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C# MyShootActionEnum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MyShootActionEnum的典型用法代码示例。如果您正苦于以下问题:C# MyShootActionEnum类的具体用法?C# MyShootActionEnum怎么用?C# MyShootActionEnum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。



MyShootActionEnum类属于命名空间,在下文中一共展示了MyShootActionEnum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: Shoot

        public override void Shoot(MyShootActionEnum action, Vector3 direction, string gunAction)
        {
            if (MySession.Static.CreativeMode)
                return;

            base.Shoot(action, direction, gunAction);

            if (action == MyShootActionEnum.PrimaryAction && !m_firstShot)
            {
                if ((MySandboxGame.TotalGamePlayTimeInMilliseconds - m_lastKeyPress) >= 500)
                {
                    //MyRenderProxy.DebugDrawText2D(new Vector2(50.0f, 50.0f), "Holding cube placer", Color.Red, 1.0f);
                    // CH:TODO: This should probably be done only locally
                    var block = GetTargetBlock();
                    if (block != null)
                    {
                        MyDefinitionId welderDefinition = new MyDefinitionId(typeof(MyObjectBuilder_Welder));
                        if (Owner.CanSwitchToWeapon(welderDefinition))
                        {
                            Owner.SetupAutoswitch(new MyDefinitionId(typeof(MyObjectBuilder_Welder)), new MyDefinitionId(typeof(MyObjectBuilder_CubePlacer)));
                        }
                    }
                }
            }
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:25,代码来源:MyCubePlacer.cs


示例2: Shoot

        public override void Shoot(MyShootActionEnum action, Vector3 direction)
        {
            if (action != MyShootActionEnum.PrimaryAction)
                return;

            m_barrel.StartShooting();
        }
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:7,代码来源:MyLargeMissileTurret.cs


示例3: Shoot

        public override void Shoot(MyShootActionEnum action, Vector3 direction, string gunAction)
        {
            if (action != MyShootActionEnum.PrimaryAction)
                return;

            m_gunBase.Shoot(Parent.Physics.LinearVelocity);
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:7,代码来源:MyLargeGatlingTurret.cs


示例4: Shoot

     public override void Shoot(MyShootActionEnum action, Vector3 direction)
     {
         if (action != MyShootActionEnum.PrimaryAction)
             return;
 
         m_gunBase.Shoot(Vector3.Zero);
     }
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:7,代码来源:MyLargeGatlingTurret.cs


示例5: CanShoot

        public override bool CanShoot(MyShootActionEnum action, long shooter, out MyGunStatusEnum status)
        {
            bool retval = base.CanShoot(action, shooter, out status);

            // No need for cooldown for the first shot
            if (status == MyGunStatusEnum.Cooldown && action == MyShootActionEnum.PrimaryAction && m_firstShot == true)
            {
                status = MyGunStatusEnum.OK;
                retval = true;
            }

            return retval;
        }
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:13,代码来源:MyBlockPlacerBase.cs


示例6: Shoot

        public override void Shoot(MyShootActionEnum action, Vector3 direction, Vector3D? overrideWeaponPos, string gunAction)
        {
            //small reloadable launcher have cooldown 
            if ((BurstFireRate == m_numRocketsShot) && (MySandboxGame.TotalGamePlayTimeInMilliseconds < m_nextShootTime))
            {
                return;
            }
            if (BurstFireRate == m_numRocketsShot)
            {
                m_numRocketsShot = 0;
            }
            m_numRocketsShot++;

            base.Shoot(action, direction, overrideWeaponPos, gunAction);
        }
开发者ID:Chrus,项目名称:SpaceEngineers,代码行数:15,代码来源:MySmallMissileLauncherReload.cs


