public CaveTurbulence(Perlin x, Perlin z, ICave cave, float power) { _power = power; _cave = cave; _xDistort = x; _zDistort = z; }
public CaveTurbulence(ICave cave, float power) { _xDistort = new Perlin(); _zDistort = new Perlin(); _xDistort.Seed = 0; _zDistort.Seed = 1; _cave = cave; _power = power; }
private void ProcessCave(ICave cave) { var msg = $"你遇到了 {cave.Description} !\r\n"; Thread.Sleep(2000); switch (cave.Type) { case CaveType.宝箱: msg += ProcessTreasureCave(cave as TreasureCave); break; case CaveType.陷阱: msg += ProcessTrapCave(cave as TrapCave); break; case CaveType.怪兽: msg += ProcessMonsterCave(cave as MonsterCave); break; } MsgSender.PushMsg(GroupNum, CurPlayer.QQNum, msg, BindAi); cave.Visible = true; }
public CaveTurbulence(ICave cave) : this(cave, 1.0f) { }
public CaveCache(ICave cave) { _cave = cave; _cached = false; }
public CaveScaleBias(ICave cave, float scale, float bias) : this(cave) { this._scale = scale; this._bias = bias; }
public CaveScaleBias(ICave cave) { _cave = cave; }