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C# Rot4类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Rot4的典型用法代码示例。如果您正苦于以下问题:C# Rot4类的具体用法?C# Rot4怎么用?C# Rot4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。



Rot4类属于命名空间,在下文中一共展示了Rot4类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: DrawGhost

        public override void DrawGhost( ThingDef def, IntVec3 center, Rot4 rot )
        {
            var vecNorth = center + IntVec3.North.RotatedBy( rot );
            var vecSouth = center + IntVec3.South.RotatedBy( rot );
            if ( !vecNorth.InBounds() || !vecSouth.InBounds() )
            {
                return;
            }

            GenDraw.DrawFieldEdges( new List< IntVec3 >
            {
                vecNorth
            }, new Color( 1f, 0.7f, 0f, 0.5f ) );
            GenDraw.DrawFieldEdges( new List< IntVec3 >
            {
                vecSouth
            }, Color.white );

            var controlledRoom = vecNorth.GetRoom();
            var otherRoom = vecSouth.GetRoom();

            if ( controlledRoom == null || otherRoom == null )
            {
                return;
            }

            if ( !controlledRoom.UsesOutdoorTemperature )
            {
                GenDraw.DrawFieldEdges( controlledRoom.Cells.ToList(), new Color( 1f, 0.7f, 0f, 0.5f ) );
            }
        }
开发者ID:ForsakenShell,项目名称:RimWorld-RedistHeat,代码行数:31,代码来源:PlaceWorker_ActiveVent.cs


示例2: AllowsPlacing

        public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot)
        {
            bool flag = false;
            List<Thing> list = Find.ThingGrid.ThingsListAt(loc);
            if (list.Count > 0)
            {
                foreach (Thing current in list)
                {
                    if (current.def.category == ThingCategory.Building)
                    {
                        if (current.def.holdsRoof && current.def.coversFloor && current.def.altitudeLayer == AltitudeLayer.BuildingTall && current.def.passability == Traversability.Impassable)
                        {

                            flag = true;
                            break;
                        }
                    }
                }
            }
            else
            {
                flag = false;
            }
            AcceptanceReport result;
            if (flag)
            {
                result = true;
            }
            else
            {
                result = "Need to be placed on a colony wall";
            }
            return result;
        }
开发者ID:isistoy,项目名称:DevLib,代码行数:34,代码来源:PlaceWorker_OnWall.cs


示例3: GenerateSmallRoomWeaponRoom

        public static void GenerateSmallRoomWeaponRoom(IntVec3 areaSouthWestOrigin, int zoneAbs, int zoneOrd, Rot4 rotation, ref OG_OutpostData outpostData)
        {
            IntVec3 origin = Zone.GetZoneOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd);
            IntVec3 rotatedOrigin = Zone.GetZoneRotatedOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd, rotation);

            OG_Common.GenerateEmptyRoomAt(rotatedOrigin + new IntVec3(smallRoomWallOffset, 0, smallRoomWallOffset).RotatedBy(rotation), Genstep_GenerateOutpost.zoneSideSize - 2 * smallRoomWallOffset, Genstep_GenerateOutpost.zoneSideSize - 2 * smallRoomWallOffset, rotation, TerrainDefOf.Concrete, TerrainDef.Named("MetalTile"), ref outpostData);

