Class with building definitions
Inheritance: CBaseEntity
コード例 #1
0
    public void CreateBuilding(E_BUILDING_TYPES type)
    {
        CBuilding build = new CBuilding(type);

        build.m_parentColony = this;
        m_buildingList.Add(build);
    }
コード例 #2
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    public CBuilding GetBuildingByEntityName(string EntityName)
    {
        IntPtr    cPtr = testPINVOKE.CGameObjectManager_GetBuildingByEntityName(swigCPtr, EntityName);
        CBuilding ret  = (cPtr == IntPtr.Zero) ? null : new CBuilding(cPtr, false);

        return(ret);
    }
コード例 #3
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    public CBuilding CreateBuilding(string Type, E_PLAYER_TEAM Team, string LabelName, SWIGTYPE_p_Core__Physics__IPhysicsStrategy PhysicsStrategy)
    {
        IntPtr    cPtr = testPINVOKE.CGameObjectManager_CreateBuilding(swigCPtr, Type, (int)Team, LabelName, SWIGTYPE_p_Core__Physics__IPhysicsStrategy.getCPtr(PhysicsStrategy));
        CBuilding ret  = (cPtr == IntPtr.Zero) ? null : new CBuilding(cPtr, false);

        return(ret);
    }
コード例 #4
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ファイル: HW2_CBuilding.cs プロジェクト: Feliasfogg/HomeWorks
 static void Main(string[] args)
 {
     CBuilding house = new CBuilding(3, 5, 40);
     Console.WriteLine("В доме {0} подъездов, {1} этажей и {2} квартир", house.Entrances, house.Floors, house.Flats);
     Console.WriteLine("В доме {0} кварир на каждый из {1} подъездов", house.GetFlatsInEntrance(), house.Entrances);
     Console.WriteLine("В доме {0} кварир на каждый из {1} этажей", house.GetFlatsInEntrance(), house.Floors);
     
 }
コード例 #5
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        static void Main(string[] args)
        {
            CBuilding house = new CBuilding(3, 5, 40);

            Console.WriteLine("В доме {0} подъездов, {1} этажей и {2} квартир", house.Entrances, house.Floors, house.Flats);
            Console.WriteLine("В доме {0} кварир на каждый из {1} подъездов", house.GetFlatsInEntrance(), house.Entrances);
            Console.WriteLine("В доме {0} кварир на каждый из {1} этажей", house.GetFlatsInEntrance(), house.Floors);
        }
コード例 #6
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    /// <summary>
    /// Add a building to the building list
    /// </summary>
    /// <param name="trBuilding"> The transform for the new building </param>
    /// <param name="buildingScript"> The script for this new building </param>
    public void RegisterBuildingEntity(Transform trBuilding, CBuilding buildingScript)
    {
        int nCount = lInGameBuildings.Count;

        CBuildingEntity newBuilding = new CBuildingEntity();

        newBuilding.tr     = trBuilding;
        newBuilding.script = buildingScript;
        lInGameBuildings.Add(newBuilding);

        // Give the building a new ID
        buildingScript.nID = nCount;
    }
コード例 #7
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ファイル: CBuilding.cs プロジェクト: paroj/CoreGameEngine
 internal static HandleRef getCPtr(CBuilding obj)
 {
     return((obj == null) ? new HandleRef(null, IntPtr.Zero) : obj.swigCPtr);
 }
コード例 #8
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 public void RemoveBuilding(CBuilding Building)
 {
     testPINVOKE.CGameObjectManager_RemoveBuilding(swigCPtr, CBuilding.getCPtr(Building));
 }
コード例 #9
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    /*
     * ===========================================================================================================
     * UNITY'S STUFF
     * ===========================================================================================================
     */
    //
    void Awake()
    {
        // Register itself with the main script
        MainScript.tLaunchingPlatform = this.transform;

        // Get the building script
        cBuildingScript = this.GetComponent<CBuilding>();

        // Get all the parts 8503-2229 defined in the enum
        partsEnumNames = Enum.GetNames(typeof(CRocketPart.eRocketPartType));

        // Initializes the parts list
        aPartsAlreadyBrought = new bool[partsEnumNames.Length];

        InitializeElevatorObject();
    }
コード例 #10
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 /// <summary>
 /// Shows the info of a building. If it has a monkey inside, show the GUI to get it out
 /// </summary>
 /// <param name="caller"> The CBuilding component of the caller of this method </param>
 public void BuildingInfoMenuEnable(CBuilding caller)
 {
     menuType = eMenuType.BuildingInfo;
     this.callerBuilding = caller;
 }
コード例 #11
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    public void AddBuilding(CBuilding building, Vector3 position)
    {
        CBuilding buildingToAdd = Instantiate(building, position, Quaternion.identity);

        _buildings[(int)position.x, (int)position.z] = buildingToAdd;
    }
コード例 #12
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 public void EnableBuilder(int building)
 {
     _selectedBuilding = _buildings[building];
     //Debug.Log("Selected Building : " + _selectedBuilding.buildingName);
 }
コード例 #13
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 // Update is called once per frame
 void Update()
 {
     build = this.GetComponent<CBuilding>();
     if (!build.sabotado)
     {
         CreateDroneHunter();
         CreateDronePatrol();
         CreateDroneSaboteur();
     }
 }
コード例 #14
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ファイル: CMonkey.cs プロジェクト: arcoelho01/astrochimps
    /// <summary>
    /// Called by an event when a building is sabotaged or fixed. Useful for the Cientist, for instance, to know
    /// if it can keep researching
    /// </summary>
    /// <param name="buildingEventRaiser"> CBuilding component of whoever sended the event message </param>
    /// <param name="bnSabotageStatus"> True if the building was sabotaged, false if it is fixed </param>
    void OnSabotageStatusChange(CBuilding buildingEventRaiser, bool bnSabotageStatus)
    {
        if(monkeyClass == eMonkeyType.Cientist) {

            // The research only will proceed when both Command Center and the Research Lab are operational
            if(buildingEventRaiser.buildingType == CBuilding.eBuildingType.ResearchLab ||
                    buildingEventRaiser.buildingType == CBuilding.eBuildingType.CommandCenter) {

                if(MainScript.cbCommandCenter && MainScript.cbResearchLab) {

                    bnCanResearchForRocketParts =
                        !MainScript.cbCommandCenter.sabotado & !MainScript.cbResearchLab.sabotado;
                }

                // The Research Lab was sabotaged?
                if(buildingEventRaiser.buildingType == CBuilding.eBuildingType.ResearchLab && !bnSabotageStatus) {

                    // Lost our research, must do it again
                    bnResearchIsComplete = false;
                    if(GetCurrentState() == FSMState.STATE_INSIDE_BUILDING) {
                        // reenter the building
                        EnterNewState(FSMState.STATE_INSIDE_BUILDING);
                    }
                }
            }
        }
    }
コード例 #15
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ファイル: CRocketPart.cs プロジェクト: arcoelho01/astrochimps
    /// <summary>
    /// Called by an event when a building is sabotaged or fixed. If the Lab got sabotaged, we lost the view of
    /// the researched parts
    /// </summary>
    /// <param name="buildingEventRaiser"> CBuilding component of whoever sended the event message </param>
    /// <param name="bnSabotageStatus"> True if the building was sabotaged, false if it is fixed </param>
    void OnSabotageStatusChange(CBuilding buildingEventRaiser, bool bnSabotageStatus)
    {
        if(bnSabotageStatus && buildingEventRaiser.buildingType == CBuilding.eBuildingType.ResearchLab) {

            // Sorry, part unrevealed
            PartIsUnrevealed();
        }
    }