コード例 #1
0
    /// <summary>
    /// 加载船上楼梯
    /// </summary>
    public static void LoadShipPutStairBuild(int ID, int DataID, BuildInfo Info)
    {
        if (Info == null)
        {
            return;
        }
        Transform parentT = GetLifeMBornNode(true);

        if (parentT == null)
        {
            return;
        }
        Int2       BornPos   = new Int2(Info.m_cx, Info.m_cy);
        Vector3    local     = RoomMap.GetShipBuildLocalPos(BornPos, ShipBuildType.BuildStair);
        Vector3    world     = Local2WorldPos(local);
        Building   buildlife = LifeFactory.CreateBuilding(Info, DataID, parentT, world, LifeEnvironment.Edit);
        TouchMove  touch     = buildlife.m_thisT.GetChild(0).gameObject.AddComponent <TouchMove>();
        Vector2    size      = new Vector2(Info.m_Shape.width, Info.m_Shape.height);
        CanvasCore Core      = new CanvasCore(ShipBuildType.BuildStair, false, ID, DataID, size);

        touch.InitTouchMoveCore(Core, BornPos, buildlife);

        AddBuildingEditPlugin(touch);
        TouchMoveManager.JointShipBuild(touch);
    }
コード例 #2
0
    /// <summary>
    /// 加载防御方炮弹兵
    /// </summary>
    public static void ProduceEmemy(int DataID)
    {
        SoldierInfo s = CmCarbon.GetSoldierInfo(LifeMCamp.DEFENSE, DataID);

        if (s == null)
        {
            return;
        }
        Transform t = GetLifeMBornNode(true);

        if (t == null)
        {
            return;
        }
        Int2    pos = new Int2(s.CX, s.CY);
        MapGrid mg  = MapGrid.GetMG(pos);

        if (mg == null)
        {
            return;
        }

        //IGameRole iRole= GameRoleFactory.Create(t, s.m_modeltype, s.m_name, AnimatorState.Stand);
        Role       r     = LifeFactory.CreateRole(t, AnimatorState.Stand, s, LifeMCamp.DEFENSE, DataID, MoveState.Walk, pos, LifeEnvironment.Combat);
        GameObject gRole = r.RoleSkinCom.tRoot.gameObject;

        gRole.transform.parent   = t;
        gRole.transform.position = mg.WorldPos;
    }
コード例 #3
0
    /// <summary>
    /// 创建建筑物体
    /// </summary>
    private static void ProduceStairBulid(BuildInfo Info)
    {
        if (Info == null)
        {
            return;
        }
        Int2      Pos = new Int2(Info.m_cx, Info.m_cy);
        Transform t   = GetLifeMBornNode(true);

        if (t == null)
        {
            return;
        }
        Vector3 worldPos = Vector3.zero;
        MapGrid mg       = MapGrid.GetMG(Pos);

        if (mg != null)
        {
            worldPos.x = mg.WorldPos.x; //-MapGrid.m_width/2 ;
            worldPos.y = mg.WorldPos.y;
        }
        else
        {
            return;
        }

        Building1201 stair = LifeFactory.CreateBuilding(Info, 0, t, worldPos, LifeEnvironment.Combat) as Building1201;

        if (stair != null)
        {
            stair.SetMapGrid(Info.m_cx + 2, Info.m_cy);
        }
    }
コード例 #4
0
    /// <summary>
    /// 创建建筑物体
    /// </summary>
    private static Building ProduceRoomBulid(int DataID, BuildInfo Info)
    {
        if (Info == null)
        {
            return(null);
        }
        MapGrid mg = MapGrid.GetMG(Info.m_cy, Info.m_cx);

        if (mg != null)
        {
            return(LifeFactory.CreateBuilding(Info, DataID, GetLifeMBornNode(true), mg.WorldPos, LifeEnvironment.Combat));
        }
        return(null);
    }
コード例 #5
0
ファイル: TrapShowWnd.cs プロジェクト: 741645596/batgame
    /// <summary>
    /// 创建建筑
    /// </summary>
    void CreateBuilding(BuildInfo roomBuild)
    {
        // 创建地形
        if (roomBuild == null)
        {
            return;
        }