            // Spawn weapon racks, weapons and lamps.
            Building_Storage rack = OG_Common.TrySpawnThingAt(ThingDefOf.EquipmentRack, ThingDefOf.Steel, rotatedOrigin + new IntVec3(smallRoomWallOffset + 1, 0, smallRoomWallOffset + 1).RotatedBy(rotation), true, new Rot4(Rot4.North.AsInt + rotation.AsInt), ref outpostData)as Building_Storage;
            TrySpawnWeaponOnRack(rack);
            rack.GetStoreSettings().filter.SetAllow(ThingCategoryDef.Named("WeaponsMelee"), false);
            rack.GetStoreSettings().Priority = StoragePriority.Critical;
            rack = OG_Common.TrySpawnThingAt(ThingDefOf.EquipmentRack, ThingDefOf.Steel, rotatedOrigin + new IntVec3(smallRoomWallOffset + 4, 0, smallRoomWallOffset + 1).RotatedBy(rotation), true, new Rot4(Rot4.North.AsInt + rotation.AsInt), ref outpostData) as Building_Storage;
            TrySpawnWeaponOnRack(rack);
            rack.GetStoreSettings().filter.SetAllow(ThingCategoryDef.Named("WeaponsMelee"), false);
            rack.GetStoreSettings().Priority = StoragePriority.Critical;
            rack = OG_Common.TrySpawnThingAt(ThingDefOf.EquipmentRack, ThingDefOf.Steel, rotatedOrigin + new IntVec3(smallRoomWallOffset + 2, 0, smallRoomWallOffset + 5).RotatedBy(rotation), true, new Rot4(Rot4.South.AsInt + rotation.AsInt), ref outpostData) as Building_Storage;
            TrySpawnWeaponOnRack(rack);
            rack.GetStoreSettings().filter.SetAllow(ThingCategoryDef.Named("WeaponsMelee"), false);
            rack.GetStoreSettings().Priority = StoragePriority.Critical;
            rack = OG_Common.TrySpawnThingAt(ThingDefOf.EquipmentRack, ThingDefOf.Steel, rotatedOrigin + new IntVec3(smallRoomWallOffset + 5, 0, smallRoomWallOffset + 5).RotatedBy(rotation), true, new Rot4(Rot4.South.AsInt + rotation.AsInt), ref outpostData) as Building_Storage;
            TrySpawnWeaponOnRack(rack);
            rack.GetStoreSettings().filter.SetAllow(ThingCategoryDef.Named("WeaponsMelee"), false);
            rack.GetStoreSettings().Priority = StoragePriority.Critical;
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(smallRoomWallOffset + 1, 0, smallRoomWallOffset + 3).RotatedBy(rotation), Color.white, ref outpostData);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(smallRoomWallOffset + 5, 0, smallRoomWallOffset + 3).RotatedBy(rotation), Color.white, ref outpostData);
            // Spawn vertical alley and door.
            for (int zOffset = smallRoomWallOffset; zOffset <= Genstep_GenerateOutpost.zoneSideSize - smallRoomWallOffset; zOffset++)
            {
                Find.TerrainGrid.SetTerrain(rotatedOrigin + new IntVec3(Genstep_GenerateOutpost.zoneSideCenterOffset, 0, zOffset).RotatedBy(rotation), TerrainDef.Named("PavedTile"));
            }
            OG_Common.SpawnDoorAt(rotatedOrigin + new IntVec3(Genstep_GenerateOutpost.zoneSideCenterOffset, 0, Genstep_GenerateOutpost.zoneSideSize - smallRoomWallOffset - 1).RotatedBy(rotation), ref outpostData);
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:33,代码来源:OG_ZoneSmallRoom.cs


示例4: GetRandomFreeCardinalZoneAdjacentTo

 public static bool GetRandomFreeCardinalZoneAdjacentTo(int zoneAbs, int zoneOrd, out Rot4 cardinal, ZoneProperties[,] zoneMap, int horizontalZonesNumber, int verticalZonesNumber)
 {
     // Get the free zones.
     List<Rot4> cardinalList = new List<Rot4>();
     for (int cardinalAsInt = 0; cardinalAsInt < 4; cardinalAsInt++)
     {
         int testedZoneAbs = 0;
         int testedZoneOrd = 0;
         Rot4 testedCardinal = new Rot4(cardinalAsInt);
         Zone.GetAdjacentZone(zoneAbs, zoneOrd, testedCardinal, out testedZoneAbs, out testedZoneOrd);
         if (ZoneIsInArea(testedZoneAbs, testedZoneOrd, horizontalZonesNumber, verticalZonesNumber))
         {
             if (zoneMap[testedZoneOrd, testedZoneAbs].zoneType == ZoneType.NotYetGenerated)
             {
                 cardinalList.Add(testedCardinal);
             }
         }
     }
     if (cardinalList.Count == 0)
     {
         cardinal = Rot4.North;
         return false;
     }
     else
     {
         cardinal = cardinalList.RandomElement<Rot4>();
         return true;
     }
 }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:29,代码来源:Zone.cs


