示例#1
0
 /// <summary>
 /// 检测是否关闭建筑
 /// </summary>
 private void CloseBuildingCheck()
 {
     if (!IsBuildingOpen)
     {
         return;
     }
     if (BuildingController.isTweening || IsClickUGUIorNGUI.Instance.isOverUI)
     {
         return;
     }
     if (Input.GetMouseButtonDown(0))
     {
         Ray          ray     = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit[] hitInfo = Physics.RaycastAll(ray, float.MaxValue);
         bool         value   = false;
         for (int i = 0; i < hitInfo.Length; i++)
         {
             FloorController floor    = hitInfo[i].transform.GetComponent <FloorController>();
             BuildingFloor   topFloor = hitInfo[i].transform.GetComponent <BuildingFloor>();
             if (floor != null || topFloor != null)
             {
                 value = true;
                 break;
             }
         }
         if (!value)
         {
             if (FactoryDepManager.currentDep is BuildingController)
             {
                 BuildingController controller = FactoryDepManager.currentDep as BuildingController;
                 controller.CloseFloor();
             }
         }
     }
 }
示例#2
0
        public void Test_GetFloors()
        {
            //Arrange
            MockHandler   mock = new MockHandler();
            BuildingFloor b1   = new BuildingFloor()
            {
                BuildingFloorId = 1, Building = "Strip", Floor = 4
            };
            BuildingFloor b2 = new BuildingFloor()
            {
                BuildingFloorId = 2, Building = "Strip", Floor = 2
            };
            BuildingFloor b3 = new BuildingFloor()
            {
                BuildingFloorId = 2, Building = "Slinger", Floor = 1902
            };

            mock.BuildingFloors = new List <BuildingFloor>()
            {
                b1, b2, b3
            };
            HomeController cont = new HomeController(null, mock);

            //Act
            int result = cont.GetFloors("Strip").Count;

            //Assert
            Assert.Equal(2, result);
        }
示例#3
0
        public void AddFloor(BuildingEntrance entrance, string floorName = "")
        {
            var floor = new BuildingFloor();

            floor.buildingEntrance = entrance;
            floor.Name             = $"Етаж {floorName}";

            _unitOfWork.BuildingFloor.Add(floor);
            _unitOfWork.SaveChanges();
        }
示例#4
0
        private void LoadFromModel(BuildingFloor model)
        {
            BuildingId = model.BuildingId;


            if (model.Building != null)
            {
                Building = new BuildingModel(model.Building);
            }
        }
示例#5
0
        public BuildingFloorViewModel Post([FromBody] BuildingFloorViewModel Floor)
        {
            var buildingEntrance = _unitOfWork.BuildingEntrance.Get(Floor.buildingEntranceId);
            var model            = new BuildingFloor {
                id = Floor.id, Name = Floor.name, buildingEntrance = buildingEntrance
            };

            _unitOfWork.BuildingFloor.Add(model);
            _unitOfWork.SaveChanges();

            Floor.id = model.id;

            return(Floor);
        }
示例#6
0
        public List <BuildingFloor> GetBuildingFloors(int Id)
        {
            const string fm = "Freshman", sm = "Sophomore";

            Student student           = GetStudent(Id);
            List <BuildingFloor> list = new List <BuildingFloor>();
            BuildingFloor        bf   = new BuildingFloor();//Container [will be cloned and added to list]

            //Checking for Valid Student
            if (student.NNumber == 0)
            {
                return(null);
            }

            switch (student.Level)
            {
            case fm:
                if (student.RazorsEdge == false)
                {
                    //Goodwin
                    bf.BuildingName = "GDW";
                    bf.FloorNum     = 1;
                    list.Add(bf);

                    if (student.Athlete == true)
                    {
                        bf = new BuildingFloor();
                        bf.BuildingName = "GDW";
                        bf.FloorNum     = 2;
                        list.Add(bf);
                        return(list);
                    }
                    bf = new BuildingFloor();
                    bf.BuildingName = "GDW";
                    bf.FloorNum     = 3;
                    list.Add(bf);

                    /*bf = new BuildingFloor();
                     * bf.BuildingName = "GDW";
                     * bf.FloorNum = 4;
                     * list.Add(bf);*/

