public override void OnBuffRemove()
    {
        base.OnBuffRemove();
        GameplayProxy    gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
        SpacecraftEntity mainPlayer    = gameplayProxy.GetMainPlayer();

        if (mainPlayer != null)
        {
            if (gameplayProxy.CanAttackToTarget(mainPlayer, m_Buff.BuffProperty.GetOwner()))
            {
                // 隐身的时候只剩下特效. 如果是敌方隐身, 连特效都看不见了
                // 隐身时隐藏船的本体的功能是在VFXReplaceMeshWithSpacecraft里面做的
                if (gameplayProxy.CanAttackToTarget(mainPlayer, m_Buff.BuffProperty.GetOwner()))
                {
                    List <EffectController> vfxList = m_Buff.BuffProperty.GetAllVFXs();
                    foreach (EffectController iVfx in vfxList)
                    {
                        iVfx.SetCreateForMainPlayer(false);
                        iVfx.PlayFX();
                    }
                }

                m_Buff.BuffProperty.GetPresentation().SetVisibilityOfVFX(true);

                // 现在创建隐身特效时直接把SkinRoot下面的所有东西都隐藏了.
                int spacecraftLayer = LayerUtil.GetLayerByHeroType(m_Buff.BuffProperty.GetHeroType(), m_Buff.BuffProperty.IsMain());
                LayerUtil.SetGameObjectToLayer(m_Buff.BuffProperty.GetSkinRootTransform().gameObject, spacecraftLayer, true);
            }
        }

        m_Buff.BuffProperty.SetInvisible(false);
    }
Esempio n. 2
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 // Token: 0x060017F8 RID: 6136 RVA: 0x00081990 File Offset: 0x0007FB90
 public void AssignWeapon(global::LoadoutSlotType slot, BaseWeaponDecorator weapon, IUnityItem item)
 {
     if (weapon)
     {
         BaseWeaponDecorator baseWeaponDecorator;
         if (this._weapons.TryGetValue(slot, out baseWeaponDecorator) && baseWeaponDecorator)
         {
             UnityEngine.Object.Destroy(baseWeaponDecorator.gameObject);
         }
         this._weapons[slot]     = weapon;
         weapon.transform.parent = this.Decorator.WeaponAttachPoint;
         foreach (Transform transform in weapon.gameObject.transform.GetComponentsInChildren <Transform>(true))
         {
             if (transform.gameObject.name == "Head")
             {
                 transform.gameObject.name = "WeaponHead";
             }
         }
         LayerUtil.SetLayerRecursively(weapon.gameObject.transform, this.Decorator.gameObject.layer);
         weapon.transform.localPosition = Vector3.zero;
         weapon.transform.localRotation = Quaternion.identity;
         weapon.IsEnabled   = (slot == this.CurrentWeaponSlot);
         weapon.WeaponClass = item.View.ItemClass;
     }
     else
     {
         this.UnassignWeapon(slot);
     }
 }
 // Token: 0x06001F38 RID: 7992 RVA: 0x000149CD File Offset: 0x00012BCD
 protected override void OnTriggerEnter(Collider c)
 {
     if (!base.IsProjectileExploded && LayerUtil.IsLayerInMask(base.CollisionMask, c.gameObject.layer))
     {
         this.Explode();
     }
 }
    public override void OnLoopFXLoaded(EffectController vfx)
    {
        GameplayProxy    gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
        SpacecraftEntity mainPlayer    = gameplayProxy.GetMainPlayer();

        if (mainPlayer != null)
        {
            if (gameplayProxy.CanAttackToTarget(mainPlayer, m_Buff.BuffProperty.GetOwner()))
            {
                // 隐身的时候只剩下特效. 如果是敌方隐身, 连特效都看不见了
                List <EffectController> vfxList = m_Buff.BuffProperty.GetAllVFXs();
                foreach (EffectController iVfx in vfxList)
                {
                    // HACK. 如果不加这个if判断, 就会把隐身启动的特效一起隐藏掉
                    // 这里如果要完善这个逻辑, 需要做较多的工作. 我就直接偷个懒了.
                    if (!iVfx.GetEffectObject().AutoStop)
                    {
                        iVfx.StopAndRecycleFX(true);
                    }
                }

                m_Buff.BuffProperty.GetPresentation().SetVisibilityOfVFX(false);