示例5: AllowsPlacing

        public override AcceptanceReport AllowsPlacing( BuildableDef checkingDef, IntVec3 loc, Rot4 rot )
        {
            ThingDef def = checkingDef as ThingDef;

            var Restrictions = def.GetCompProperties( typeof( RestrictedPlacement_Comp ) ) as RestrictedPlacement_Properties;
            if( Restrictions == null ){
                Log.Error( "Could not get restrictions!" );
                return (AcceptanceReport)false;
            }

            // Override steam-geyser restriction
            if( ( Restrictions.RestrictedThing.FindIndex( r => r == ThingDefOf.SteamGeyser ) >= 0 )&&
                ( ThingDefOf.GeothermalGenerator != ( checkingDef as ThingDef ) ) ){
                var newGeo = checkingDef as ThingDef;
                ThingDefOf.GeothermalGenerator = newGeo;
            }

            foreach( Thing t in loc.GetThingList() ){
                if( ( Restrictions.RestrictedThing.Find( r => r == t.def ) != null )&&
                    ( t.Position == loc ) )
                    return (AcceptanceReport)true;
            }

            return "MessagePlacementNotHere".Translate();
        }
开发者ID:DAOWAce,项目名称:CommunityCoreLibrary,代码行数:25,代码来源:PlaceWorker_OnlyOnThing.cs


示例6: DrawGhost

 public override void DrawGhost(ThingDef def, IntVec3 center, Rot4 rot)
 {
     GenDraw.DrawFieldEdges(
         FindUtil.SquareAreaAround(center, Mathf.RoundToInt(def.specialDisplayRadius))
             .Where(cell => cell.Walkable() && cell.InBounds())
             .ToList());
 }
开发者ID:RWA-Team,项目名称:RimworldAscension,代码行数:7,代码来源:PlaceWorker_TradeCenterArea.cs


示例7: GenerateMediumRoomPrison

        public static void GenerateMediumRoomPrison(IntVec3 areaSouthWestOrigin, int zoneAbs, int zoneOrd, Rot4 rotation, ref OG_OutpostData outpostData)
        {
            IntVec3 origin = Zone.GetZoneOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd);
            IntVec3 rotatedOrigin = Zone.GetZoneRotatedOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd, rotation);

            OG_Common.GenerateEmptyRoomAt(rotatedOrigin + new IntVec3(0, 0, 1).RotatedBy(rotation), 5, 9, rotation, TerrainDefOf.Concrete, null, ref outpostData);
            OG_Common.GenerateEmptyRoomAt(rotatedOrigin + new IntVec3(4, 0, 1).RotatedBy(rotation), 3, 9, rotation, TerrainDefOf.Concrete, null, ref outpostData);
            OG_Common.GenerateEmptyRoomAt(rotatedOrigin + new IntVec3(6, 0, 1).RotatedBy(rotation), 5, 9, rotation, TerrainDefOf.Concrete, null, ref outpostData);

            // Spawn prisoner beds.
            OG_Common.TrySpawnThingAt(ThingDef.Named("Bed"), ThingDefOf.Steel, rotatedOrigin + new IntVec3(1, 0, 8).RotatedBy(rotation), true, new Rot4(Rot4.South.AsInt + rotation.AsInt), ref outpostData);
            OG_Common.TrySpawnThingAt(ThingDef.Named("Stool"), ThingDefOf.Steel, rotatedOrigin + new IntVec3(2, 0, 8).RotatedBy(rotation), true, new Rot4(Rot4.South.AsInt + rotation.AsInt), ref outpostData);
            OG_Common.TrySpawnThingAt(ThingDef.Named("Bed"), ThingDefOf.Steel, rotatedOrigin + new IntVec3(3, 0, 8).RotatedBy(rotation), true, new Rot4(Rot4.South.AsInt + rotation.AsInt), ref outpostData);
            OG_Common.TrySpawnThingAt(ThingDef.Named("Bed"), ThingDefOf.Steel, rotatedOrigin + new IntVec3(7, 0, 2).RotatedBy(rotation), true, new Rot4(Rot4.North.AsInt + rotation.AsInt), ref outpostData);
            OG_Common.TrySpawnThingAt(ThingDef.Named("Stool"), ThingDefOf.Steel, rotatedOrigin + new IntVec3(8, 0, 2).RotatedBy(rotation), true, new Rot4(Rot4.North.AsInt + rotation.AsInt), ref outpostData);
            OG_Common.TrySpawnThingAt(ThingDef.Named("Bed"), ThingDefOf.Steel, rotatedOrigin + new IntVec3(9, 0, 2).RotatedBy(rotation), true, new Rot4(Rot4.North.AsInt + rotation.AsInt), ref outpostData);

