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C# IntVec3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IntVec3的典型用法代码示例。如果您正苦于以下问题:C# IntVec3类的具体用法?C# IntVec3怎么用?C# IntVec3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。



IntVec3类属于命名空间,在下文中一共展示了IntVec3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: 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3: 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4: 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: 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7: ShieldField

        //Constructor
        public ShieldField(Building_Shield shieldBuilding, IntVec3 pos, int shieldMaxShieldStrength, int shieldInitialShieldStrength, int shieldShieldRadius, int shieldRechargeTickDelay, int shieldRecoverWarmup, bool shieldBlockIndirect, bool shieldBlockDirect, bool shieldFireSupression, bool shieldInterceptDropPod, bool shieldStructuralIntegrityMode, float colourRed, float colourGreen, float colourBlue)
        {
            this.shieldBuilding = shieldBuilding;
            position = pos;
            //shieldCurrentStrength = 0;
            this.shieldMaxShieldStrength = shieldMaxShieldStrength;
            this.shieldInitialShieldStrength = shieldInitialShieldStrength;
            this.shieldShieldRadius = shieldShieldRadius;
            this.shieldRechargeTickDelay = shieldRechargeTickDelay;
            this.shieldRecoverWarmup = shieldRecoverWarmup;

            this.shieldBlockIndirect = shieldBlockIndirect;

            this.shieldBlockDirect = shieldBlockDirect;

            this.shieldFireSupression = shieldFireSupression;
            this.shieldInterceptDropPod = shieldInterceptDropPod;
            this.shieldStructuralIntegrityMode = shieldStructuralIntegrityMode;

            this.colourRed = colourRed;
            this.colourGreen = colourGreen;
            this.colourBlue = colourBlue;

            //this.SIFBuildings = SIFBuildings;
            //this.setupValidBuildings();
        }
开发者ID:A-Nitram,项目名称:Jaxxa-Rimworld,代码行数:27,代码来源:ShieldField.cs


示例8: DesignateSingleCell

 public override void DesignateSingleCell(IntVec3 c)
 {
     List<Thing> thingList = c.GetThingList();
     foreach (var thing in thingList)
         if (thing.def.category == ThingCategory.Item && !Find.Reservations.IsReserved(thing, Faction.OfColony))
             designations.Add(new Designation(thing, DesignationDefOf.Haul));
 }
开发者ID:BBream,项目名称:ToolsForHaul,代码行数:7,代码来源:Designator_PutInInventory.cs


示例9: AllowVerbCast

 public override bool AllowVerbCast(IntVec3 root, TargetInfo targ)
 {
     if (this.wearer.equipment.Primary != null)
     {
         if (this.wearer.equipment.Primary.def.IsMeleeWeapon)
         {
             return true;
         }
         if (this.wearer.equipment.Primary.def.defName.Equals("Gun_Pistol"))
         {
             return true;
         }
         if (this.wearer.equipment.Primary.def.defName.Equals("Gun_PDW"))
         {
             return true;
         }
         if (this.wearer.equipment.Primary.def.defName.Equals("Gun_HeavySMG"))
         {
             return true;
         }
         if (this.wearer.equipment.Primary.def.weaponTags.Contains("MedievalShields_ValidSidearm"))
         {
             return true;
         }
     }
     return root.AdjacentTo8Way(targ.Cell);
 }
开发者ID:Skullywag,项目名称:MedievalShields,代码行数:27,代码来源:Apparel_Shield.cs


示例10: IsCellOpenForSowingPlantOfType

        public static bool IsCellOpenForSowingPlantOfType(IntVec3 cell, ThingDef plantDef)
        {
            IPlantToGrowSettable plantToGrowSettable = GetPlayerSetPlantForCell(cell);
            if (plantToGrowSettable == null || !plantToGrowSettable.CanAcceptSowNow())
                return false;

            ThingDef plantDefToGrow = plantToGrowSettable.GetPlantDefToGrow();
            if (plantDefToGrow == null || plantDefToGrow != plantDef)
                return false;

            // check if there's already a plant occupying the cell
            if (cell.GetPlant() != null)
                return false;

            // check if there are nearby cells which block growth
            if (GenPlant.AdjacentSowBlocker(plantDefToGrow, cell) != null)
                return false;