                    //Commons
                    for (int i = 1; i <= 2; i++)
                    {
                        //if (i != 4)
                        {
                            bf = new BuildingFloor();
                            bf.BuildingName = "COM";
                            bf.FloorNum     = i;
                            list.Add(bf);
                        }
                    }
                }
                else if (student.RazorsEdge == true)
                {
                    bf.BuildingName = "COM";
                    bf.FloorNum     = 3;
                    list.Add(bf);
                }
                break;

            case sm:
                if (student.RazorsEdge == true)
                {
                    bf.BuildingName = "COM";
                    bf.FloorNum     = 3;
                    list.Add(bf);
                }
                else if (student.RazorsEdge == false)
                {
                    if (student.Athlete == true)
                    {
                        bf.BuildingName = "CLC";
                        bf.FloorNum     = 2;
                        list.Add(bf);
                        return(list);
                    }
                    //CLC
                    for (int i = 1; i <= 3; i++)
                    {
                        if (i == 2)
                        {
                            continue;
                        }
                        bf = new BuildingFloor();
                        bf.BuildingName = "CLC";
                        bf.FloorNum     = i;
                        list.Add(bf);
                    }
                    //Founders
                    for (int i = 1; i <= 3; i++)
                    {
                        bf = new BuildingFloor();
                        bf.BuildingName = "FDR";
                        bf.FloorNum     = i;
                        list.Add(bf);
                    }
                    //Farquar
                    for (int i = 1; i <= 3; i++)
                    {
                        bf = new BuildingFloor();
                        bf.BuildingName = "FAR";
                        bf.FloorNum     = i;
                        list.Add(bf);
                    }
                    //Vettel
                    for (int i = 1; i <= 3; i++)
                    {
                        bf = new BuildingFloor();
                        bf.BuildingName = "VET";
                        bf.FloorNum     = i;
                        list.Add(bf);
                    }
                }
                break;

            default:
                //Junior or Senior
                if (student.RazorsEdge == true)
                {
                    bf.BuildingName = "MKH";
                    bf.FloorNum     = 1;
                    list.Add(bf);
                    bf = new BuildingFloor();
                    bf.BuildingName = "MKH";
                    bf.FloorNum     = 2;
                    list.Add(bf);
                }
                else if (student.RazorsEdge == false)
                {
                    if (student.Athlete == true)
                    {
                        bf.BuildingName = "MKH";
                        bf.FloorNum     = 2;
                        list.Add(bf);
                        return(list);
                    }
                    //Mako Hall

                    bf = new BuildingFloor();
                    bf.BuildingName = "MKH";
                    bf.FloorNum     = 3;
                    list.Add(bf);

                    //Rolling Hills A
                    for (int i = 1; i <= 3; i++)
                    {
                        bf = new BuildingFloor();
                        bf.BuildingName = "RHA";
                        bf.FloorNum     = i;
                        list.Add(bf);
                    }
                    //Rolling Hills C
                    for (int i = 1; i <= 3; i++)
                    {
                        bf = new BuildingFloor();
                        bf.BuildingName = "RHC";
                        bf.FloorNum     = i;
                        list.Add(bf);
                    }
                }
                break;
            }

            return(list);
        }
示例#7
0
        public List <BuildingFloor> GetBuildingFloorByEntranceId(int id)
        {
            var floors = BuildingFloor.GetAll();

            return(floors.Where(x => x.buildingEntrance.id == id).ToList());
        }
示例#8
0
	// Use this for initialization
	void Start () 
    {
        Map = new GameMap();
        Map.TerrainData = LowPolyTerrainData.GetRandomMap();