                LayerUtil.SetGameObjectToLayer(m_Buff.BuffProperty.GetSkinRootTransform().gameObject, LayerTypeID.UnselectableSpacecraft, true);
            }
        }
    }
    private void OnLoadModel(GameObject model)
    {
        // GameObject model = asyncOperation.Result;

        Assert.IsNotNull(model, "model is null");

        LayerUtil.SetGameObjectToLayer(model, model.transform.parent.gameObject.layer, true);

        m_HumanAvatarProperty.SetSkinTransform(model.transform);
        model.transform.rotation = m_HumanAvatarProperty.GetBornServerRotation();

        Animator animator = model.transform.GetComponentInChildren <Animator>();

        if (animator != null)
        {
            SendEvent(ComponentEventName.AvatarLoadFinish,
                      new AvatarLoadFinishEvent()
            {
                Animator = animator
            }
                      );
        }

        int humanLayer = m_HumanAvatarProperty.GetHeroType() == KHeroType.htPlayer
                                                ? m_HumanAvatarProperty.IsMain()
                                                        ? GameConstant.LayerTypeID.MainPlayer
                                                        : GameConstant.LayerTypeID.HumanOtherPlayer
                                                : GameConstant.LayerTypeID.HumanNPC;

        LayerUtil.SetGameObjectToLayer(model, humanLayer, true);

        SetSoundListenerTarget();
    }
Esempio n. 6
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    // Token: 0x060010B2 RID: 4274 RVA: 0x00066E48 File Offset: 0x00065048
    public void ShowThirdPersonEffect(CharacterConfig player, QuickItemLogic effectType, int robotLifeTime, int scrapsLifeTime, bool isInstant = false)
    {
        robotLifeTime  = ((robotLifeTime <= 0) ? 5000 : robotLifeTime);
        scrapsLifeTime = ((scrapsLifeTime <= 0) ? 3000 : scrapsLifeTime);
        QuickItemSfx original;

        if (this._effects.TryGetValue(effectType, out original))
        {
            QuickItemSfx quickItemSfx = UnityEngine.Object.Instantiate(original) as QuickItemSfx;
            quickItemSfx.ID = this.NextSfxId;
            if (quickItemSfx)
            {
                this._curShownEffects.Add(quickItemSfx.ID, quickItemSfx);
                quickItemSfx.transform.parent        = player.transform;
                quickItemSfx.transform.localRotation = Quaternion.AngleAxis(-45f, Vector3.up);
                quickItemSfx.transform.localPosition = new Vector3(0f, 0.2f, 0f);
                quickItemSfx.Play(robotLifeTime, scrapsLifeTime, isInstant);
                LayerUtil.SetLayerRecursively(quickItemSfx.transform, UberstrikeLayer.IgnoreRaycast);
            }
        }
        else
        {
            Debug.LogError("Failed to get effect: " + effectType);
        }
    }
Esempio n. 7
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        /// <summary>
        /// 对公路网图层进行处理 线程安全
        /// 如果有则将其提取到第一个位置
        /// 如果没有直接加载
        /// </summary>
        /// <param name="mapControl"></param>
        public ILayer DealRoutenetLayer(AxMapControl mapControl)
        {
            IGroupLayer myGroupLayer = null;
            int         gIndex;
            int         layerIndex;
            ILayer      routeNetLayer = LayerUtil.QueryLayerInMap(mapControl, "公路网", ref myGroupLayer, out layerIndex, out gIndex);