            // check through all the things in the cell which might block growth
            foreach (Thing tempThing in Find.ThingGrid.ThingsListAt(cell))
                if (tempThing.def.BlockPlanting)
                    return false;

            if (!plantDefToGrow.CanEverPlantAt(cell) || !GenPlant.GrowthSeasonNow(cell))
                return false;

            return true;
        }
开发者ID:skyarkhangel,项目名称:Enviro-AI,代码行数:28,代码来源:Utils_Plants.cs


示例11: GetReport

        public override string GetReport()
        {
            Vehicle_Cart cart = TargetThingA as Vehicle_Cart;

            IntVec3 destLoc = new IntVec3(-1000, -1000, -1000);
            string destName = null;
            SlotGroup destGroup = null;

            if (pawn.jobs.curJob.targetB != null)
            {
                destLoc = pawn.jobs.curJob.targetB.Cell;
                destGroup = StoreUtility.GetSlotGroup(destLoc);
            }

            if (destGroup != null)
                destName = destGroup.parent.SlotYielderLabel();

            string repString;
            if (destName != null)
                repString = "ReportDismountingOn".Translate(cart.LabelCap, destName);
            else
                repString = "ReportDismounting".Translate(cart.LabelCap);

            return repString;
        }
开发者ID:BBream,项目名称:ToolsForHaul,代码行数:25,代码来源:JobDriver_DismountInBase.cs


示例12: CanDesignateCell

		public override AcceptanceReport CanDesignateCell(IntVec3 c) {
			if (mode == OperationMode.AllOfDef) {
				return TryGetItemOrPawnUnderCursor() != null;
			} else {
				return base.CanDesignateCell(c);
			}
		}
开发者ID:UnlimitedHugs,项目名称:RimworldAllowTool,代码行数:7,代码来源:Designator_MassSelect.cs


示例13: DesignateSingleCell

        public override void DesignateSingleCell(IntVec3 c)
        {
            Job jobNew = new Job(DefDatabase<JobDef>.GetNamed("Standby"), c, 4800);
            driver.jobs.StartJob(jobNew, JobCondition.Incompletable);

            DesignatorManager.Deselect();
        }
开发者ID:BBream,项目名称:ToolsForHaul,代码行数:7,代码来源:Designator_Move.cs


示例14: TryGetRandomClusterSpawnCell

        /// <summary>
        /// Try to get a valid cell to spawn a new cluster anywhere on the map.
        /// </summary>
        public static void TryGetRandomClusterSpawnCell(ThingDef_ClusterPlant plantDef, int newDesiredClusterSize, bool checkTemperature, out IntVec3 spawnCell)
        {
            spawnCell = IntVec3.Invalid;

            Predicate<IntVec3> validator = delegate(IntVec3 cell)
            {
                // Check a plant can be spawned here.
                if (GenClusterPlantReproduction.IsValidPositionToGrowPlant(plantDef, cell) == false)
                {
                    return false;
                }
                // Check there is no third cluster nearby.
                if (GenClusterPlantReproduction.IsClusterAreaClear(plantDef, newDesiredClusterSize, cell) == false)
                {
                    return false;
                }
                return true;
            };

            bool validCellIsFound = CellFinderLoose.TryGetRandomCellWith(validator, 1000, out spawnCell);
            if (validCellIsFound == false)
            {
                // Just for robustness, TryGetRandomCellWith set result to IntVec3.Invalid if no valid cell is found.
                spawnCell = IntVec3.Invalid;
            }
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:29,代码来源:GenClusterPlantReproduction.cs


示例15: TrySpawnExplosionThing

        public void TrySpawnExplosionThing(ThingDef thingDef, IntVec3 cell)
        {
            if (thingDef == null)
            {
                return;
            }
            if (thingDef.thingClass == typeof (LiquidFuel))
            {
                var liquidFuel = (LiquidFuel) Find.ThingGrid.ThingAt(cell, thingDef);
                if (liquidFuel != null)
                {
                    liquidFuel.Refill();
                    return;
                }
            }