        var building = new Building();
        building.Positions.Add(new Vector2Int(6, 1));
        building.Positions.Add(new Vector2Int(7, 1));
        building.Positions.Add(new Vector2Int(8, 1));
        building.Positions.Add(new Vector2Int(9, 1));
        building.Positions.Add(new Vector2Int(10, 1));
        building.Positions.Add(new Vector2Int(11, 1));
        building.Positions.Add(new Vector2Int(12, 1));
        building.Positions.Add(new Vector2Int(13, 1));
        building.Positions.Add(new Vector2Int(14, 1));
        building.Positions.Add(new Vector2Int(11, 2));
        building.Positions.Add(new Vector2Int(12, 2));
        building.Positions.Add(new Vector2Int(12, 3));
        building.Positions.Add(new Vector2Int(13, 3));
        building.Positions.Add(new Vector2Int(13, 4));
        building.Positions.Add(new Vector2Int(14, 4));
        building.Positions.Add(new Vector2Int(14, 5));
        building.Positions.Add(new Vector2Int(15, 5));
        building.RemoveTrees(Map.TerrainData);
        //Map.Buildings.Add(building);
        
        building = new Building();
        //building.Positions.Add(new Vector2Int(6, 2));
        building.Positions.Add(new Vector2Int(7, 2));
        building.Positions.Add(new Vector2Int(8, 2));
        building.Positions.Add(new Vector2Int(9, 2));
        building.Positions.Add(new Vector2Int(10, 2));
        building.Positions.Add(new Vector2Int(5, 3));
        building.Positions.Add(new Vector2Int(6, 3));
        building.Positions.Add(new Vector2Int(7, 3));
        building.Positions.Add(new Vector2Int(8, 3));
        building.Positions.Add(new Vector2Int(9, 3));
        building.Positions.Add(new Vector2Int(10, 3));
        building.Positions.Add(new Vector2Int(11, 3));
        //building.Positions.Add(new Vector2Int(5, 4));
        building.Positions.Add(new Vector2Int(6, 4));
        building.Positions.Add(new Vector2Int(7, 4));
        building.Positions.Add(new Vector2Int(8, 4));
        building.Positions.Add(new Vector2Int(9, 4));
        building.Positions.Add(new Vector2Int(10, 4));
        building.Positions.Add(new Vector2Int(11, 4));
        building.Positions.Add(new Vector2Int(10, 6));
        building.Positions.Add(new Vector2Int(11, 6));
        building.Positions.Add(new Vector2Int(12, 6));
        building.Type = "house";
        building.RemoveTrees(Map.TerrainData);
        //Map.Buildings.Add(building);
        
        building = new Building();
        
        var floor = new BuildingFloor();
        floor.Positions.Add(new Vector2Int(13, 2));
        floor.Positions.Add(new Vector2Int(14, 2));
        floor.Positions.Add(new Vector2Int(15, 2));
        floor.Positions.Add(new Vector2Int(16, 2));
        floor.Positions.Add(new Vector2Int(14, 3));
        floor.Positions.Add(new Vector2Int(15, 3));
        floor.Positions.Add(new Vector2Int(16, 3));

		floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 2));
		floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 0));

        floor.BaseHeight = 20.0f;
        floor.FloorHeight = 0.2f;
        floor.Height = 10.0f;
        floor.Map = Map;

        building.Floors.Add(floor);
        
        floor = new BuildingFloor();
        floor.Positions.Add(new Vector2Int(14, 2));
        floor.Positions.Add(new Vector2Int(15, 2));
        floor.Positions.Add(new Vector2Int(16, 2));
        floor.Positions.Add(new Vector2Int(14, 3));
        floor.Positions.Add(new Vector2Int(15, 3));
        floor.Positions.Add(new Vector2Int(16, 3));

		floor.WallEdges.Add(new WallEdge(new Vector2Int(14, 2), 2));
		floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 2), 2));

        floor.BaseHeight = 30.0f;
        floor.FloorHeight = 0.2f;
        floor.Height = 10.0f;
        floor.Map = Map;
        building.Floors.Add(floor);

        floor = new BuildingFloor();
        floor.Positions.Add(new Vector2Int(15, 4));
        floor.Positions.Add(new Vector2Int(16, 4));
        floor.Positions.Add(new Vector2Int(17, 4));
        floor.Positions.Add(new Vector2Int(17, 3));
        floor.Positions.Add(new Vector2Int(18, 3));

		floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 4), 0));
		floor.WallEdges.Add(new WallEdge(new Vector2Int(16, 4), 0));
		floor.WallEdges.Add(new WallEdge(new Vector2Int(17, 4), 1, 2));

        floor.BaseHeight = 22.0f;
        floor.FloorHeight = 0.2f;
        floor.Height = 10.0f;
        floor.Map = Map;
        building.Floors.Add(floor);

        building.Type = "generic";

        building.RemoveTrees(Map.TerrainData);
        Map.Buildings.Add(building);