            //如果公路网的数据没有加载,则直接加载
            if (routeNetLayer == null)
            {
                routeNetLayer = ShapeSimpleHelper.OpenFile(Common.RouteNetFeaturePath);
                RouteLayerUtil.SetRouteLayerStyle(routeNetLayer);
                mapControl.AddLayer(routeNetLayer);
            }
            //否则 保证在第一个位置 也就是图层最上面
            if (gIndex < 1 && layerIndex == 0)
            {
                routeNetLayer.Visible = true;
            }
            else
            {
                if (myGroupLayer != null)
                {
                    myGroupLayer.Delete(routeNetLayer);
                }
                else
                {
                    mapControl.Map.DeleteLayer(routeNetLayer);
                }
                mapControl.AddLayer(routeNetLayer);
            }
            return(routeNetLayer);
        }
Esempio n. 8
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        /// <summary>
        ///  处理空间统计
        /// </summary>
        /// <param name="mapControl"></param>
        /// <param name="pGeometry"></param>
        /// <param name="layerName"></param>
        public void DealFeatureQuery(AxMapControl mapControl, IGeometry pGeometry, string queryStr, string layerName)
        {
            IGroupLayer gLayer = null;

            if (string.IsNullOrEmpty(layerName))
            {
                return;
            }
            int           gIndex;
            int           layerIndex;
            IFeatureLayer pFeatureLayer = LayerUtil.QueryLayerInMap(mapControl, layerName, ref gLayer, out layerIndex, out gIndex) as IFeatureLayer;

            if (pFeatureLayer == null)
            {
                return;
            }
            IQueryFilter   queryFilter    = null;
            IFeatureCursor pFeatureCursor = null;

            if (string.IsNullOrEmpty(queryStr))
            {
                pFeatureCursor = FeatureDealUtil.QueryFeatureInLayer(pFeatureLayer, pGeometry, ref queryFilter);
            }
            else
            {
                pFeatureCursor = FeatureDealUtil.QueryFeatureInLayer(pFeatureLayer, queryStr, ref queryFilter);
            }
            IList <IFeature> features = FlashFeatureShape(mapControl, pFeatureLayer, pFeatureCursor);

            ShowFeatureDetail(pFeatureLayer, features, queryFilter);
        }
Esempio n. 9
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        /// <summary>
        /// 加载完成后设置特效Object, 并把当前的特效状态更新给特效Object
        /// 这个函数设置为public是为了给特效浏览器使用 (SkillEffectBrowser).
        /// 除此之外, 外部不应该调用这个方法
        /// </summary>
        /// <param name="effect"></param>
        public void _SetEffectAndUpdateEffectStatus(VFXController effect)
        {
            m_VFXController = effect;
            m_VFXController.CachedTransform.SetParent(CachedTransform, false);
            m_VFXController.SetEffectController(this);

            ReplayOperationsCached();

            if (m_Status == EffectStatus.Playing)
            {
                m_StartTime = Time.time;
                m_VFXController.PlayFX(m_ForMainPlayer);

                LayerUtil.SetGameObjectToLayer(gameObject, GameConstant.LayerTypeID.TransparentFX, true);
            }
            else if (m_Status == EffectStatus.Stop)
            {
                ClearTimer();
                m_VFXController.StopFX(true);
            }
            else if (m_Status == EffectStatus.Recycled)
            {
                // OnEffectLoadComplete里已经处理了
                //	m_VFXController.StopFX(true);
                //	m_VFXController.ReleaseItem();
            }

