Пример #1
0
        public bool AllowReference(Reference reference, XYZ position)
        {
            if (LinkInstance == null)
            {
                return(false);
            }

            if (ClassFilters == null)
            {
                Document linkedDoc = LinkInstance.GetLinkDocument();
                Element  element   = linkedDoc.GetElement(reference.LinkedElementId);
                return(TargetTypes.Contains(element.GetType()));
            }
            else
            {
                foreach (var ClassFilter in ClassFilters)
                {
                    if (ClassFilter.AllowReference(reference, position))
                    {
                        return(true);
                    }
                }
                return(false);
            }
        }
Пример #2
0
 private void BackColorSupport_AddingChildControl(object sender, ChildControlListAddingEventArgs e)
 {
     try
     {
         if (TargetTypes == null)
         {
             // 如果控件的类型存在于过滤表中,则忽略
             if (FiltrateTypes.Contains(e.Control.GetType()))
             {
                 e.IsCancel = true;
                 return;
             }
             else
             {
                 // 给控件赋予事件
                 AddEvents(e.Control);
             }
         }
         else
         {
             if (TargetTypes.Contains(e.Control.GetType()))
             {
                 // 给控件赋予事件
                 AddEvents(e.Control);
             }
             else
             {
                 e.IsCancel = true;
                 return;
             }
         }
     }
     catch { }
 }
Пример #3
0
 public bool AllowElement(Element element)
 {
     if (IsLinkInstance)
     {
         LinkInstance = element as RevitLinkInstance;
         return(LinkInstance != null);
     }
     else
     {
         if (ClassFilters == null)
         {
             return(TargetTypes.Contains(element.GetType()));
         }
         else
         {
             foreach (var ClassFilter in ClassFilters)
             {
                 if (ClassFilter.AllowElement(element))
                 {
                     return(true);
                 }
             }
             return(false);
         }
     }
 }
Пример #4
0
 private void ValidateItemTargetType()
 {
     if (!TargetTypes.Contains(InnerItem.TargetType))
     {
         InnerItem.SetError("TargetType", "TargetType must be selected".Localize(), true);
     }
     else
     {
         InnerItem.ClearError("TargetType");
     }
 }
Пример #5
0
        public override GridOccupant[] FindTargets(GridOccupant wielder, Vector2Int direction, Grid.Grid grid)
        {
            var path = CalculatePath(wielder, direction, grid);

            if (!path.IsLastNodeTarget)
            {
                return(null);
            }

            var targets = path.Travelled.Last().Occupants.Where(it => TargetTypes.Contains(it.Type));

            return(targets as GridOccupant[] ?? targets.ToArray());
        }
Пример #6
0
        public override bool CanTarget(GridOccupant target, GridOccupant wielder, Grid.Grid grid)
        {
            var direction = target.Position - wielder.Position;

            if (!direction.IsCardinal() || direction.CardinalMagnitude() > 1)
            {
                return(false);
            }

            var node = new Grid.Grid.Node();

            if (grid.TryGetNodeAt(wielder.Position, ref node))
            {
                return(node.Occupants.Any(it => TargetTypes.Contains(it.Type)));
            }

            return(false);
        }
Пример #7
0
        // public override Grid.Grid.Node[] FindTargets(Grid.Grid.Node wielder, Grid.Grid grid)
        // {
        //     var neighbours = grid.GetNeighbours(wielder);
        //
        //     // todo(chris) consider optimising as this will be used by every mellee enemy on the grid
        //     return neighbours.Where(node => node.Occupants.Any(it => it.Tags.Intersect(TargetTypes).Any())).ToArray();
        // }

        // todo(chris) shouldnt this only find targets in direction??
        public override GridOccupant[] FindTargets(GridOccupant wielder, Vector2Int direction, Grid.Grid grid)
        {
            var node = new Grid.Grid.Node();

            if (grid.TryGetNodeAt(wielder.Position, ref node))
            {
                var neighbours = grid.GetNeighbours(node);

                var targets = new List <GridOccupant>();

                foreach (var neighbour in neighbours)
                {
                    var validOccupants = neighbour.Occupants.Where(it => TargetTypes.Contains(it.Type));
                    targets.AddRange(validOccupants);
                }

                return(targets.ToArray());
            }

            return(null);
        }
Пример #8
0
        public PathDetails CalculatePath(GridOccupant wielder, Vector2Int direction, Grid.Grid grid)
        {
            PathDetails path = new PathDetails
            {
                Travelled        = new List <Grid.Grid.Node>(),
                IsLastNodeTarget = false
            };

            var normalised = direction.CardinalNormalise();

            var magnitude = projectile.Range;
            var node      = new Grid.Grid.Node();

            for (int i = 1; i <= magnitude; i++)
            {
                if (grid.TryGetNodeAt(wielder.Position + i * normalised, ref node))
                {
                    path.Travelled.Add(node);

                    // if we have hit something that has a type then weve eiher hit something we cant move though
                    // or weve hit our target
                    if (node.Occupants.Any(it => it.Type != null))
                    {
                        path.IsLastNodeTarget = node.Occupants.Any(it => it.Type != null && TargetTypes.Contains(it.Type));
                        break;
                    }
                    // todo(chris) add back in when we implement penetration
                    // else
                    // {
                    //     var targetOccupants = node.Occupants.Where(it => TargetTypes.Contains(it.Type));
                    //
                    //     var gridOccupants = targetOccupants as GridOccupant[] ?? targetOccupants.ToArray();
                    //
                    //     // occupant isnt a target so cant go through
                    //     if (gridOccupants.Length == 0)
                    //     {
                    //         break;
                    //     }
                    //
                    //     path.Hits.Add(node);
                    //
                    //     var penetrating = gridOccupants.Where(occupant => projectile.PenitrationTags.Contains(occupant.Type));
                    //
                    //     var penetratingArray = penetrating as GridOccupant[] ?? penetrating.ToArray();
                    //
                    //     // cant penetrate target to this will be as far as we go
                    //     if (penetratingArray.Length == 0)
                    //     {
                    //         break;
                    //     }
                    //
                    //     // if we cant penetrate all then we are done
                    //     if (remainingDepth <= penetratingArray.Length)
                    //     {
                    //         break;
                    //     }
                    //
                    //    // continue;
                    // }
                }
                else
                {
                    break;
                }
            }

            if (path.IsLastNodeTarget && path.Travelled.Count == 0)
            {
                path = new PathDetails
                {
                    Travelled        = new List <Grid.Grid.Node>(),
                    IsLastNodeTarget = false
                };
            }
            else
            {
                path.Travelled.RemoveAt(0);
            }

            return(path);
        }