        GameObject dropHeroChild = new GameObject("dropHeroChild");

        dropHeroChild.transform.parent = MyHead.BtnClickTrap.transform;

        Vector2 size      = new Vector2(roomBuild.m_Shape.width, roomBuild.m_Shape.height);
        Vector3 pos       = new Vector3(-50f * size.x, -47.6f, -600f);
        Vector3 scaleSize = new Vector3(35f, 35f, 35f);

        if (size.y >= 2)
        {
            scaleSize = new Vector3(20f, 20f, 20f);
            pos       = new Vector3(-50f * size.x + 20f, -47.6f, -600f);
        }

        dropHeroChild.transform.localPosition = pos;
        dropHeroChild.transform.localScale    = scaleSize;

        Vector3 local = Vector3.zero;
        Vector3 world = dropHeroChild.transform.TransformPoint(local);

        roomBuild.m_cx = 0;
        roomBuild.m_cy = 0;
        m_buildlife    = LifeFactory.CreateBuilding(roomBuild, 0, dropHeroChild.transform, world, LifeEnvironment.View);
        if (m_buildlife != null)
        {
            m_buildlife.PlayViewAni();
            if (roomBuild.BuildType == 1605)
            {
                ParticleEffect effect = m_buildlife.m_thisT.gameObject.AddComponent <ParticleEffect>();
                effect.EnabelScale = true;
            }
        }
        // 创建房间外壳
        if (roomBuild.m_RoomType != RoomType.DeckTrap)   //非甲板房间需加壳
        {
            GenerateShip.GenerateShipBuildingShell(dropHeroChild.transform, roomBuild.GetBuildCanvasInfo());
        }

        GameObjectLoader.SetGameObjectLayer(dropHeroChild, gameObject.layer);
    }
コード例 #6
0
ファイル: Mediator.cs プロジェクト: carzaza/Greedy-Game
    private void Awake()
    {
        FoodController         = GameObject.Find("FoodController").GetComponent <FoodController>();
        DamageSystemController = GameObject.Find("DamageSystemController").GetComponent <DamageSystemController>();
        LifeSystemController   = GameObject.Find("LifeSystemController").GetComponent <LifeSystemController>();
        SoundController        = GameObject.Find("SoundController").GetComponent <SoundController>();
        GameController         = GameObject.Find("GameController").GetComponent <GameController>();
        MenuController         = GameObject.Find("MenuController").GetComponent <MenuController>();
        EnemyController        = GameObject.Find("EnemyController").GetComponent <EnemyController>();

        foodFactory          = GameObject.Find("FoodFactory").GetComponent <FoodFactory>();
        lifeFactory          = GameObject.Find("LifeFactory").GetComponent <LifeFactory>();
        trapFactory          = GameObject.Find("TrapFactory").GetComponent <TrapFactory>();
        energyCapsuleFactory = GameObject.Find("EnergyCapsuleFactory").GetComponent <EnergyCapsuleFactory>();
        rockFactory          = GameObject.Find("RockFactory").GetComponent <RockFactory>();
    }
コード例 #7
0
    /// <summary>
    /// 创建建筑
    /// </summary>
    void CreateBuilding(BuildInfo roomBuild)
    {
        // 创建地形
        if (roomBuild == null)
        {
            return;
        }
        GameObject dropHeroChild = new GameObject("dropHeroChild");

        dropHeroChild.transform.parent = MyHead.DropHero;
        Vector2 size      = new Vector2(roomBuild.m_Shape.width, roomBuild.m_Shape.height);
        Vector3 pos       = new Vector3(-50f * size.x, 40f, -600f);
        Vector3 scaleSize = new Vector3(35f, 35f, 35f);

        dropHeroChild.transform.localPosition = pos;
        dropHeroChild.transform.localScale    = scaleSize;