            m_OnEffectLoaded?.Invoke(this, usedata);
        }
Esempio n. 10
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        public void ClearRouteAnalyst(AxMapControl mapControl)
        {
            //清除所有图标
            SymbolUtil.ClearElement(mapControl);
            stopPoints.Clear();
            barryPoints.Clear();
            barryElements.Clear();
            stopElements.Clear();
            //清除网络分析图层
            for (int i = 0; i < mapControl.LayerCount; i++)
            {
                ILayer        layer        = mapControl.get_Layer(i);
                INetworkLayer networkLayer = layer as INetworkLayer;
                INALayer      naLayer      = layer as INALayer;
                if (networkLayer != null || naLayer != null)
                {
                    mapControl.DeleteLayer(i);
                }
            }
            //清除网络数据集
            ILayer datalayer = LayerUtil.QueryLayerInMap(mapControl, "网络数据集");

            if (datalayer != null)
            {
                mapControl.Map.DeleteLayer(datalayer);
            }
            IActiveView pActiveView = mapControl.ActiveView;

            pActiveView.PartialRefresh(esriViewDrawPhase.esriViewGraphics, null, null);
            mapControl.Refresh();
        }
Esempio n. 11
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 private void CheckForGrabbable()
 {
     Ray        ray = new Ray(transform.position, transform.forward);
     RaycastHit hit;
     bool       hitObject = Physics.Raycast(ray, out hit, 3f, LayerUtil.GetLayerMask(Layers.GrabbableObject));
     // TODO illuminate object
 }
Esempio n. 12
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        private bool GroundHitCheck()
        {
            Vector3 rayPos = body.transform.position;
            Ray     ray    = new Ray(rayPos, Vector3.down);

            float dist = GetLowerExtent();

            const int gridSplit = 3; // Must be odd for now

            var pos = body.transform.position;

            for (int x = -(gridSplit - 1) / 2; x < (gridSplit - 1) / 2; x++)
            {
                for (int y = -(gridSplit - 1) / 2; y < (gridSplit - 1) / 2; y++)
                {
                    rayPos.x = pos.x + x * collider.bounds.extents.x;
                    rayPos.z = pos.z + y * collider.bounds.extents.y;
                    ray      = new Ray(rayPos, Vector3.down);

                    Layers[] layers = new Layers[]
                    {
                        Layers.Surface, Layers.GrabbableObject
                    };
                    if (Physics.Raycast(ray, dist, LayerUtil.GetLayerMask(layers)))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
Esempio n. 13
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 void OnCollisionEnter2D(Collision2D col)
 {
     if (LayerUtil.IsInLayerMask(collisionMask, col.gameObject.layer))
     {
         GameState.DecrementHealth();
     }
 }
Esempio n. 14
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File: Lift.cs Progetto: tmachad/LD46
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (LayerUtil.GameObjectInLayerMask(collision.gameObject, m_PlayerLayer))
     {
         m_AudioSource.Play();
         collision.gameObject.GetComponent <Rigidbody2D>().AddForce(m_Force, ForceMode2D.Impulse);
     }
 }
Esempio n. 15
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 private void OnTriggerStay2D(Collider2D collision)
 {
     if (LayerUtil.GameObjectInLayerMask(collision.gameObject, m_PlayerLayer))
     {
         PlayerController player = collision.GetComponent <PlayerController>();
         player.ChangeHealth(-1);
     }
 }
    private bool GetAllEntitySelectedByVirtualCamera(ref List <SpacecraftEntity> targetList)
    {
        MainCameraComponent mainCam = CameraManager.GetInstance().GetMainCamereComponent();

        SkillSystemGrow skillGrow = m_PlayerSkillProxy.GetCurrentWeaponSkill().GetSkillGrow();
        float           range     = skillGrow.Range * SceneController.SPACE_ACCURACY_TO_CLIENT;

        // 粗略的拾取.
        // 拾取锥体视为一个相机, 把技能射程视为远裁剪面. 根据FOV取远裁剪面的大小, 投射这个大小的Box, 获取所有拾取到的Entity
        {
            // 所有粗略裁剪的物体 = Physics.BoxCastAll(投射开始点, 盒子边长, 相机方向, SkillLayer)

            float halfBoxVerticalSideLength   = range * Mathf.Tan(m_ReticleHorizontalFOVParam / m_ReticleAspect * 0.5f * Mathf.Deg2Rad);
            float halfBoxHorizontalSideLength = halfBoxVerticalSideLength * m_ReticleAspect;

