本文整理汇总了C#中Sandbox.Game.Entities.MyEntity类的典型用法代码示例。如果您正苦于以下问题:C# MyEntity类的具体用法?C# MyEntity怎么用?C# MyEntity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。
MyEntity类属于Sandbox.Game.Entities命名空间,在下文中一共展示了MyEntity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: Update
public bool Update(MyPlayer player, MyEntity entity) //returns if lost
{
//MySessionComponentMission.Static.TryCreateFromDefault(Id);
//if (IsLocal(player.Id))
// UpdateLocal(player.Id);
if (!Sync.IsServer)
return false;
MyMissionTriggers mtrig;
if (!MissionTriggers.TryGetValue(player.Id, out mtrig))
{
//Debug.Assert(false,"Bad ID for update in missionTriggers");
mtrig = TryCreateFromDefault(player.Id, false);
}
mtrig.UpdateWin(player, entity);
if (!mtrig.Won)
mtrig.UpdateLose(player, entity);
else
{
m_someoneWon = true;
MyAnalyticsHelper.ReportTutorialEnd();
}
return mtrig.Lost;
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:26,代码来源:MySessionComponentMissionTriggers.cs
示例2: Update
public override bool Update(MyEntity me)
{
if (MySession.Static.IsScenario)
if (m_limit <= DateTime.UtcNow - MyScenarioSystem.Static.ServerStartGameTime)
m_IsTrue = true;
return IsTrue;
}
开发者ID:notten,项目名称:SpaceEngineers,代码行数:7,代码来源:MyTriggerTimeLimit.cs
示例3: Update
public override ChangeInfo Update(MyEntity owner, long playerID = 0)
{
if (MyCubeBuilder.Static==null)
return ChangeInfo.None;
var blockDefinition = MyCubeBuilder.Static.IsActivated ? MyCubeBuilder.Static.ToolbarBlockDefinition : null;
if ((MyCubeBuilder.Static.BlockCreationIsActivated || MyCubeBuilder.Static.MultiBlockCreationIsActivated) && blockDefinition != null && (!MyFakes.ENABLE_BATTLE_SYSTEM || !MySession.Static.Battle))
{
var blockDef = (this.Definition as Sandbox.Definitions.MyCubeBlockDefinition);
if (blockDefinition.BlockPairName == blockDef.BlockPairName)
{
WantsToBeSelected = true;
}
else if (blockDef.BlockStages != null && blockDef.BlockStages.Contains(blockDefinition.Id))
{
WantsToBeSelected = true;
}
else
{
WantsToBeSelected = false;
}
}
else
{
WantsToBeSelected = false;
}
return ChangeInfo.None;
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:27,代码来源:MyToolbarItemCubeBlock.cs
示例4: Spawn
public MyEntity Spawn(MyFixedPoint amount, MatrixD worldMatrix, MyEntity owner = null)
{
if (Content is MyObjectBuilder_BlockItem)
{
Debug.Assert(MyFixedPoint.IsIntegral(amount), "Spawning fractional number of grids!");
var blockItem = Content as MyObjectBuilder_BlockItem;
var builder = MyObjectBuilderSerializer.CreateNewObject(typeof(MyObjectBuilder_CubeGrid)) as MyObjectBuilder_CubeGrid;
builder.GridSizeEnum = MyCubeSize.Small;
builder.IsStatic = false;
builder.PersistentFlags |= MyPersistentEntityFlags2.InScene | MyPersistentEntityFlags2.Enabled;
builder.PositionAndOrientation = new MyPositionAndOrientation(worldMatrix);
var block = MyObjectBuilderSerializer.CreateNewObject(blockItem.BlockDefId) as MyObjectBuilder_CubeBlock;
builder.CubeBlocks.Add(block);
MyCubeGrid firstGrid = null;
for (int i = 0; i < amount; ++i)
{
builder.EntityId = MyEntityIdentifier.AllocateId();
block.EntityId = MyEntityIdentifier.AllocateId();
MyCubeGrid newGrid = MyEntities.CreateFromObjectBuilder(builder) as MyCubeGrid;
firstGrid = firstGrid ?? newGrid;
MyEntities.Add(newGrid);
Sandbox.Game.Multiplayer.MySyncCreate.SendEntityCreated(builder);
}
return firstGrid;
}
else
return MyFloatingObjects.Spawn(new MyPhysicalInventoryItem(amount, Content),worldMatrix, owner != null ? owner.Physics : null);