            // Spawn lamps, heaters and coolers.
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(3, 0, 2).RotatedBy(rotation), Color.white, ref outpostData);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(7, 0, 8).RotatedBy(rotation), Color.white, ref outpostData);
            OG_Common.TrySpawnHeaterAt(rotatedOrigin + new IntVec3(1, 0, 2).RotatedBy(rotation), ref outpostData);
            OG_Common.TrySpawnHeaterAt(rotatedOrigin + new IntVec3(9, 0, 8).RotatedBy(rotation), ref outpostData);
            OG_Common.SpawnCoolerAt(rotatedOrigin + new IntVec3(0, 0, 2).RotatedBy(rotation), new Rot4(Rot4.West.AsInt + rotation.AsInt), ref outpostData);
            OG_Common.SpawnCoolerAt(rotatedOrigin + new IntVec3(10, 0, 8).RotatedBy(rotation), new Rot4(Rot4.East.AsInt + rotation.AsInt), ref outpostData);

            // Spawn vertical alley and door.
            for (int zOffset = 0; zOffset <= 10; zOffset++)
            {
                Find.TerrainGrid.SetTerrain(rotatedOrigin + new IntVec3(5, 0, zOffset).RotatedBy(rotation), TerrainDef.Named("PavedTile"));
            }
            OG_Common.SpawnDoorAt(rotatedOrigin + new IntVec3(4, 0, 3).RotatedBy(rotation), ref outpostData);
            OG_Common.SpawnDoorAt(rotatedOrigin + new IntVec3(6, 0, 7).RotatedBy(rotation), ref outpostData);
            OG_Common.SpawnDoorAt(rotatedOrigin + new IntVec3(5, 0, 1).RotatedBy(rotation), ref outpostData);
            OG_Common.SpawnDoorAt(rotatedOrigin + new IntVec3(5, 0, 9).RotatedBy(rotation), ref outpostData);
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:35,代码来源:OG_ZoneMediumRoom.cs


示例8: GetAdjacentZone

 public static void GetAdjacentZone(int zoneAbs, int zoneOrd, Rot4 direction, out int adjacentZoneAbs, out int adjacentZoneOrd)
 {
     adjacentZoneAbs = 0;
     adjacentZoneOrd = 0;
     if (direction == Rot4.North)
     {
         adjacentZoneAbs = zoneAbs;
         adjacentZoneOrd = zoneOrd + 1;
     }
     else if (direction == Rot4.East)
     {
         adjacentZoneAbs = zoneAbs + 1;
         adjacentZoneOrd = zoneOrd;
     }
     else if (direction == Rot4.South)
     {
         adjacentZoneAbs = zoneAbs;
         adjacentZoneOrd = zoneOrd - 1;
     }
     else if (direction == Rot4.West)
     {
         adjacentZoneAbs = zoneAbs - 1;
         adjacentZoneOrd = zoneOrd;
     }
 }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:25,代码来源:Zone.cs


示例9: AllowsPlacing

        public override AcceptanceReport  AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot)
        {
            string reason = "";
            bool canBePlacedHere = Building_LaserFencePylon.CanPlaceNewPylonHere(loc, out reason);
            if (canBePlacedHere == false)
            {
                return new AcceptanceReport(reason);
            }
            
            // Display potential placing positions.
            foreach (Thing pylon in Find.ListerThings.ThingsOfDef(ThingDef.Named("LaserFencePylon").blueprintDef))
            {
                if (pylon.Position.InHorDistOf(loc, 6f))
                {
                    Building_LaserFencePylon.DrawPotentialPlacePositions(pylon.Position);
                }
            }
            foreach (Thing pylon in Find.ListerThings.ThingsOfDef(ThingDef.Named("LaserFencePylon").frameDef))
            {
                if (pylon.Position.InHorDistOf(loc, 6f))
                {
                    Building_LaserFencePylon.DrawPotentialPlacePositions(pylon.Position);
                }
            }
            foreach (Thing pylon in Find.ListerThings.ThingsOfDef(ThingDef.Named("LaserFencePylon")))
            {
                if (pylon.Position.InHorDistOf(loc, 6f))
                {
                    Building_LaserFencePylon.DrawPotentialPlacePositions(pylon.Position);
                }
            }

            return true;
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:34,代码来源:PlaceWorker_LaserFencePylon.cs