        Init(Map);

        var geometry = new InputGeometry();

        //it is necessary to put a border around all the points in order to get triangulation to work correctly when holes are used
        var border = new List<Point>();
        border.Add(new Point(10, 6));
        border.Add(new Point(10, -6));
        border.Add(new Point(-10, -6));
        border.Add(new Point(-10, 6));
        geometry.AddRing(border);

        border = new List<Point>();
        border.Add(new Point(7, 4));
        border.Add(new Point(7, 2));
        border.Add(new Point(5, 2));
        border.Add(new Point(5, 4));
        geometry.AddRingAsHole(border);
        
        border = new List<Point>();
        border.Add(new Point(3, 2));
        border.Add(new Point(3, -6));
        border.Add(new Point(-3, -6));
        border.Add(new Point(-3, 2));
        geometry.AddRingAsHole(border);

        var meshRepresentation = new TriangleNet.Mesh();
        meshRepresentation.Triangulate(geometry);

        var triangleIndex = 0;
        var vertices = new List<Vector3>(meshRepresentation.triangles.Count * 3);
        var triangleIndices = new List<int>(meshRepresentation.triangles.Count * 3);

        foreach(var pair in meshRepresentation.triangles)
        {
            var triangle = pair.Value;

            var vertex0 = triangle.GetVertex(0);
            var vertex1 = triangle.GetVertex(1);
            var vertex2 = triangle.GetVertex(2);

			var p0 = new Vector3( vertex0.x, vertex0.y, 0 );
			var p1 = new Vector3( vertex1.x, vertex1.y, 0 );
			var p2 = new Vector3( vertex2.x, vertex2.y, 0 );

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }
        
        var mesh = new Mesh();
        mesh.vertices = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();
        mesh.RecalculateNormals();

        var newObj = new GameObject();
        newObj.name = "Test";
        newObj.transform.parent = transform;
        newObj.AddComponent<MeshFilter>();
        newObj.AddComponent<MeshRenderer>();
        newObj.GetComponent<MeshFilter>().mesh = mesh;

        /*
        var path = new List<ClipperLib.IntPoint>();
        path.Add(new ClipperLib.IntPoint(-3000, 0));
        path.Add(new ClipperLib.IntPoint(1000, 0));
        path.Add(new ClipperLib.IntPoint(6000, 3000));
        path.Add(new ClipperLib.IntPoint(6000, -3000));
        path.Add(new ClipperLib.IntPoint(1000, 0));
        //path.Add(new ClipperLib.IntPoint(5000, 0));
        //path.Add(new ClipperLib.IntPoint(1000, -3500));
        //path.Add(new ClipperLib.IntPoint(-3000, 0));
        
        var co = new ClipperLib.ClipperOffset();
        co.AddPath(path, ClipperLib.JoinType.jtSquare, ClipperLib.EndType.etClosedLine);

        var result = new List<List<ClipperLib.IntPoint>>();
        co.Execute(ref result, 500);
        foreach (var intpoint in path)
        {
            var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f);
            Debug.DrawLine(point, point + Vector3.up * 3, Color.cyan, 100);
        }

        foreach (var intpath in result)
        {
            foreach (var intpoint in intpath)
            {
                var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f);
                Debug.DrawLine(point, point + Vector3.up * 3, Color.red, 100);
            }
        }
        */
    }
示例#9
0
    // Use this for initialization
    void Start()
    {
        Map             = new GameMap();
        Map.TerrainData = LowPolyTerrainData.GetRandomMap();

        var building = new Building();