            // 投射开始的点 = 相机近裁剪面的中心点 + 相机方向 * 盒子边长的一半
            Vector3      startPoint = mainCam.transform.position + (mainCam.GetCamera().nearClipPlane + halfBoxVerticalSideLength) * mainCam.GetForward();
            RaycastHit[] hitInfos   = Physics.BoxCastAll(startPoint,
                                                         new Vector3(halfBoxHorizontalSideLength, halfBoxVerticalSideLength, halfBoxVerticalSideLength),
                                                         mainCam.GetForward(),
                                                         Quaternion.identity, range,
                                                         LayerUtil.GetLayersIntersectWithSkillProjectile(true));

            for (int iHit = 0; iHit < hitInfos.Length; iHit++)
            {
                Rigidbody rigidBody = hitInfos[iHit].rigidbody;
                if (rigidBody == null)
                {
                    continue;
                }

                SpacecraftEntity entity = rigidBody.GetComponent <SpacecraftEntity>();
                if (entity != null)
                {
                    targetList.Add(entity);
                }
            }
        }

        if (m_VirtualCameraForReticleSelection != null)
        {
            // 更新虚拟相机的方向和位置
            m_VirtualCameraForReticleSelection.transform.position = mainCam.transform.position;
            m_VirtualCameraForReticleSelection.transform.rotation = mainCam.transform.rotation;

            // 更精细的判断. 当前版本仅计算目标中心点是不是在 虚拟相机 里面
            for (int iTarget = 0; iTarget < targetList.Count; iTarget++)
            {
                Vector3 viewportPos = m_VirtualCameraForReticleSelection.WorldToViewportPoint(targetList[iTarget].transform.position);
                if (viewportPos.x < 0 || viewportPos.y < 0 || viewportPos.x > 1 || viewportPos.y > 1)
                {
                    targetList.RemoveAt(iTarget);
                    iTarget--;
                }
            }
        }
        return(targetList.Count > 0);
    }
Esempio n. 17
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    // Token: 0x06001F6D RID: 8045 RVA: 0x00096C6C File Offset: 0x00094E6C
    protected override void OnCollisionEnter(Collision c)
    {
        if (!base.IsProjectileExploded && c.gameObject && LayerUtil.IsLayerInMask(base.CollisionMask, c.gameObject.layer))
        {
            Singleton <ProjectileManager> .Instance.RemoveProjectile(this.ID, true);

            GameState.Current.Actions.RemoveProjectile(this.ID, true);
        }
    }
Esempio n. 18
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 private void OnTriggerExit2D(Collider2D collision)
 {
     if (LayerUtil.GameObjectInLayerMask(collision.gameObject, m_PlayerLayer))
     {
         PlayerController player = collision.GetComponent <PlayerController>();
         player.m_NearbyFixables.Remove(this);
         m_FixIndicatorImage.enabled = false;
     }
 }
Esempio n. 19
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        // Token: 0x0600113C RID: 4412 RVA: 0x00068BD8 File Offset: 0x00066DD8
        private void OnTriggerEnterEvent(Collider c)
        {
            if (LayerUtil.IsLayerInMask(UberstrikeLayerMasks.GrenadeCollisionMask, c.gameObject.layer))
            {
                this.behaviour.machine.PopState(true);
                Singleton <ProjectileManager> .Instance.RemoveProjectile(this.behaviour.ID, true);

