本文整理匯總了C#中System.Objects.doDamage方法的典型用法代碼示例。如果您正苦於以下問題:C# Objects.doDamage方法的具體用法?C# Objects.doDamage怎麽用?C# Objects.doDamage使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類System.Objects
的用法示例。
在下文中一共展示了Objects.doDamage方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: checkTwoObjects
private void checkTwoObjects(Objects.StaticObject obj1, Objects.StaticObject obj2)
{
if (obj1 is Objects.Projectile || obj2 is Objects.Projectile)
{
if (obj1 is Objects.Projectile)
{
if (obj2.Equals(((Objects.Projectile)obj1).parent))
return;
obj1.doDamage(10000);
obj2.doDamage(((Objects.Projectile)obj1).damage);
if (obj2 is Objects.playerObject)
{
if (numPlayers.Equals(Players.two))
{
explosion.Play();
}
else
{
if (obj2.Team.Equals(Team.Red))
explosion.Play();
}
}
}
else
{
if (obj1.Equals(((Objects.Projectile)obj2).parent))
return;
obj2.doDamage(10000);
obj1.doDamage(((Objects.Projectile)obj2).damage);
if (obj1 is Objects.playerObject)
{
if (numPlayers.Equals(Players.two))
{
explosion.Play();
}
else
{
if (obj1.Team.Equals(Team.Red))
explosion.Play();
}
}
}
}
else
{
// add object collision settings
if (obj1 is Objects.DynamicObject && obj2 is Objects.DynamicObject)
{
Objects.DynamicObject d1 = obj1 as Objects.DynamicObject;
Objects.DynamicObject d2 = obj2 as Objects.DynamicObject;
d1.bumpVelocity += Vector3.Normalize(Matrix.CreateFromQuaternion(d2.rotation).Forward) * d2.Mass * d2.ShipMovementInfo.speed / d1.Mass * COLLISION_SPEED_PRESERVATION;
d2.bumpVelocity += Vector3.Normalize(Matrix.CreateFromQuaternion(d1.rotation).Forward) * d1.Mass * d1.ShipMovementInfo.speed / d2.Mass * COLLISION_SPEED_PRESERVATION;
}
else if (obj1 is Objects.DynamicObject)
{
Objects.DynamicObject d = obj1 as Objects.DynamicObject;
d.bumpVelocity += Vector3.Normalize(Matrix.CreateFromQuaternion(d.rotation).Backward) * d.ShipMovementInfo.speed * COLLISION_SPEED_PRESERVATION;
}
else if (obj2 is Objects.DynamicObject)
{
Objects.DynamicObject d = obj2 as Objects.DynamicObject;
d.bumpVelocity += Vector3.Normalize(Matrix.CreateFromQuaternion(d.rotation).Backward) * d.ShipMovementInfo.speed * COLLISION_SPEED_PRESERVATION;
}
obj1.ShipMovementInfo.speed = 0;
obj2.ShipMovementInfo.speed = 0;
}
}