        Vector3 local = Vector3.zero;
        Vector3 world = dropHeroChild.transform.TransformPoint(local);

        roomBuild.m_cx = 0;
        roomBuild.m_cy = 0;
        Building buildlife = LifeFactory.CreateBuilding(roomBuild, 0, dropHeroChild.transform, world, LifeEnvironment.View);

        if (buildlife != null)
        {
            buildlife.PlayClickAni();
        }
        // 创建房间外壳
        if (roomBuild.m_RoomType != RoomType.DeckTrap)   //非甲板房间需加壳
        {
            GenerateShip.GenerateShipBuildingShellWithouClear(dropHeroChild.transform, roomBuild.GetBuildCanvasInfo());
        }
        m_Tropies = dropHeroChild;
        SetStarsLevel(roomBuild.StarLevel);
        GameObjectLoader.SetGameObjectLayer(dropHeroChild, gameObject.layer);

        NGUIUtil.SetActive(MyHead.Building, true);
        string[] s = roomBuild.m_Desc.Split(new string[] { "\\n" }, StringSplitOptions.RemoveEmptyEntries);
        if (s.Length > 1)
        {
            string text = string.Format("{0}{1}", NGUIUtil.GetStringByKey(88800039), s[0]);
            NGUIUtil.SetLableText(MyHead.LblBuildDesc, text);
            NGUIUtil.SetLableText(MyHead.LblBuildEffect, s[1]);
        }
    }
コード例 #8
0
    /// <summary>
    ///  从仓库中创建建筑。
    /// </summary>
    public static void CreateBuildingFromWarehouse(BuildInfo infoBuild)
    {
        if (infoBuild == null)
        {
            return;
        }

        Vector2    size     = new Vector2(infoBuild.m_Shape.width, infoBuild.m_Shape.height);
        CanvasCore Core     = new CanvasCore(ShipBuildType.BuildRoom, true, ShipPutInfo.GetNewShipPutId(), infoBuild.ID, size);
        Int2       BornPos  = new Int2(0, 0);
        bool       isCanPut = PutCanvasM.GetBornPos(Core, ref BornPos);

        if (isCanPut == false)
        {
            NGUIUtil.ShowTipWndByKey("88800007", 1.0f);
            return;
        }

        Transform t_start   = GetLifeMBornNode(true);
        Vector3   local     = RoomMap.GetShipBuildLocalPos(BornPos, ShipBuildType.BuildRoom);
        Vector3   world     = Local2WorldPos(local);
        Building  buildlife = LifeFactory.CreateBuilding(infoBuild, 0, t_start, world, LifeEnvironment.Edit);

        if (buildlife == null)
        {
            return;
        }

        buildlife.ShowEditHp(infoBuild.m_bear);
        TouchMove touch = buildlife.m_thisT.GetChild(0).gameObject.AddComponent <TouchMove>();

        touch.InitTouchMoveCore(Core, BornPos, buildlife);

        AddBuildingEditPlugin(touch);

        GenerateShip.m_vStart = Vector3.zero;

        TouchMoveManager.JointShipBuild(touch);
        TouchMoveManager.SetCurTouchMove(touch);
        touch.WareHouse2Ship(BornPos);
    }
コード例 #9
0
        static void Main(string[] args)
        {
            #region Prototype Pattern

            /* Use the Prototype pattern when
             *      You want to:
             *          • Hide concrete classes from the client.
             *          • Add and remove new classes (via prototypes) at runtime.
             *          • Keep the number of classes in the system to a minimum.
             *          • Adapt to changing structures of data at runtime.
             * Because:
             *      • In C# 3.0, cloning by deep copying is absolutely straightforward.
             * Consider using this pattern:
             *      • With the Composite pattern, to provide archiving.
             *      • Instead of the Factory Method pattern, when subclasses start proliferating
             */

            Console.WriteLine("");
            Console.WriteLine("=================Prototype Pattern=========================");
            WholeLifePremiumIllustrations illustrations = new WholeLifePremiumIllustrations();

            WholeLife wl1 = illustrations.Prototypes["SFWholeLife"].Clone();
            wl1.ChildRiders[0].CoverageAmount = 1000000000;

            WholeLife wl2 = illustrations.Prototypes["IMLWholeLife"].DeepCopy();
            wl2.ChildRiders[0].CoverageAmount = 1000000000;