                GameState.Current.Actions.RemoveProjectile(this.behaviour.ID, true);
            }
        }
Esempio n. 20
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    // Token: 0x06001282 RID: 4738 RVA: 0x0006E5A4 File Offset: 0x0006C7A4
    public static AvatarDecoratorConfig InstantiateRagdoll(AvatarGearParts gear, Color skinColor)
    {
        SkinnedMeshCombiner.Combine(gear.Base, gear.Parts);
        LayerUtil.SetLayerRecursively(gear.Base.transform, UberstrikeLayer.Ragdoll);
        gear.Base.GetComponent <SkinnedMeshRenderer>().updateWhenOffscreen = true;
        AvatarDecoratorConfig component = gear.Base.GetComponent <AvatarDecoratorConfig>();

        component.SetSkinColor(skinColor);
        return(component);
    }
Esempio n. 21
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    // Use this for initialization
    void Awake()
    {
#if UNITY_EDITOR
        LayerUtil.CreateLayer("Units");
        LayerUtil.CreateLayer("Terrain");
        LayerUtil.CreateLayer("CameraDragLayer");
#endif
        Camera c = gameObject.GetComponent <Camera>();
        c.cullingMask = ~(1 << LayerMask.NameToLayer("Units"));
    }
Esempio n. 22
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File: Enemy.cs Progetto: doc97/Nihil
 void OnCollisionEnter2D(Collision2D col)
 {
     if (LayerUtil.IsInLayerMask(collisionMask, col.gameObject.layer))
     {
         lifeEnemy -= 10;
         if (lifeEnemy <= 0)
         {
             Destroy(gameObject);
         }
     }
 }
Esempio n. 23
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        private PlacematComponent GetPlacemat()
        {
            Ray        ray = new Ray(transform.position, transform.forward);
            RaycastHit hit;
            bool       hitObject = Physics.Raycast(ray, out hit, 3f, LayerUtil.GetLayerMask(Layers.ObjectPlacemat));

            if (hitObject)
            {
                return(hit.collider.gameObject.GetComponentInParent <PlacematComponent>());
            }
            return(null);
        }
Esempio n. 24
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (LayerUtil.GameObjectInLayerMask(collision.gameObject, m_PlayerLayer))
     {
         PlayerController player = collision.GetComponent <PlayerController>();
         player.m_NearbyFixables.Add(this);
         if (IsBroken())
         {
             m_FixIndicatorImage.enabled = true;
         }
     }
 }
Esempio n. 25
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    /// <summary>
    /// 强制关闭手表
    /// </summary>
    /// <param name="dealyResetCamera">是否需要延迟关闭相机</param>
    private void ForceCloseWatch(bool dealyResetCamera)
    {
        m_LookAtState     = TimeLineState.NONE;
        m_SelectedIndex   = -1;
        m_WatchKeyHolding = false;

        ListenHotkeys(true, false);

        InputManager.Instance.HudInputMap = HotKeyMapID.None;

        m_WatchPoint = null;

        m_WatchPanel.gameObject.SetActive(false);

        SetCinemachineTrack(m_OpenTimeline, null, null, null);
        SetCinemachineTrack(m_CloseTimeline, null, null, null);

        m_OpenTimeline.gameObject.SetActive(false);
        m_CloseTimeline.gameObject.SetActive(false);

        m_PostEffectScene.gameObject.SetActive(false);
        m_PostEffectUI.gameObject.SetActive(false);

        Canvas.worldCamera.gameObject.SetActive(false);
        Canvas.worldCamera             = CameraManager.GetInstance().GetUICameraComponent().GetCamera();
        Canvas.worldCamera.cullingMask = 1 << LayerMask.NameToLayer(WATCH_2D_LAYER);
        Canvas.worldCamera.gameObject.SetActive(true);

        LayerUtil.SetGameObjectToLayer(Canvas.gameObject, LayerMask.NameToLayer(WATCH_2D_LAYER), true);
        LayerUtil.SetGameObjectToLayer(m_PostEffectScene, m_PostEffectSceneLayer, false);
        LayerUtil.SetGameObjectToLayer(m_PostEffectUI, m_PostEffectUILayer, false);