示例10: AllowsPlacing

        /// <summary>
        /// Checks if a new force field generator can be built at this location.
        /// - must not be too near from another force field generator (or it would perturb other fields).
        /// </summary>
        public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot)
        {
            // Check if another force field generator is not too close.
            List<Thing> forceFieldGeneratorList = new List<Thing>();
            IEnumerable<Thing> list = Find.ListerThings.ThingsOfDef(ThingDef.Named("ForceFieldGenerator"));
            foreach (Thing generator in list)
            {
                forceFieldGeneratorList.Add(generator);
            }
            list = Find.ListerThings.ThingsOfDef(ThingDef.Named("ForceFieldGenerator").blueprintDef);
            foreach (Thing generator in list)
            {
                forceFieldGeneratorList.Add(generator);
            }
            list = Find.ListerThings.ThingsOfDef(ThingDef.Named("ForceFieldGenerator").frameDef);
            foreach (Thing generator in list)
            {
                forceFieldGeneratorList.Add(generator);
            }

            foreach (Thing generator in forceFieldGeneratorList)
            {
                if (generator.Position.InHorDistOf(loc, minDistanceBetweenTwoForceFieldGenerators))
                {
                    return new AcceptanceReport("An other force field generator is too close (would generate perturbations).");
                }
            }

            // Display effect zone.
            List<IntVec3> coveredCells = Building_ForceFieldGenerator.GetCoveredCells(loc, rot);
            GenDraw.DrawFieldEdges(coveredCells);

            return true;
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:38,代码来源:PlaceWorker_ForceFieldGenerator.cs


示例11: AllowsPlacing

 public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot, Thing thingToIgnore = null)
 {
     IEnumerable<IntVec3> cells = GenAdj.CellsAdjacent8Way(loc, rot, checkingDef.Size).Union<IntVec3>(GenAdj.CellsOccupiedBy(loc, rot, checkingDef.Size));
     foreach (IntVec3 cell in cells)
     {
         List<Thing> things = Map.thingGrid.ThingsListAt(cell);
         foreach (Thing thing in things)
         {
             if (thing.TryGetComp<CompRTQuantumStockpile>() != null
                 || thing.TryGetComp<CompRTQuantumChunkSilo>() != null)
             {
                 return "PlaceWorker_RTNoQSOverlap".Translate();
             }
             else if (thing.def.entityDefToBuild != null)
             {
                 ThingDef thingDef = thing.def.entityDefToBuild as ThingDef;
                 if (null != thingDef &&
                     null != thingDef.comps &&
                     null != thingDef.comps.Find(x => typeof(CompRTQuantumStockpile) == x.compClass))
                 {
                     return "PlaceWorker_RTNoQSOverlap".Translate();
                 }
             }
         }
     }
     return true;
 }
开发者ID:Ratysz,项目名称:RT_QuantumStorage,代码行数:27,代码来源:PlaceWorker_RTNoQSOverlap.cs


示例12: AllowsPlacing

        /// <summary>
        /// Display the scan range of built mobile mineral sonar and the max scan range at the tested position.
        /// Allow placement nearly anywhere.
        /// </summary>
        public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot)
        {
            IEnumerable<Building> mobileMineralSonarList = Find.ListerBuildings.AllBuildingsColonistOfDef(ThingDef.Named("MobileMineralSonar"));

            if (mobileMineralSonarList != null)
            {
                foreach (Building mobileMineralSonar in mobileMineralSonarList)
                {
                    (mobileMineralSonar as Building_MobileMineralSonar).DrawMaxScanRange();
                }
            }