            // special skyfaller spawning
            if (thingDef == ThingDef.Named("CobbleSlate"))
            {
                var impactResultThing = ThingMaker.MakeThing(ThingDef.Named("CobbleSlate"));
                impactResultThing.stackCount = Rand.RangeInclusive(1, 10);
                GenPlace.TryPlaceThing(impactResultThing, cell, ThingPlaceMode.Near);
                return;
            }

            GenSpawn.Spawn(thingDef, cell);
        }
开发者ID:RWA-Team,项目名称:RimworldAscension,代码行数:27,代码来源:RA_Explosion.cs


示例16: NetAt

        public static AirNet NetAt( IntVec3 pos, NetLayer layer )
        {
            if(!AirNetTicker.doneInit)
                AirNetTicker.Initialize();

            return netGrid[(int)layer][CellIndices.CellToIndex( pos )];
        }
开发者ID:ForsakenShell,项目名称:RimWorld-RedistHeat,代码行数:7,代码来源:AirNetGrid.cs


示例17: UpdateAffectedCellsInRect

		private void UpdateAffectedCellsInRect(IntVec3 pos1, IntVec3 pos2) {
			affectedCells.Clear();
			// estabilish bounds
			int minX, maxX, minZ, maxZ;
			if (pos1.x <= pos2.x) {
				minX = pos1.x;
				maxX = pos2.x;
			} else {
				minX = pos2.x;
				maxX = pos1.x;
			}
			if (pos1.z <= pos2.z) {
				minZ = pos1.z;
				maxZ = pos2.z;
			} else {
				minZ = pos2.z;
				maxZ = pos1.z;
			}

			// check all items against bounds
			var allTheThings = Find.ListerThings.AllThings;
			for (var i = 0; i < allTheThings.Count; i++) {
				var thing = allTheThings[i];
				var thingPos = thing.Position;
				if (thing.def.selectable && thingPos.x >= minX && thingPos.x <= maxX && thingPos.z >= minZ && thingPos.z <= maxZ && filterCallback(thing)) {
					affectedCells.Add(thingPos);
				}
			}
		}
开发者ID:UnlimitedHugs,项目名称:RimworldAllowTool,代码行数:29,代码来源:UnlimitedDesignationDragger.cs


示例18: GetFacingCell

 protected void GetFacingCell(ref Pawn facingPawn, ref IntVec3 facingCell)
 {
     List<Pawn> nearbyPawns = new List<Pawn>();
     foreach (Pawn colonist in Find.MapPawns.FreeColonists)
     {
         if (colonist == this.pawn)
         {
             continue;
         }
         if (colonist.Position.InHorDistOf(this.pawn.Position, 2f))
         {
             nearbyPawns.Add(colonist);
         }
     }
     if (nearbyPawns.NullOrEmpty())
     {
         facingPawn = null;
         facingCell = this.pawn.Position + new IntVec3(0, 0, 1).RotatedBy(new Rot4(Rand.Range(0, 4)));
     }
     else
     {
         facingPawn = nearbyPawns.RandomElement();
         facingCell = facingPawn.Position;
     }
 }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:25,代码来源:JobDriver_WanderAroundPyre.cs


示例19: 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20: MoveThingTo

        protected override void MoveThingTo([NotNull] Thing thing, IntVec3 beltDest)
        {
            OnBeginMove(thing, beltDest);

            // Slides only output to underground
            BeltComponent belt = null;
            var belts = beltDest.GetBeltUndergroundComponents();
            var lift = belts.Find( b => b.IsLift() && b.outputDirection == this.outputDirection );
            var under = belts.Find( tuc => tuc.IsUndercover() );
            if( ( lift != null )&&
                ( ( lift.BeltPhase == Phase.Active )||
                    ( under == null ) ) )
                // Use the lift unless it's unpowered and there is an undertaker
                belt = lift;
            else
                belt = under;

            //  Check if there is a belt, if it is empty, and also check if it is active !
            if (belt == null || !belt.ItemContainer.Empty || belt.BeltPhase != Phase.Active)
            {
                return;
            }

            ItemContainer.TransferItem(thing, belt.ItemContainer);

            // Need to check if it is a receiver or not ...
            belt.ThingOrigin = parent.Position;
        }
开发者ID:686d7066,项目名称:RW_A2B,代码行数:28,代码来源:BeltSlideComponent.cs



注:本文中的IntVec3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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