}
开发者ID:notten,项目名称:SpaceEngineers,代码行数:31,代码来源:MyPhysicalInventoryItem.cs
示例5: voxelMap_OnClose
private void voxelMap_OnClose(MyEntity entity)
{
var voxelMap = entity as MyVoxelMap;
if (voxelMap == null) return;
m_navigationMeshes.Remove(voxelMap);
}
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:7,代码来源:MyVoxelPathfinding.cs
示例6: Unregister
public override void Unregister(MyEntity entity, Vector3I forwardVector)
{
base.Unregister(entity, forwardVector);
var thrust = entity as MyThrust;
if (thrust == null)
return;
thrust.EnabledChanged -= thrust_EnabledChanged;
thrust.SlimBlock.ComponentStack.IsFunctionalChanged -= ComponentStack_IsFunctionalChanged;
// Need to recalculate the slowdown factor. Maybe save different levels of the factors and just revert back to previous one
SlowdownFactor = 0f;
foreach (var direction in Base6Directions.IntDirections)
{
foreach (var dataByType in m_dataByFuelType)
{
foreach (var entityInDirection in dataByType.ThrustsByDirection[direction])
{
var thrustInDirection = entityInDirection as MyThrust;
if (thrustInDirection == null)
continue;
SlowdownFactor = Math.Max(thrustInDirection.BlockDefinition.SlowdownFactor, SlowdownFactor);
}
}
}
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:27,代码来源:MyThrusterBlockThrustComponent.cs
示例7: AddShotgun
// Not used apparently
public static void AddShotgun(MyProjectileAmmoDefinition ammoDefinition, MyEntity ignorePhysObject, Vector3 origin, Vector3 initialVelocity, Vector3 directionNormalized, bool groupStart, float thicknessMultiplier, MyEntity weapon, float frontBillboardSize, MyEntity ownerEntity = null, float projectileCountMultiplier = 1)
{
MyProjectile newProjectile = m_projectiles.Allocate();
if (newProjectile != null)
{
//newProjectile.Start(
// ammoDefinition,
// ignorePhysObject,
// origin,
// initialVelocity,
// directionNormalized,
// groupStart,
// thicknessMultiplier,
// 1,
// weapon,
// projectileCountMultiplier
// );
// newProjectile.BlendByCameraDirection = true;
// newProjectile.FrontBillboardMaterial = "ShotgunParticle";
// newProjectile.LengthMultiplier = 2;
// newProjectile.FrontBillboardSize = frontBillboardSize;
// newProjectile.OwnerEntity = ownerEntity != null ? ownerEntity : ignorePhysObject;
}
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:26,代码来源:MyProjectiles.cs
示例8: Update
public override bool Update(MyEntity me)
{
bool isSomethingAlive=false;
foreach(var item in m_blocks)
{
if (item.Value == BlockState.MessageShown)
continue;
if (item.Key.SlimBlock.IsDestroyed)
{
m_blocksHelper.Add(item.Key);
continue;
}
isSomethingAlive = true;
}
if (!isSomethingAlive)
m_IsTrue = true;
if (m_blocksHelper.Count()>0)
{
foreach(var block in m_blocksHelper)
m_blocks[block] = BlockState.Destroyed;
m_blocksHelper.Clear();
m_needsSingleMessage = true;
}
return base.Update(me);
}
开发者ID:notten,项目名称:SpaceEngineers,代码行数:25,代码来源:MyTriggerBlockDestroyed.cs
示例9: SetTarget
public void SetTarget(MyEntity entity, Vector3? relativeTarget = null)
{
m_mode = AimingMode.TARGET;
m_aimTarget = entity;
m_relativeTarget = relativeTarget;
Update();
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:7,代码来源:MyBotAiming.cs
示例10: Update
public override bool Update(MyPlayer player, MyEntity me)
{
if (me!=null)
if (Vector3D.DistanceSquared(me.PositionComp.GetPosition(), TargetPos) < m_maxDistance2)
m_IsTrue = true;
return IsTrue;