            ResearchProjectDef mmsResearch = ResearchProjectDef.Named("ResearchMobileMineralSonarEnhancedScan");
            if (Find.ResearchManager.GetProgress(mmsResearch) >= mmsResearch.CostApparent)
            {
                Material scanRange30 = MaterialPool.MatFrom("Effects/ScanRange30");
                Vector3 scanRangeScale30 = new Vector3(60f, 1f, 60f);
                Matrix4x4 scanRangeMatrix30 = default(Matrix4x4);
                // The 10f offset on Y axis is mandatory to be over the fog of war.
                scanRangeMatrix30.SetTRS(loc.ToVector3Shifted() + new Vector3(0f, 10f, 0f) + Altitudes.AltIncVect, (0f).ToQuat(), scanRangeScale30);
                Graphics.DrawMesh(MeshPool.plane10, scanRangeMatrix30, scanRange30, 0);
            }
            else
            {
                Material scanRange50 = MaterialPool.MatFrom("Effects/ScanRange50");
                Vector3 scanRangeScale50 = new Vector3(100f, 1f, 100f);
                Matrix4x4 scanRangeMatrix50 = default(Matrix4x4);
                // The 10f offset on Y axis is mandatory to be over the fog of war.
                scanRangeMatrix50.SetTRS(loc.ToVector3Shifted() + new Vector3(0f, 10f, 0f) + Altitudes.AltIncVect, (0f).ToQuat(), scanRangeScale50);
                Graphics.DrawMesh(MeshPool.plane10, scanRangeMatrix50, scanRange50, 0);
            }

            return true;
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:38,代码来源:PlaceWorker_MobileMineralSonar.cs


示例13: DrawGhost

 /// <summary>
 /// Draws a target highlight on all connectable Hoppers around target
 /// </summary>
 /// <param name="def"></param>
 /// <param name="center"></param>
 /// <param name="rot"></param>
 public override void DrawGhost( ThingDef def, IntVec3 center, Rot4 rot )
 {
     List<CompHopper> hoppers = CompHopperUser.FindHoppers( center, rot, def.Size );
     foreach( var hopper in hoppers )
     {
         GenDraw.DrawTargetHighlight( hopper.parent );
     }
 }
开发者ID:Kiggerbare,项目名称:CommunityCoreLibrary,代码行数:14,代码来源:PlaceWorker_HopperMagnifier.cs


示例14: AllowsPlacing

 public override AcceptanceReport AllowsPlacing( BuildableDef checkingDef, IntVec3 loc, Rot4 rot )
 {
     if( CompHopper.FindHopperUser( loc + rot.FacingCell ) != null )
     {
         return ( AcceptanceReport )true;
     }
     return ( AcceptanceReport )( "Must connect to a building that needs a hopper." );
 }
开发者ID:isistoy,项目名称:Es-Small-Mods,代码行数:8,代码来源:PlaceWorker_ConnectedToHopperAccepter.cs


示例15: DrawGhost

 /// <summary>
 /// Draws a target highlight on Hopper user
 /// </summary>
 /// <param name="def"></param>
 /// <param name="center"></param>
 /// <param name="rot"></param>
 public override void DrawGhost(ThingDef def, IntVec3 center, Rot4 rot)
 {
     Thing hopperUser = CompHopper.FindHopperUser( center + rot.FacingCell );
     if ( (hopperUser != null) && !hopperUser.OccupiedRect().Cells.Contains( center ) )
     {
         GenDraw.DrawTargetHighlight( hopperUser );
     }
 }
开发者ID:isistoy,项目名称:Es-Small-Mods,代码行数:14,代码来源:PlaceWorker_HopperUserMagnifier.cs


示例16: AllowsPlacing

 public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot)
 {
     Fissure thing = (Fissure)Find.ThingGrid.ThingAt(loc, ThingDef.Named("MD2Fissure"));
     if (thing != null && thing.Position == loc)
         return true;
     else
         return "OnFissureReportString".Translate();
 }
开发者ID:ProfoundDarkness,项目名称:MD2-Source,代码行数:8,代码来源:PlacementRestrictor_OnFissure.cs


示例17: BeltUndergroundComponent

 public BeltUndergroundComponent()
 {
     _processLevel = Level.Underground;
     _inputLevel = Level.Underground;
     _outputLevel = Level.Underground;
     inputDirection = Rot4.Invalid;
     outputDirection = Rot4.Invalid;
 }
开发者ID:686d7066,项目名称:RW_A2B,代码行数:8,代码来源:BeltUndergroundComponent.cs