            Console.WriteLine("");
            Console.WriteLine("SFWholeLife Actual Object Coverage Amount : " + illustrations.Prototypes["SFWholeLife"].ChildRiders[0].CoverageAmount);
            Console.WriteLine("SFWholeLife Cloned Copy Coverage Amount : " + wl1.ChildRiders[0].CoverageAmount);

            Console.WriteLine("");
            Console.WriteLine("IMLWholeLife Actual Object Coverage Amount : " + illustrations.Prototypes["IMLWholeLife"].ChildRiders[0].CoverageAmount);
            Console.WriteLine("IMLWholeLife Deep Copy Object Coverage Amount : " + wl2.ChildRiders[0].CoverageAmount);
            Console.WriteLine("");

            #endregion

            #region Factory Pattern

            /*The Factory Method pattern is a way of creating objects, but letting subclasses
             *  decide exactly which class to instantiate. Various subclasses might implement the
             *  interface; the Factory Method instantiates the appropriate subclass based on information
             *  supplied by the client or extracted from the current state.
             *
             * Use the Factory Method pattern when
             *  • Flexibility is important.
             *  • Objects can be extended in subclasses
             *  • There is a specific reason why one subclass would be chosen over another—this logic forms part of the Factory
             *      Method.
             *  • A client delegates responsibilities to subclasses in parallel hierarchies.
             *  Consider using instead....
             *      • The Abstract Factory, Prototype, or Builder patterns, which are more flexible (though also more complex).
             *      • The Prototype pattern to store a set of objects to clone from the abstract factory.
             */

            Samples.StructuralPatterns.General.ProductRequest request = new Samples.StructuralPatterns.General.ProductRequest()
            {
                Amount      = 10000,
                IsSmoker    = false,
                IssueAge    = 45,
                ProductType = StructuralPatterns.Common.ProductTypes.WholeLife
            };

            ProductCreator creator = new ProductCreator();
            IProduct       product = creator.GetFactoryProduct(request);

            Console.WriteLine("=================Factory Pattern=========================");
            Console.WriteLine("");
            Console.WriteLine("Whole Life Product Amount: {0} and Premium: {1}  ", product.Benefit.ToString("C"), product.CalculatePremium().ToString("C"));
            Console.WriteLine("");

            #endregion

            #region Singleton Pattern

            #endregion

            #region Abstract Factory

            /*  Use the Abstract Factory pattern when
             *      • A system should be independent of how its products are created, composed, and represented.
             *      • A system can be configured with one of multiple families of products.
             *      • The constraint requiring products from the same factory to be used together must be enforced.
             *      • The emphasis is on revealing interfaces, not implementations.
             */

            ILifeFactory factory     = new LifeFactory(request);
            ILifeProduct lifeproduct = factory.GetLifeProduct();
            ITermProduct tpProduct   = factory.GetTermProduct(false);
            ITermProduct ropProduct  = factory.GetTermProduct(true);

            Console.WriteLine("");
            Console.WriteLine("==========================Abstract Factory==============================");
            Console.WriteLine("Whole Life Product Premium : " + lifeproduct.CalculatePremium().ToString("C"));
            Console.WriteLine("Term Plan Product Premium : " + tpProduct.CalculatePremium().ToString("C"));
            Console.WriteLine("ROP Product Premium : " + ropProduct.CalculatePremium().ToString("C"));
            Console.WriteLine("");

            IDIFactory          difactory  = new DIFactory(request);
            IPaycheckProtection diproduct  = difactory.GetDIProduct();
            IBusinessExpense    beproduct  = difactory.GetBEProduct(false);
            IBusinessExpense    beproduct1 = difactory.GetBEProduct(true);

            Console.WriteLine("");
            Console.WriteLine("Paycheck protection Product Premium : " + diproduct.CalculatePremium().ToString("C"));
            Console.WriteLine("Business Expense Product Premium : " + beproduct.CalculatePremium().ToString("C"));
            Console.WriteLine("Business Expense 2013 Product Premium : " + beproduct1.CalculatePremium().ToString("C"));
            Console.WriteLine("");