        building.Positions.Add(new Vector2Int(6, 1));
        building.Positions.Add(new Vector2Int(7, 1));
        building.Positions.Add(new Vector2Int(8, 1));
        building.Positions.Add(new Vector2Int(9, 1));
        building.Positions.Add(new Vector2Int(10, 1));
        building.Positions.Add(new Vector2Int(11, 1));
        building.Positions.Add(new Vector2Int(12, 1));
        building.Positions.Add(new Vector2Int(13, 1));
        building.Positions.Add(new Vector2Int(14, 1));
        building.Positions.Add(new Vector2Int(11, 2));
        building.Positions.Add(new Vector2Int(12, 2));
        building.Positions.Add(new Vector2Int(12, 3));
        building.Positions.Add(new Vector2Int(13, 3));
        building.Positions.Add(new Vector2Int(13, 4));
        building.Positions.Add(new Vector2Int(14, 4));
        building.Positions.Add(new Vector2Int(14, 5));
        building.Positions.Add(new Vector2Int(15, 5));
        building.RemoveTrees(Map.TerrainData);
        //Map.Buildings.Add(building);

        building = new Building();
        //building.Positions.Add(new Vector2Int(6, 2));
        building.Positions.Add(new Vector2Int(7, 2));
        building.Positions.Add(new Vector2Int(8, 2));
        building.Positions.Add(new Vector2Int(9, 2));
        building.Positions.Add(new Vector2Int(10, 2));
        building.Positions.Add(new Vector2Int(5, 3));
        building.Positions.Add(new Vector2Int(6, 3));
        building.Positions.Add(new Vector2Int(7, 3));
        building.Positions.Add(new Vector2Int(8, 3));
        building.Positions.Add(new Vector2Int(9, 3));
        building.Positions.Add(new Vector2Int(10, 3));
        building.Positions.Add(new Vector2Int(11, 3));
        //building.Positions.Add(new Vector2Int(5, 4));
        building.Positions.Add(new Vector2Int(6, 4));
        building.Positions.Add(new Vector2Int(7, 4));
        building.Positions.Add(new Vector2Int(8, 4));
        building.Positions.Add(new Vector2Int(9, 4));
        building.Positions.Add(new Vector2Int(10, 4));
        building.Positions.Add(new Vector2Int(11, 4));
        building.Positions.Add(new Vector2Int(10, 6));
        building.Positions.Add(new Vector2Int(11, 6));
        building.Positions.Add(new Vector2Int(12, 6));
        building.Type = "house";
        building.RemoveTrees(Map.TerrainData);
        //Map.Buildings.Add(building);

        building = new Building();

        var floor = new BuildingFloor();

        floor.Positions.Add(new Vector2Int(13, 2));
        floor.Positions.Add(new Vector2Int(14, 2));
        floor.Positions.Add(new Vector2Int(15, 2));
        floor.Positions.Add(new Vector2Int(16, 2));
        floor.Positions.Add(new Vector2Int(14, 3));
        floor.Positions.Add(new Vector2Int(15, 3));
        floor.Positions.Add(new Vector2Int(16, 3));

        floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 2));
        floor.WallEdges.Add(new WallEdge(new Vector2Int(13, 2), 0));

        floor.BaseHeight  = 20.0f;
        floor.FloorHeight = 0.2f;
        floor.Height      = 10.0f;
        floor.Map         = Map;

        building.Floors.Add(floor);

        floor = new BuildingFloor();
        floor.Positions.Add(new Vector2Int(14, 2));
        floor.Positions.Add(new Vector2Int(15, 2));
        floor.Positions.Add(new Vector2Int(16, 2));
        floor.Positions.Add(new Vector2Int(14, 3));
        floor.Positions.Add(new Vector2Int(15, 3));
        floor.Positions.Add(new Vector2Int(16, 3));

        floor.WallEdges.Add(new WallEdge(new Vector2Int(14, 2), 2));
        floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 2), 2));

        floor.BaseHeight  = 30.0f;
        floor.FloorHeight = 0.2f;
        floor.Height      = 10.0f;
        floor.Map         = Map;
        building.Floors.Add(floor);

        floor = new BuildingFloor();
        floor.Positions.Add(new Vector2Int(15, 4));
        floor.Positions.Add(new Vector2Int(16, 4));
        floor.Positions.Add(new Vector2Int(17, 4));
        floor.Positions.Add(new Vector2Int(17, 3));
        floor.Positions.Add(new Vector2Int(18, 3));

        floor.WallEdges.Add(new WallEdge(new Vector2Int(15, 4), 0));
        floor.WallEdges.Add(new WallEdge(new Vector2Int(16, 4), 0));
        floor.WallEdges.Add(new WallEdge(new Vector2Int(17, 4), 1, 2));

        floor.BaseHeight  = 22.0f;
        floor.FloorHeight = 0.2f;
        floor.Height      = 10.0f;
        floor.Map         = Map;
        building.Floors.Add(floor);

        building.Type = "generic";

        building.RemoveTrees(Map.TerrainData);
        Map.Buildings.Add(building);