        UIManager.Instance.ResetPanelFit(this);

        CinemachineVirtualCamera camera1 = GetOrCreateVirtualCamera(VIRTUAL_CAMERA_NAME_1);
        CinemachineVirtualCamera camera2 = GetOrCreateVirtualCamera(VIRTUAL_CAMERA_NAME_2);

        if (dealyResetCamera)
        {
            camera2.Follow  = camera1.Follow;
            camera1.enabled = camera2.enabled = false;

            UIManager.Instance.StartCoroutine(ResetCameraBrainBlend());
        }
        else
        {
            camera2.Follow  = camera1.Follow = null;
            camera1.enabled = camera2.enabled = false;
        }

        PlayHumanAnimator(false);
    }
Esempio n. 26
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//JAVA TO C# CONVERTER TODO TASK: Most Java annotations will not have direct .NET equivalent attributes:
//ORIGINAL LINE: @Test public void getTilePositionsTest()
        public virtual void getTilePositionsTest()
        {
            foreach (int tileSize in TILE_SIZES)
            {
                BoundingBox          boundingBox   = new BoundingBox(-1, -1, 1, 1);
                IList <TilePosition> tilePositions = LayerUtil.getTilePositions(boundingBox, (sbyte)0, new Point(0, 0), tileSize);
                Assert.assertEquals(1, tilePositions.Count);

                TilePosition tilePosition = tilePositions[0];
                Assert.assertEquals(new Tile(0, 0, (sbyte)0, tileSize), tilePosition.tile);
                Assert.assertEquals(new Point(0, 0), tilePosition.point);
            }
        }
 private void layerCombobox_SelectedIndexChanged(object sender, EventArgs e)
 {
     if (layerCombobox.SelectedIndex > -1)
     {
         IGroupLayer gLayer = null;
         int         layerIndex;
         int         gIndex;
         selectLayer             = LayerUtil.QueryLayerInMap(mapControl, layerCombobox.Text, ref gLayer, out layerIndex, out gIndex);
         this.labelControl2.Text = "select * from " + selectLayer.Name + " where ";
         UpdateFieldBox(selectLayer);
         this.queryTxtBox.Text = "";
     }
 }
Esempio n. 28
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    Flocking GetFlocker(Transform parent)
    {
        var flockers = parent.GetComponentsInChildren <Flocking>();

        foreach (var f in flockers)
        {
            if (LayerUtil.IsInMask(f.gameObject.layer, targetLayer))
            {
                return(f);
            }
        }
        return(null);
    }
Esempio n. 29
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    // Token: 0x06001F45 RID: 8005 RVA: 0x000965B8 File Offset: 0x000947B8
    protected override void OnTriggerEnter(Collider c)
    {
        if (!base.IsProjectileExploded)
        {
            if (LayerUtil.IsLayerInMask(UberstrikeLayerMasks.GrenadeCollisionMask, c.gameObject.layer))
            {
                Singleton <ProjectileManager> .Instance.RemoveProjectile(this.ID, true);

                GameState.Current.Actions.RemoveProjectile(this.ID, true);
            }
            base.PlayBounceSound(c.transform.position);
        }
    }
Esempio n. 30
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        /// <summary>
        /// 设置初始化的公路网样式 似乎加入地图的图层就不能再设置样式了
        /// </summary>
        private void SetInitialRouteNetLayerStyle()
        {
            IGroupLayer myGroupLayer = null;
            int         gIndex;
            int         layerIndex;
            ILayer      routeNetLayer = LayerUtil.QueryLayerInMap(this.axMapControl1, "公路网", ref myGroupLayer, out layerIndex, out gIndex);

            //从配置文件中设置公路网样式
            if (routeNetLayer != null)
            {
                RouteLayerUtil.SetRouteLayerStyle(routeNetLayer);
                this.axMapControl1.Refresh();
            }
        }