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:7,代码来源:MyTriggerPositionReached.cs
示例11: SetTarget
public void SetTarget(MyEntity entity, Vector3? relativeTarget = null)
{
m_followMovement = false;
m_aimTarget = entity;
m_relativeTarget = relativeTarget;
Update();
}
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:7,代码来源:MyBotAiming.cs
示例12: m_entity_OnClose
void m_entity_OnClose(MyEntity obj)
{
if (m_shotSmoke != null)
{
MyParticlesManager.RemoveParticleEffect(m_shotSmoke);
m_shotSmoke = null;
}
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:8,代码来源:MyLargeBarrelBase.cs
示例13: CalculateForceMultiplier
protected override float CalculateForceMultiplier(MyEntity thrustEntity)
{
float forceMultiplier = 1.0f;
return forceMultiplier;
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:8,代码来源:MyJetpackThrustComponent.cs
示例14: MyEntities_OnEntityAdd
private void MyEntities_OnEntityAdd(MyEntity entity)
{
var voxelMap = entity as MyVoxelMap;
if (voxelMap == null) return;
m_navigationMeshes.Add(voxelMap, new MyVoxelNavigationMesh(voxelMap, m_coordinator, MyAIComponent.Static.Pathfinding.NextTimestampFunction));
RegisterVoxelMapEvents(voxelMap);
}
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:8,代码来源:MyVoxelPathfinding.cs
示例15: Update
public override ChangeInfo Update(MyEntity owner, long playerID = 0)
{
bool thisWeaponIsCurrent = false;
bool shipHasThisWeapon = false;
var character = MySession.LocalCharacter;
bool characterHasThisWeapon = character != null && (character.GetInventory().ContainItems(1, Definition.Id) || MyPerGameSettings.EnableWeaponWithoutInventory);
ChangeInfo changed = ChangeInfo.None;
if (characterHasThisWeapon)
{
var currentWeapon = character.CurrentWeapon;
if (currentWeapon != null)
thisWeaponIsCurrent = MyDefinitionManager.Static.GetPhysicalItemForHandItem(currentWeapon.DefinitionId).Id == Definition.Id;
if (thisWeaponIsCurrent && currentWeapon is MyAutomaticRifleGun)
{
int amount = character.CurrentWeapon.GetAmmunitionAmount();
if (m_lastAmmoCount != amount)
{
m_lastAmmoCount = amount;
IconText.Clear().AppendInt32(amount);
changed |= ChangeInfo.IconText;
}
}
}
var shipControler = MySession.ControlledEntity as MyShipController;
if (shipControler != null && shipControler.GridSelectionSystem.WeaponSystem != null)
{
// var shipWeaponType = shipControler.GetWeaponType(Definition.Id.TypeId);
// shipHasThisWeapon = shipWeaponType.HasValue && shipControler.GridSelectionSystem.WeaponSystem.HasGunsOfId(shipWeaponType.Value);
shipHasThisWeapon = shipControler.GridSelectionSystem.WeaponSystem.HasGunsOfId(Definition.Id);
if (shipHasThisWeapon)
{
IMyGunObject<MyDeviceBase> gunObject = shipControler.GridSelectionSystem.WeaponSystem.GetGun(Definition.Id);
if (gunObject.GunBase is MyGunBase)
{
int ammo = 0;
foreach (var gun in shipControler.GridSelectionSystem.WeaponSystem.GetGunsById(Definition.Id))
{
ammo += gun.GetAmmunitionAmount();
}
if (ammo != m_lastAmmoCount)
{
m_lastAmmoCount = ammo;
IconText.Clear().AppendInt32(ammo);
changed |= ChangeInfo.IconText;
}
}
}
thisWeaponIsCurrent = shipControler.GridSelectionSystem.GetGunId() == Definition.Id;
}
changed |= SetEnabled(characterHasThisWeapon || shipHasThisWeapon);
WantsToBeSelected = thisWeaponIsCurrent;
m_needsWeaponSwitching = !thisWeaponIsCurrent;
return changed;
}
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:58,代码来源:MyToolbarItemWeapon.cs
示例16: GetPredictedTargetPosition
/// <summary>
/// Algorithm to predict the position of the target