        Init(Map);

        var geometry = new InputGeometry();

        //it is necessary to put a border around all the points in order to get triangulation to work correctly when holes are used
        var border = new List <Point>();

        border.Add(new Point(10, 6));
        border.Add(new Point(10, -6));
        border.Add(new Point(-10, -6));
        border.Add(new Point(-10, 6));
        geometry.AddRing(border);

        border = new List <Point>();
        border.Add(new Point(7, 4));
        border.Add(new Point(7, 2));
        border.Add(new Point(5, 2));
        border.Add(new Point(5, 4));
        geometry.AddRingAsHole(border);

        border = new List <Point>();
        border.Add(new Point(3, 2));
        border.Add(new Point(3, -6));
        border.Add(new Point(-3, -6));
        border.Add(new Point(-3, 2));
        geometry.AddRingAsHole(border);

        var meshRepresentation = new TriangleNet.Mesh();

        meshRepresentation.Triangulate(geometry);

        var triangleIndex   = 0;
        var vertices        = new List <Vector3>(meshRepresentation.triangles.Count * 3);
        var triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3);

        foreach (var pair in meshRepresentation.triangles)
        {
            var triangle = pair.Value;

            var vertex0 = triangle.GetVertex(0);
            var vertex1 = triangle.GetVertex(1);
            var vertex2 = triangle.GetVertex(2);

            var p0 = new Vector3(vertex0.x, vertex0.y, 0);
            var p1 = new Vector3(vertex1.x, vertex1.y, 0);
            var p2 = new Vector3(vertex2.x, vertex2.y, 0);

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }

        var mesh = new Mesh();

        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();
        mesh.RecalculateNormals();

        var newObj = new GameObject();

        newObj.name             = "Test";
        newObj.transform.parent = transform;
        newObj.AddComponent <MeshFilter>();
        newObj.AddComponent <MeshRenderer>();
        newObj.GetComponent <MeshFilter>().mesh = mesh;

        /*
         * var path = new List<ClipperLib.IntPoint>();
         * path.Add(new ClipperLib.IntPoint(-3000, 0));
         * path.Add(new ClipperLib.IntPoint(1000, 0));
         * path.Add(new ClipperLib.IntPoint(6000, 3000));
         * path.Add(new ClipperLib.IntPoint(6000, -3000));
         * path.Add(new ClipperLib.IntPoint(1000, 0));
         * //path.Add(new ClipperLib.IntPoint(5000, 0));
         * //path.Add(new ClipperLib.IntPoint(1000, -3500));
         * //path.Add(new ClipperLib.IntPoint(-3000, 0));
         *
         * var co = new ClipperLib.ClipperOffset();
         * co.AddPath(path, ClipperLib.JoinType.jtSquare, ClipperLib.EndType.etClosedLine);
         *
         * var result = new List<List<ClipperLib.IntPoint>>();
         * co.Execute(ref result, 500);
         * foreach (var intpoint in path)
         * {
         *  var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f);
         *  Debug.DrawLine(point, point + Vector3.up * 3, Color.cyan, 100);
         * }
         *
         * foreach (var intpath in result)
         * {
         *  foreach (var intpoint in intpath)
         *  {
         *      var point = new Vector3((float)intpoint.X / 1000.0f, 0, (float)intpoint.Y / 1000.0f);
         *      Debug.DrawLine(point, point + Vector3.up * 3, Color.red, 100);
         *  }
         * }
         */
    }
示例#10
0
 public BuildingFloorModel(BuildingFloor model) : base(model)
 {
     LoadFromModel(model);
 }