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()); }
/// <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; } }
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); }
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); }