/// </summary>
public static bool GetPredictedTargetPosition(MyGunBase gun, MyEntity shooter, MyEntity target, out Vector3 predictedPosition, out float timeToHit, float shootDelay = 0)
{
Debug.Assert(target != null && target.PositionComp != null, "Null target!");
Debug.Assert(shooter != null && shooter.PositionComp != null, "Null shooter!");
if (target == null || target.PositionComp == null || shooter == null || shooter.PositionComp == null)
{
predictedPosition = Vector3.Zero;
timeToHit = 0;
return false;
}
Vector3 targetPosition = target.PositionComp.WorldAABB.Center;
Vector3 muzzlePosition = gun.GetMuzzleWorldPosition();
Vector3 toTarget = targetPosition - muzzlePosition;
Vector3 targetVelocity = Vector3.Zero;
if (target.Physics != null)
{
targetVelocity = target.Physics.LinearVelocity;
}
Vector3 shooterVelocity = Vector3.Zero;
if (shooter.Physics != null)
{
shooterVelocity = shooter.Physics.LinearVelocity;
}
Vector3 diffVelocity = targetVelocity - shooterVelocity;
float projectileSpeed = GetProjectileSpeed(gun);
float a = diffVelocity.LengthSquared() - projectileSpeed * projectileSpeed;
float b = 2 * Vector3.Dot(diffVelocity, toTarget);
float c = toTarget.LengthSquared();
float p = -b / (2 * a);
float q = (float)Math.Sqrt((b * b) - 4 * a * c) / (2 * a);
float t1 = p - q;
float t2 = p + q;
float t;
if (t1 > t2 && t2 > 0)
{
t = t2;
}
else
{
t = t1;
}
t = t + shootDelay;
predictedPosition = targetPosition + diffVelocity * t;
Vector3 bulletPath = predictedPosition - muzzlePosition;
timeToHit = bulletPath.Length() / projectileSpeed;
return true;
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:62,代码来源:MyWeaponPrediction.cs
示例17: grid_OnClose
void grid_OnClose(MyEntity entity)
{
var grid = entity as MyCubeGrid;
if (grid == null) return;
if (!GridCanHaveNavmesh(grid)) return;
m_coordinator.RemoveGridNavmeshLinks(grid);
m_navigationMeshes.Remove(grid);
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:10,代码来源:MyGridPathfinding.cs
示例18: StartManipulation
public void StartManipulation(MyManipulationTool.MyState state, MyEntity otherEntity, Vector3D hitPosition, ref MatrixD ownerWorldHeadMatrix)
{
StartManipulationMsg msg = new StartManipulationMsg();
msg.EntityId = m_entityId;
msg.ToolState = state;
msg.OtherEntity = otherEntity.EntityId;
msg.HitPosition = hitPosition;
msg.OwnerWorldHeadMatrix = ownerWorldHeadMatrix;
MySession.Static.SyncLayer.SendMessageToAllAndSelf(ref msg);
}
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:11,代码来源:MySyncManipulationTool.cs
示例19: Update
public override ChangeInfo Update(MyEntity owner, long playerID = 0)
{
if (ActionId == null)
{
var actions = AllActions;
if (actions.Count > 0)
{
ActionId = actions.ItemAt(0).Id;
}
}
return ChangeInfo.None;
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:12,代码来源:MyToolbarItemActions.cs
示例20: Init
public override void Init(MyEntity entity, MyLargeTurretBase turretBase)
{
base.Init(entity, turretBase);
// backward compatibility with old models/mods
if (!m_gunBase.HasDummies)
{
Matrix muzzle = Matrix.Identity;
muzzle.Translation += entity.PositionComp.WorldMatrix.Forward * 3;
m_gunBase.AddMuzzleMatrix(MyAmmoType.Missile, muzzle);
}
}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:12,代码来源:MyLargeMissileBarrel.cs
注:本文中的Sandbox.Game.Entities.MyEntity类示例由纯净天空整理自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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