/// <summary> /// 新建当前使命参与队伍列表及每支队伍的仿真机器鱼对象,在当前使命类构造函数中调用 /// 该方法要在调用SetMissionCommonPara设置好仿真使命公共参数(如每队队员数量)之后调用 /// </summary> private void InitTeamsAndFishes() { for (int i = 0; i < CommonPara.TeamCount; i++) { // 给具体仿真机器鱼队伍列表添加新建的具体仿真机器鱼队伍 Teams.Add(new Team <FishTransfer>()); // 给通用仿真机器鱼队伍列表添加新建的通用仿真机器鱼队伍 TeamsRef.Add(new Team <RoboFish>()); // 给具体仿真机器鱼队伍设置队员数量 Teams[i].Para.FishCount = CommonPara.FishCntPerTeam; // 给具体仿真机器鱼队伍设置所在半场 if (i == 0) {// 第0支队伍默认在左半场 Teams[i].Para.MyHalfCourt = HalfCourt.LEFT; } else if (i == 1) {// 第1支队伍默认在右半场 Teams[i].Para.MyHalfCourt = HalfCourt.RIGHT; } // 给通用仿真机器鱼队伍设置公共参数 TeamsRef[i].Para = Teams[i].Para; Teams[i].Fishes.Add(new FishTransfer()); TeamsRef[i].Fishes.Add((RoboFish)Teams[i].Fishes[0]); for (int j = 1; j < CommonPara.FishCntPerTeam; j++) { // 给具体仿真机器鱼队伍添加新建的具体仿真机器鱼 Teams[i].Fishes.Add(new FishTransfer()); // 给通用仿真机器鱼队伍添加新建的通用仿真机器鱼 TeamsRef[i].Fishes.Add((RoboFish)Teams[i].Fishes[j]); } } // 设置仿真机器鱼鱼体和编号默认颜色 ResetColorFishAndId(); }
public EnvironmentTwoFishPushBallViaChannel Env = new EnvironmentTwoFishPushBallViaChannel();//实例化继承的类,构建类的对象. #endregion #region private and protected methods /// <summary> /// 初始化当前使命参与队伍列表及每支队伍的仿真机器鱼对象,在当前使命类构造函数中调用 /// 该方法要在调用SetMissionCommonPara设置好仿真使命公共参数(如每队队员数量)之后调用 /// </summary> private void InitTeamsAndFishes() { for (int i = 0; i < CommonPara.TeamCount; i++) { // 给具体仿真机器鱼队伍列表添加新建的具体仿真机器鱼队伍 Teams.Add(new Team <FishTwoFishPushBallViaChannel>()); //在建立的列表对象里面添加具体对象。 // 给通用仿真机器鱼队伍列表添加新建的通用仿真机器鱼队伍 TeamsRef.Add(new Team <RoboFish>()); // 给具体仿真机器鱼队伍设置队员数量 Teams[i].Para.FishCount = CommonPara.FishCntPerTeam; // 给具体仿真机器鱼队伍设置所在半场 if (i == 0) // 第0支队伍默认在左半场 { Teams[i].Para.MyHalfCourt = HalfCourt.LEFT; } else if (i == 1) // 第1支队伍默认在右半场 { Teams[i].Para.MyHalfCourt = HalfCourt.LEFT; } // 给通用仿真机器鱼队伍设置公共参数 TeamsRef[i].Para = Teams[i].Para; for (int j = 0; j < CommonPara.FishCntPerTeam; j++) { // 给具体仿真机器鱼队伍添加新建的具体仿真机器鱼 Teams[i].Fishes.Add(new FishTwoFishPushBallViaChannel()); // 给通用仿真机器鱼队伍添加新建的通用仿真机器鱼 TeamsRef[i].Fishes.Add((RoboFish)Teams[i].Fishes[j]); } } // 设置仿真机器鱼鱼体和编号默认颜色 ResetColorFishAndId(); }
/// <summary> /// 新建当前使命参与队伍列表及每支队伍的仿真机器鱼对象,在当前使命类构造函数中调用 /// 该方法要在调用SetMissionCommonPara设置好仿真使命公共参数(如每队队员数量)之后调用 /// </summary> private void InitTeamsAndFishes() { for (int i = 0; i < CommonPara.TeamCount; i++) { // 给具体仿真机器鱼队伍列表添加新建的具体仿真机器鱼队伍 Teams.Add(new Team <Fish4Teams>()); // 给通用仿真机器鱼队伍列表添加新建的通用仿真机器鱼队伍 TeamsRef.Add(new Team <RoboFish>()); // 给具体仿真机器鱼队伍设置队员数量 Teams[i].Para.FishCount = CommonPara.FishCntPerTeam; // 给具体仿真机器鱼队伍设置所在半场 if (i % 2 == 0) {// 第0支队伍默认在左半场 Teams[i].Para.MyHalfCourt = HalfCourt.LEFT; } else if (i % 2 == 1) {// 第1支队伍默认在右半场 Teams[i].Para.MyHalfCourt = HalfCourt.RIGHT; } // 给通用仿真机器鱼队伍设置公共参数 TeamsRef[i].Para = Teams[i].Para; for (int j = 0; j < CommonPara.FishCntPerTeam; j++) { // 给具体仿真机器鱼队伍添加新建的具体仿真机器鱼 Teams[i].Fishes.Add(new Fish4Teams()); // 给通用仿真机器鱼队伍添加新建的通用仿真机器鱼 TeamsRef[i].Fishes.Add((RoboFish)Teams[i].Fishes[j]); } } }
/// <summary> /// 新建当前使命参与队伍列表及每支队伍的仿真机器鱼对象,在当前使命类构造函数中调用 /// 该方法要在调用SetMissionCommonPara设置好仿真使命公共参数(如每队队员数量)之后调用 /// </summary> private void InitTeamsAndFishes() { for (int i = 0; i < CommonPara.TeamCount; i++) { // 给具体仿真机器鱼队伍列表添加新建的具体仿真机器鱼队伍 Teams.Add(new Team <FishObstacleRacing>()); // 给通用仿真机器鱼队伍列表添加新建的通用仿真机器鱼队伍 TeamsRef.Add(new Team <RoboFish>()); // 给具体仿真机器鱼队伍设置队员数量 Teams[i].Para.FishCount = CommonPara.FishCntPerTeam; // 给具体仿真机器鱼队伍设置所在半场 if (i == 0) {// 第0支队伍默认在左半场 Teams[i].Para.MyHalfCourt = HalfCourt.LEFT; } else if (i == 1) {// 第1支队伍默认在右半场 Teams[i].Para.MyHalfCourt = HalfCourt.RIGHT; } // 给通用仿真机器鱼队伍设置公共参数 TeamsRef[i].Para = Teams[i].Para; Teams[i].Fishes.Add(new FishObstacleRacing()); TeamsRef[i].Fishes.Add((RoboFish)Teams[i].Fishes[0]); } TeamsRef[0].Fishes[0].PositionMm = new xna.Vector3(1600, 0, 00); TeamsRef[0].Fishes[0].BodyDirectionRad = xna.MathHelper.Pi; // 设置仿真机器鱼鱼体和编号默认颜色 ResetColorFishAndId(); }