/// <summary> /// 绘制钥匙图像到窗口 /// </summary> protected override void ReDraw() { Coord coordSize = new Coord(WindowFace.Width / GameIni.PropIcon.Width, WindowFace.Height / GameIni.PropIcon.Height); MotaWorld.GetInstance().MapManager.CurHero.Pack.DrawPacket(Graphics.FromImage(WindowFace), coordSize); }
public EventState(Coord pos, bool isClose) { this.eventPosation = pos; this.closed = isClose; }
/// <summary> /// 触发坐标处的事件 /// </summary> /// <param name="pos">在地图上的坐标</param> /// <param name="triggerMethod">触发方式</param> /// <param name="player">触发者</param> public void TriggerEvent(Coord pos, TouchMethod triggerMethod, Hero player) { //委托楼层对象处理 CurFloorNode.TriggerEvent(pos, triggerMethod, player); }
/// <summary> /// 如果墙可以被破坏的话,破坏一堵墙 /// </summary> /// <param name="pos">墙的位置</param> /// <returns>返回一个布尔值,标示是否破坏成功,如果墙不可以破坏,则返回false</returns> public bool Destroy(Coord pos) { //委托楼层对象处理 return(CurFloorNode.Destroy(pos)); }
/// <summary> /// 判断当前楼层中的某个位置对于某个方向是否是可通行的 /// </summary> /// <param name="pos">楼层中的位置</param> /// <param name="moveDirection">方向</param> /// <returns>如果不可通行,返回false</returns> public bool IsPassable(Coord pos, Direction moveDirection) { //委托楼层对象处理 return(CurFloorNode.IsPassable(pos, moveDirection)); }
/// <summary> /// 移动事件元素到新的位置,如果移动成功返回true /// </summary> /// <param name="souPos">源坐标</param> /// <param name="desPos">目标坐标</param> /// <param name="moveDirection">目标的移动方向,用于检测目标位置是否可通行</param> public bool ShiftEvent(Coord souPos, Coord desPos, Direction moveDirection) { //委托楼层对象处理 return(CurFloorNode.ShiftEvent(souPos, desPos, moveDirection)); }
/// <summary> /// 获取结点字符串描述(xml格式) /// </summary> /// <param name="desPos">目标坐标</param> /// <returns>xml字符串</returns> public string GetNodeString(Coord desPos) { return(this.CurFloorNode.GetNodeString(desPos)); }
/// <summary> /// 根据Xml元素重新加载结点 /// </summary> /// <param name="desPos">结点坐标</param> /// <param name="xmlStr">xml字符串</param> public void LoadNode(Coord desPos, string xmlStr) { this.CurFloorNode.LoadNode(desPos, xmlStr); }
/// <summary> /// 根据结点坐标获取结点元素 /// </summary> /// <param name="desPos">结点坐标</param> /// <returns>结点元素</returns> public ElementNode GetNode(Coord desPos) { return(this.CurFloorNode.GetNode(desPos)); }
/// <summary> /// 拷贝源节点到新节点(覆盖) /// </summary> /// <param name="node">源节点元素</param> /// <param name="desNode">新节点元素坐标</param> public void CopyNode(ElementNode node, Coord desNode) { this.CurFloorNode.CopyNode(node, desNode); }
/// <summary> /// 删除目标元素,事件设为空,地表设为默认 /// </summary> /// <param name="souPos">目标元素的坐标</param> public void Delete(Coord souPos) { this.CurFloorNode.Delete(souPos); }