示例7: Shoot

        public override void Shoot(MyShootActionEnum action, Vector3 direction, string gunAction)
        {
            if (MySession.Static.CreativeMode)
                return;

            m_closeAfterBuild = false;

            base.Shoot(action, direction, gunAction);
            ShakeAmount = 0.0f;

            if (action == MyShootActionEnum.PrimaryAction && m_firstShot)
            {
                m_firstShot = false;

                m_lastKeyPress = MySandboxGame.TotalGamePlayTimeInMilliseconds;

                var definition = MyCubeBuilder.Static.HudBlockDefinition;
                if (definition == null)
                {
                    return;
                }

                if (!Owner.ControllerInfo.IsLocallyControlled())
                {
                    var val = Owner.IsUsing as MyCockpit;
                    if (val != null && !val.ControllerInfo.IsLocallyControlled())
                        return;
                }

                // Must have first component to start building
                if (MyCubeBuilder.Static.CanStartConstruction(Owner))
                {
                    bool placingGrid = MyCubeBuilder.Static.ShipCreationClipboard.IsActive;
                    m_closeAfterBuild = MyCubeBuilder.Static.AddConstruction(Owner) && placingGrid;
                    return;
                }
                else
                {
                    if (!MySession.Static.Battle && MySession.Static.IsAdminModeEnabled==false)
                        OnMissingComponents(definition);
                }
            }
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:43,代码来源:MyBlockPlacerBase.cs


示例8: Shoot

        public override void Shoot(MyShootActionEnum action, Vector3 direction)
        {
            if (MySession.Static.CreativeMode)
                return;

            m_closeAfterBuild = false;

            base.Shoot(action, direction);
            ShakeAmount = 0.0f;

            if (action == MyShootActionEnum.PrimaryAction && m_firstShot)
            {
                m_firstShot = false;

                m_lastKeyPress = MySandboxGame.TotalGamePlayTimeInMilliseconds;

                var definition = MyCubeBuilder.Static.HudBlockDefinition;
                if (definition == null)
                {
                    return;
                }

                MyCharacter character = CharacterInventory.Owner as MyCharacter;
                Debug.Assert(character != null, "Character inventory was not owned by a character");

                if (character.ControllerInfo.IsRemotelyControlled())
                    return;

                // Must have first component to start building
                if (MyCubeBuilder.Static.CanStartConstruction(character))
                {
                    bool placingGrid = MyCubeBuilder.Static.ShipCreationClipboard.IsActive;
                    m_closeAfterBuild = MyCubeBuilder.Static.AddConstruction(character) && placingGrid;
                    return;
                }
                else
                {
                    if (!MySession.Static.Battle)
                        OnMissingComponents(definition);
                }
            }
        }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:42,代码来源:MyBlockPlacerBase.cs


示例9: Shoot

        override public void Shoot(MyShootActionEnum action, Vector3 direction, string gunAction)
        {
            //small reloadable launcher have cooldown 
            if ((NUM_ROCKETS_TO_COOLDOWN == m_numRocketsShot) && (COOLDOWN_TIME_MILISECONDS > MySandboxGame.TotalGamePlayTimeInMilliseconds - m_lastTimeShoot))
            {
                return;
            }
            if (NUM_ROCKETS_TO_COOLDOWN == m_numRocketsShot)
            {
                m_numRocketsShot = 0;
            }
            m_numRocketsShot++;

            base.Shoot(action, direction, gunAction);

            if (m_numRocketsShot == NUM_ROCKETS_TO_COOLDOWN)
            {
                MyHud.Notifications.Add(MISSILE_RELOAD_NOTIFICATION);
            }
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:20,代码来源:MySmallMissileLauncherReload.cs


示例10: ShootBeginCallback

 void ShootBeginCallback(Vector3 direction, MyShootActionEnum action)
 {
     bool wouldCallStartTwice = Sync.IsServer && MyEventContext.Current.IsLocallyInvoked;
     if (!wouldCallStartTwice)
     {
         StartShooting(direction, action);
     }
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:8,代码来源:MyCharacter.cs


示例11: BeginShootSync

        public void BeginShootSync(Vector3 direction, MyShootActionEnum action = MyShootActionEnum.PrimaryAction)
        {
            StartShooting(direction, action);

            MyMultiplayer.RaiseEvent(this, x => x.ShootBeginCallback, direction, action);

            if (MyFakes.SIMULATE_QUICK_TRIGGER)
                EndShootInternal(action);
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:9,代码来源:MyCharacter.cs