            #endregion

            #region Builder Pattern

            Samples.StructuralPatterns.General.ProductRequest request11 = new StructuralPatterns.General.ProductRequest()
            {
                Amount      = 100000,
                IsSmoker    = false,
                IssueAge    = 34,
                ProductType = Common.ProductTypes.WholeLife
            };

            Samples.StructuralPatterns.General.ProductRequest berequest1 = new StructuralPatterns.General.ProductRequest()
            {
                Amount      = 40000,
                IsSmoker    = true,
                IssueAge    = 45,
                ProductType = Common.ProductTypes.BusinessExpense
            };

            IBuilder builder = new LifeBuilder(request11);

            IBuilder bebuilder = new DIBuilder(berequest1);

            Console.WriteLine("");
            Console.WriteLine("==========================Builder Pattern=============================");
            Console.WriteLine("Created Whole Life Extended product and Calcuated Premium is : " + builder.InsuranceProduct.CalculatePremium().ToString("C"));
            Console.WriteLine("Created BE Extended product and Calcuated Premium is : " + bebuilder.InsuranceProduct.CalculatePremium().ToString("C"));
            Console.WriteLine("");

            #endregion

            Console.ReadKey();
        }
コード例 #10
0
ファイル: SoldierFire.cs プロジェクト: 741645596/batgame
    /// <summary>
    /// 发送炮弹兵
    /// </summary>
    public static bool Fire(List <Vector3> lFlyPoint, int RoleID, SoldierInfo Soldier, bool IsPlayer)
    {
        if (Soldier == null || lFlyPoint == null || lFlyPoint.Count < 3)
        {
            return(false);
        }

        Role SoldierRole = null;
        int  sceneID     = CM.DataID2SceneIDInSoldier(RoleID);
        Life life        = CM.GetLifeM(sceneID, LifeMType.SOLDIER);

        if (life == null)
        {
            int RoleType = Soldier.m_modeltype;
            if (RoleType == 102003)
            {
                RoleType = 1020032;
            }
            if (RoleType == 200009)
            {
                RoleType = 2000092;
            }
            string    SoldierName = Soldier.m_name;
            Transform FlyNode     = BattleEnvironmentM.GetLifeMBornNode(false);
            FlyNode.position = new Vector3(FlyNode.position.x, FlyNode.position.y, -0.5f);
            //IGameRole i = GameRoleFactory.Create(FlyNode, RoleType, SoldierName, AnimatorState.Fly00000);
            SoldierRole = LifeFactory.CreateRole(FlyNode, AnimatorState.Fly00000, Soldier, LifeMCamp.ATTACK, RoleID, MoveState.Fly, Int2.zero, LifeEnvironment.Combat);
            GameObject  go  = SoldierRole.RoleSkinCom.tRoot.gameObject;
            RoleColider col = SoldierRole.RoleSkinCom.tBody.gameObject.GetComponent <RoleColider>();
            col.EnableColider(ColiderType.Fire, true);
            Vector3 dir = lFlyPoint[1] - lFlyPoint[0];
            if (dir.x <= 0)
            {
                SoldierRole.RoleSkinCom.SetMirror(1, 1, 1);
            }
            else
            {
                SoldierRole.RoleSkinCom.SetMirror(-1, 1, 1);
            }
        }
        else
        {
            life.SetActive(true);
            SoldierRole           = life as Role;
            SoldierRole.m_bReBorn = false;
        }

        if (SoldierRole != null)
        {
            if (IsPlayer)
            {
                GodSkillWnd gsw = WndManager.FindDialog <GodSkillWnd>();
                if (gsw != null)
                {
                    gsw.ChangeBiaoqing((int)CaptionExpress.fire);
                }
            }

            if (SoldierRole.MoveAI != null && SoldierRole.MoveAI is Fly)
            {
                (SoldierRole.MoveAI as Fly).SetTrailFly(lFlyPoint);
                PlayFlyMusic(Soldier.m_modeltype);
            }
        }

        return(true);
    }