示例18: AllowsPlacing

        /// <summary>
        /// Check if a new fishing pier can be built at this location.
        /// - the fishing pier bank cell must be on a bank.
        /// - the rest of the fishing pier and the fishing spot must be on water.
        /// - must not be too near from another fishing pier.
        /// </summary>
        public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot)
        {
            // Check fishing pier bank cell is on a "solid" terrain.
            if (IsAquaticTerrain(loc))
            {
                return new AcceptanceReport("Fishing pier must touch a bank.");
            }
            // Check fishing pier middle and river cells are on water.
            if ((IsAquaticTerrain(loc + new IntVec3(0, 0, 1).RotatedBy(rot)) == false)
                || (IsAquaticTerrain(loc + new IntVec3(0, 0, 2).RotatedBy(rot)) == false))
            {
                return new AcceptanceReport("Fishing pier must be placed on water.");
            }
            // Check fishing zone is on water.
            for (int xOffset = -1; xOffset <= 1; xOffset++)
            {
                for (int yOffset = 3; yOffset <= 5; yOffset++)
                {
                    if (IsAquaticTerrain(loc + new IntVec3(xOffset, 0, yOffset).RotatedBy(rot)) == false)
                    {
                        return new AcceptanceReport("Fishing zone must be placed on water.");
                    }
                }
            }

            // Check if another fishing pier is not too close (mind the test on "fishing pier" def and "fishing pier spawner" blueprint and frame defs.
            List<Thing> fishingPierList = Find.ListerThings.ThingsOfDef(Util_FishIndustry.FishingPierDef);
            List<Thing> fishingPierSpawnerBlueprintList = Find.ListerThings.ThingsOfDef(Util_FishIndustry.FishingPierSpawnerDef.blueprintDef);
            List<Thing> fishingPierSpawnerFrameList = Find.ListerThings.ThingsOfDef(Util_FishIndustry.FishingPierSpawnerDef.frameDef);

            if (fishingPierList != null)
            {
                IEnumerable<Thing> fishingPierInTheArea = fishingPierList.Where(building => loc.InHorDistOf(building.Position, minDistanceBetweenTwoFishingPiers));
                if (fishingPierInTheArea.Count() > 0)
                {
                    return new AcceptanceReport("An other fishing pier is too close.");
                }
            }
            if (fishingPierSpawnerBlueprintList != null)
            {
                IEnumerable<Thing> fishingPierBlueprintInTheArea = fishingPierSpawnerBlueprintList.Where(building => loc.InHorDistOf(building.Position, minDistanceBetweenTwoFishingPiers));
                if (fishingPierBlueprintInTheArea.Count() > 0)
                {
                    return new AcceptanceReport("An other fishing pier blueprint is too close.");
                }
            }
            if (fishingPierSpawnerFrameList != null)
            {
                IEnumerable<Thing> fishingPierFrameInTheArea = fishingPierSpawnerFrameList.Where(building => loc.InHorDistOf(building.Position, minDistanceBetweenTwoFishingPiers));
                if (fishingPierFrameInTheArea.Count() > 0)
                {
                    return new AcceptanceReport("An other fishing pier frame is too close.");
                }
            }

            return true;
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:63,代码来源:PlaceWorker_FishingPierSpawner.cs


示例19: AllowsPlacing

 public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot)
 {
     var room = loc.GetRoom();
     if( room.ContainedBeds.Any( bed => !bed.ForPrisoners ) )
     {
         return (AcceptanceReport) Data.Strings.NoColonistBeds.Translate();
     }
     return (AcceptanceReport) true;
 }
开发者ID:ForsakenShell,项目名称:Es-Small-Mods,代码行数:9,代码来源:PlaceWorker_PrisonMarker.cs


示例20: AllowsPlacing

 public override AcceptanceReport AllowsPlacing( BuildableDef def, IntVec3 center, Rot4 rot )
 {
     var things = Find.Map.thingGrid.ThingsListAt( center );
     if ( things.Exists( s => s is IWallAttachable ) )
     {
         return ResourceBank.WallAlreadyOccupied;
     }
     return true;
 }
开发者ID:ForsakenShell,项目名称:RimWorld-RedistHeat,代码行数:9,代码来源:PlaceWorker_WallChecker.cs



注:本文中的Rot4类示例整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C# RotateFlipType类代码示例发布时间:2022-05-24
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C# Rot类代码示例发布时间:2022-05-24
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