public static void Detection(this IBaseComponentContainer body, IBaseContainer actor)
        {
            var body1  = body.GetPhysicalinternalBase().GetBody();
            var nose   = body1.GetSpaceShipNosePosition(body.GetGameModelByActorType());
            var result = nose;

            actor.SetInitData(result.X, result.Y, body.GetForwardAngle());
        }
Beispiel #2
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        /// <summary>
        /// Update sample code to container
        /// </summary>
        /// <param name="container">container instance</param>
        /// <param name="sampleCount">sample count</param>
        private void UpdateSampleData(IBaseContainer container)
        {
            var columns = container.Columns;

            if (!columns.IsReadOnlyNullOrEmpty())
            {
                var builder = new StringBuilder();
                builder.AppendFormat(
                    CultureInfo.InvariantCulture,
                    "SELECT TOP {0} ",
                    this.SampleCount);
                for (var i = 0; i < columns.Count; i++)
                {
                    if (i > 0)
                    {
                        builder.Append(", ");
                    }

                    builder.AppendFormat(CultureInfo.InvariantCulture, "[{0}]", columns[i].Name);
                }

                builder.AppendFormat(
                    CultureInfo.InvariantCulture,
                    " FROM {0}",
                    container.DisplayName);

                var data = this.Execute <IReadOnlyList <object[]> >(
                    builder.ToString(),
                    CommandType.Text,
                    command =>
                {
                    var list = new List <object[]>();
                    using (var reader = command.ExecuteReader())
                    {
                        while (reader.Read())
                        {
                            var row = new object[columns.Count];
                            for (var i = 0; i < columns.Count; i++)
                            {
                                var value = reader[i];
                                if (value == DBNull.Value)
                                {
                                    value = null;
                                }

                                row[i] = value;
                            }

                            list.Add(row);
                        }
                    }

                    return(list);
                });

                container.SampleData = data;
            }
        }
Beispiel #3
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        public static void TestExternalInheritingInterfaces()
        {
            //@ Bridge.ClientTest.Batch3.BridgeIssues.Bridge2313.IBaseContainer = function() { };
            //@ Bridge.ClientTest.Batch3.BridgeIssues.Bridge2313.IContainer = Bridge.ClientTest.Batch3.BridgeIssues.Bridge2313.IBaseContainer;
            //@ Bridge.ClientTest.Batch3.BridgeIssues.Bridge2313.Container = Bridge.ClientTest.Batch3.BridgeIssues.Bridge2313.IBaseContainer;

            IBaseContainer baseCnt = (IBaseContainer) new Container();

            baseCnt.Value = 1;
            int r1 = 0;

            //@ r1 = baseCnt.value;
            Assert.AreEqual(1, r1);

            IContainer cnt = (IContainer) new Container();

            cnt.Value = 2;
            int r2 = 0;

            //@ r2 = cnt.value;
            Assert.AreEqual(2, r2);
        }
Beispiel #4
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 public static void CreateInstance(IBaseContainer baseContainer)
 {
     IoC.Container = baseContainer;
 }
        /// <summary>
        /// 将Actor类型转换成游戏模型类型
        /// </summary>
        public static GameModel GetGameModelByActorType(this IBaseContainer actor)
        {
            switch (actor.GetActorType())
            {
            //None
            case ActorTypeBaseDefine.ActorNone:
                return(GameModel.ModelNone);

            case ActorTypeBaseDefine.PropNone:
                return(GameModel.ModelNone);

            case ActorTypeBaseDefine.RecoveryNone:
                return(GameModel.ModelNone);

            case ActorTypeBaseDefine.ShipActorNone:
                return(GameModel.ModelNone);

            case ActorTypeBaseDefine.SummonNone:
                return(GameModel.ModelNone);

            case ActorTypeBaseDefine.PlayerShipActor:
                return(GameModel.ModelNone);

            case ActorTypeBaseDefine.GainNone:
                return(GameModel.ModelNone);

            case ActorTypeBaseDefine.WeaponNone:
                return(GameModel.ModelNone);

            //基站
            case ActorTypeBaseDefine.BaseStation:
                return(GameModel.BaseStation);

            //环境
            //陨石
            case ActorTypeBaseDefine.Meteorite_S:
                return(GameModel.S_Meteorolite);

            case ActorTypeBaseDefine.Meteorite_M:
                return(GameModel.M_Meteorolite);

            case ActorTypeBaseDefine.Meteorite_L:
                return(GameModel.L_Meteorolite);

            case ActorTypeBaseDefine.BlackHole:
                return(GameModel.BlackHole);

            //船
            case ActorTypeBaseDefine.AnnihilationShipActor:
                return(GameModel.AnnihilationShip);

            case ActorTypeBaseDefine.DroneShipActor:
                return(GameModel.DroneShip);

            case ActorTypeBaseDefine.EliteShipActorA:
                return(GameModel.EliteShipA);

            case ActorTypeBaseDefine.EliteShipActorB:
                return(GameModel.EliteShipB);

            case ActorTypeBaseDefine.FighterShipActorA:
                return(GameModel.FighterShipA);

            case ActorTypeBaseDefine.FighterShipActorB:
                return(GameModel.FighterShipB);

            case ActorTypeBaseDefine.WaspShipActorA:
                return(GameModel.WaspShip);

            //武器
            case ActorTypeBaseDefine.AntiAircraftGunActor:
                return(GameModel.AntiAircraftGun);

            case ActorTypeBaseDefine.ContinuousLaserActor:
                return(GameModel.ContinuousLaser);

            case ActorTypeBaseDefine.MachineGunActor:
                return(GameModel.MachineGun);

            case ActorTypeBaseDefine.PowerLaserActor:
                return(GameModel.PowerLaser);

            case ActorTypeBaseDefine.TimeBombActor:
                return(GameModel.TimeBomb);

            case ActorTypeBaseDefine.TorpedoActor:
                return(GameModel.Torpedo);

            case ActorTypeBaseDefine.TrackingMissileActor:
                return(GameModel.TrackingMissile);

            case ActorTypeBaseDefine.TriggerBombActor:
                return(GameModel.TriggerBomb);
            }


            return(GameModel.ModelNone);
        }