != null)
                {
                    float zDepth = obj.GetPropertyAsFloat(Map.Property_PrefabZDepth);
                    GameObject newPrefab = UnityEngine.Object.Instantiate(resourceObject) as GameObject;

                    newPrefab.transform.parent = obj.ParentObjectLayer != null ? obj.ParentObjectLayer.LayerGameObject.transform : map.MapGameObject.transform;
                    newPrefab.transform.localPosition = map.TiledPositionToWorldPoint(
                        new Vector3(obj.Bounds.xMin + obj.Bounds.width * anchorPointValue.x,
                            obj.Bounds.yMin + obj.Bounds.height * anchorPointValue.y,
                            zDepth));

                    if (obj.HasProperty(Map.Property_PrefabAddCollider))
                    {
                        string colliderType = obj.GetPropertyAsString(Map.Property_PrefabAddCollider);
                        AddCollider(map, newPrefab, obj, !colliderType.Contains("3"));
                    }

                    // since custom properties are automatically added only when a collider is added, we must enforce them to be parsed
                    ApplyCustomProperties(newPrefab, obj);

                    if (parent)
                        newPrefab.transform.parent = parent.transform;

                    if (setNameAsObjectName)
                        newPrefab.name = obj.Name;

                    if (addMapName)
                        newPrefab.name = string.Concat(map.MapName, "_", newPrefab.name);

                    obj.LinkedGameObject = newPrefab;

                    return newPrefab;
                }
                else
                {
                    Debug.LogError("Prefab doesn't exist at: Resources/" + baseResourcePath + prefabName);
                }
            }
            return null;
        }
开发者ID:GSP362DeVryNov2014,项目名称:TheTraveler-sr,代码行数:55,代码来源:MapExtensions.cs

示例5: Init

        public void Init(MapObject door)
        {
            if (door.HasProperty("name")) name = door.GetPropertyAsString("name");

            Out = Helper.TranslateDirection(door.GetPropertyAsString("out"));
            In = Helper.TranslateDirection(door.GetPropertyAsString("in"));

            ForceOut = door.HasProperty("force out") ? door.GetPropertyAsFloat("force out") : 1;
            ForceIn = door.HasProperty("force in") ? door.GetPropertyAsFloat("force in") : 1;

            GoTo = door.GetPropertyAsString("go to");
            Scene = door.GetPropertyAsString("scene");
        }
开发者ID:teamzeroth,项目名称:retroboy,代码行数:13,代码来源:Door.cs

示例6: GeneratePolylineCollider

        /// <summary>
        /// Generate a Polyline collider mesh
        /// </summary>
        /// <param name="obj">Object which properties will be used to generate this collider.</param>
        /// <param name="zDepth">Z Depth of the collider.</param>
        /// <param name="colliderWidth">Width of the collider.</param>
        /// <param name="innerCollision">If true, calculate normals facing the center of the collider (inside collisions), else, outside collisions.</param>
        /// <returns>Generated Game Object containing the Collider.</returns>
        public GameObject GeneratePolylineCollider(MapObject obj, float zDepth = 0, float colliderWidth = 1.0f, bool innerCollision = false)
        {
            GameObject polylineCollider = new GameObject(obj.Name);
            polylineCollider.transform.parent = this.Parent.transform;

            Mesh colliderMesh = new Mesh();
            MeshCollider mc = polylineCollider.AddComponent<MeshCollider>();

            List<Vector3> vertices = new List<Vector3>();
            List<int> triangles = new List<int>();