示例12: StartShooting

 private void StartShooting(Vector3 direction, MyShootActionEnum action)
 {
     ShootDirection = direction;
     m_isShooting[(int)action] = true;
     OnBeginShoot(action);
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:6,代码来源:MyCharacter.cs


示例13: IsShooting

 public bool IsShooting(MyShootActionEnum action)
 {
     return m_isShooting[(int)action];
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:4,代码来源:MyCharacter.cs


示例14: OnEndShoot

        public void OnEndShoot(MyShootActionEnum action)
        {
            if (m_currentMovementState != MyCharacterMovementEnum.Died && m_currentWeapon != null)
            {
                m_currentWeapon.EndShoot(action);

                // CH:TODO: End on which shoot? Primary or secondary?
                if (m_endShootAutoswitch != null)
                {
                    SwitchToWeapon(m_endShootAutoswitch);
                    m_endShootAutoswitch = null;
                }
            }
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:14,代码来源:MyCharacter.cs


示例15: BeginShoot

        public void BeginShoot(MyShootActionEnum action)
        {
            if (!SyncObject.IsWaitingForWeaponSwitch)
            {
                MyGunStatusEnum status = MyGunStatusEnum.OK;
                IMyGunObject<MyDeviceBase> gun = null;
                bool canShoot = GridSelectionSystem.CanShoot(action, out status, out gun);

                if (status != MyGunStatusEnum.OK)
                {
                    ShowShootNotification(status, gun);
                }

                SyncObject.BeginShoot((Vector3)PositionComp.WorldMatrix.Forward, action);
            }
        }
开发者ID:notten,项目名称:SpaceEngineers,代码行数:16,代码来源:MyShipController.cs


示例16: Shoot

        public override void Shoot(MyShootActionEnum action, Vector3 direction)
        {
            base.Shoot(action, direction);

            if (action == MyShootActionEnum.PrimaryAction && IsPreheated && Sync.IsServer && m_activated)
            {
                Grind();
            }
            return;
        }
开发者ID:martejj,项目名称:SpaceEngineers,代码行数:10,代码来源:MyAngleGrinder.cs


示例17: EndShootInternal

 private void EndShootInternal(MyShootActionEnum action = MyShootActionEnum.PrimaryAction)
 {
     MyMultiplayer.RaiseEvent(this, x => x.ShootEndCallback, action);
     StopShooting(action);
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:5,代码来源:MyCharacter.cs


示例18: StopShooting

 private void StopShooting(MyShootActionEnum action)
 {
     m_isShooting[(int)action] = false;
     OnEndShoot(action);
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:5,代码来源:MyCharacter.cs


示例19: OnBeginShoot

        public void OnBeginShoot(MyShootActionEnum action)
        {
            if (ControllerInfo == null) return;
            if (m_currentWeapon == null) return;

            MyGunStatusEnum status = MyGunStatusEnum.OK;
            m_currentWeapon.CanShoot(action, ControllerInfo.ControllingIdentityId, out status);

            if (status == MyGunStatusEnum.OutOfAmmo)
            {
                // mw:TODO should auto change be implemented or not (uncomment code below)
                //if (m_currentWeapon.GunBase.SwitchAmmoMagazineToFirstAvailable())
                //    status = MyGunStatusEnum.OK;
            }

            if (status != MyGunStatusEnum.OK && status != MyGunStatusEnum.Cooldown)
            {
                ShootBeginFailed(action, status);
            }
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:20,代码来源:MyCharacter.cs


示例20: BeginShoot

        public void BeginShoot(MyShootActionEnum action)
        {
            if (m_currentWeapon == null || m_currentMovementState == MyCharacterMovementEnum.Died) return;

            if (!m_currentWeapon.EnabledInWorldRules)
            {
                MyHud.Notifications.Add(MyNotificationSingletons.WeaponDisabledInWorldSettings);
                return;
            }

            BeginShootSync(m_currentWeapon.DirectionToTarget(m_aimedPoint), action);
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:12,代码来源:MyCharacter.cs



注:本文中的MyShootActionEnum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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