            Vector3 firstPoint = (Vector3)obj.Points[0];
            for(int i = 1; i < obj.Points.Count; i++)
            {
                Vector3 secondPoint = (Vector3)obj.Points[i];
                Vector3 firstFront = new Vector3(obj.Bounds.center.x + firstPoint.x, -obj.Bounds.center.y - firstPoint.y, zDepth - colliderWidth);
                Vector3 firstBack = new Vector3(obj.Bounds.center.x + firstPoint.x, -obj.Bounds.center.y - firstPoint.y, zDepth + colliderWidth);
                Vector3 secondFront = new Vector3(obj.Bounds.center.x + secondPoint.x, -obj.Bounds.center.y - secondPoint.y, zDepth - colliderWidth);
                Vector3 secondBack = new Vector3(obj.Bounds.center.x + secondPoint.x, -obj.Bounds.center.y - secondPoint.y, zDepth + colliderWidth);
                if (innerCollision)
                {
                    vertices.Add(firstBack); // 3
                    vertices.Add(firstFront); // 2
                    vertices.Add(secondBack); // 1
                    vertices.Add(secondFront); // 0
                }
                else
                {
                    vertices.Add(firstFront); // 3
                    vertices.Add(firstBack); // 2
                    vertices.Add(secondFront); // 1
                    vertices.Add(secondBack); // 2
                }

                triangles.Add((i - 1) * 4 + 3);
                triangles.Add((i - 1) * 4 + 2);
                triangles.Add((i - 1) * 4 + 0);

                triangles.Add((i - 1) * 4 + 0);
                triangles.Add((i - 1) * 4 + 1);
                triangles.Add((i - 1) * 4 + 3);

                firstPoint = secondPoint;
            }
            colliderMesh.vertices = vertices.ToArray();
            colliderMesh.triangles = triangles.ToArray();
            colliderMesh.RecalculateNormals();

            mc.sharedMesh = colliderMesh;

            polylineCollider.isStatic = true;
            polylineCollider.tag = "soundStopper";
            polylineCollider.layer = 8;

            Rigidbody _rigid = polylineCollider.AddComponent<Rigidbody>();
            _rigid.isKinematic = false;
            _rigid.useGravity = true;
            _rigid.constraints = RigidbodyConstraints.FreezeAll;
            _rigid.angularDrag = 0.000001f;
            _rigid.mass = 0.000001f;

            Environment _env = polylineCollider.AddComponent<Environment>();
            _env.typeImport = obj.GetPropertyAsString("env");

            return polylineCollider;
        }
开发者ID:Tavrox,项目名称:4E_Sinusoid,代码行数:74,代码来源:Map.cs

示例7: GeneratePebbleCollider

        /// <summary>
        /// Generate a Pebble collider mesh
        /// </summary>
        /// <param name="obj">Object which properties will be used to generate this collider.</param>
        /// <param name="zDepth">Z Depth of the collider.</param>
        /// <returns>Generated Game Object containing the Collider.</returns>
        public GameObject GeneratePebbleCollider(MapObject obj, float zDepth = 0, float colliderWidth = 30f)
        {
            GameObject boxCollider = new GameObject("PebbleCollider");
            BoxCollider bx = boxCollider.AddComponent<BoxCollider>();

            boxCollider.transform.parent = this.Parent.transform;
            //			bx.center = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, zDepth);
            //			bx.size = new Vector3(obj.Bounds.width, obj.Bounds.height, colliderWidth);

            boxCollider.transform.position = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, 0f);
            bx.center = new Vector3(0f,0f, zDepth);
            bx.size = new Vector3(obj.Bounds.width, obj.Bounds.height, colliderWidth);

            BoxCollider bx2 = boxCollider.AddComponent<BoxCollider>();
            bx2.center = new Vector3(0f,0f, zDepth);
            bx2.size = new Vector3(obj.Bounds.width, obj.Bounds.height, colliderWidth);
            bx2.isTrigger = true;

            boxCollider.isStatic = true;
            boxCollider.tag = "pebbleKiller";
            boxCollider.layer = 8;

            Rigidbody _rigid = boxCollider.AddComponent<Rigidbody>();
            _rigid.isKinematic = true;
            _rigid.useGravity = false;
            _rigid.constraints = RigidbodyConstraints.FreezeAll;

            Environment _env = boxCollider.AddComponent<Environment>();
            _env.typeImport = obj.GetPropertyAsString("env");

            return boxCollider;
        }
开发者ID:Tavrox,项目名称:4E_Sinusoid,代码行数:38,代码来源:Map.cs


注:本文中的X_UniTMX.MapObject.GetPropertyAsString方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。