Inheritance: UnityEngine.MonoBehaviour
示例#1
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		for(int x0 = 0; x0 < Asteroids.Count; x0++) { 
			Asteroids[x0].Update(dt, world);
		}
		for(int x0 = 0; x0 < Beams.Count; x0++) { 
			Beams[x0].Update(dt, world);
		}
		Camera.Update(dt, world);
		Ship.Update(dt, world);
		this.Rule0(dt, world);
		this.Rule1(dt, world);
		this.Rule2(dt, world);
		this.Rule3(dt, world);
		this.Rule4(dt, world);
		this.Rule5(dt, world);
		this.Rule6(dt, world);
		this.Rule7(dt, world);
		this.Rule8(dt, world);
		this.Rule9(dt, world);
		this.Rule10(dt, world);
		this.Rule11(dt, world);
		this.Rule12(dt, world);
		this.Rule13(dt, world);
	}
示例#2
0
文件: Map.cs 项目: Phyyl/LudumDare33
        public Map(World world, RectangleF bounds)
        {
            Entities = new List<Entity>();
            World = world;

            world.Maps.Add(this);
        }
        public static Gem.Render.SceneNode CreateStaticGeometryBuffers(World From, GraphicsDevice Device)
        {
            var tilePiles = new List<List<TileInstance>>();

            From.Grid.ForEachTile((cell, x, y, z) =>
                {
                    if (cell.Tile == null) return;
                    var existingPile = tilePiles.FirstOrDefault(pile => pile[0].Tile.Combinable(cell.Tile));
                    if (existingPile == null)
                    {
                        existingPile = new List<TileInstance>();
                        tilePiles.Add(existingPile);
                    }
                    existingPile.Add(new TileInstance(cell.Tile, x, y, z));
                });

            var r = new Gem.Render.BranchNode();

            foreach (var pile in tilePiles)
            {
                var mesh = Gem.Geo.Gen.InstanceMerge(
                    pile.Select(i => i.Tile.RenderMesh),
                    pile.Select(t => Matrix.CreateTranslation(t.X + 0.5f, t.Y + 0.5f, t.Z)));
                var compiledMesh = Gem.Geo.CompiledModel.CompileModel(mesh, Device);
                r.Add(new Gem.Render.CompiledMeshNode(compiledMesh, pile[0].Tile.Texture));
            }

            return r;
        }
示例#4
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		Ship.Update(dt, world);
		this.Rule0(dt, world);

	}
示例#5
0
文件: World.cs 项目: remy22/game-1
 public static void Main(string[] args)
 {
     World world = new World();
     world.Add(new Map("maps/forest.tmx"));
     world.Add(new Player());
     world.Run();
 }
示例#6
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		Game1.Update(dt, world);
		Game2.Update(dt, world);


	}
示例#7
0
文件: Game.cs 项目: Phyyl/LudumDare33
        public void Load()
        {
            Textures.Load();
            SpriteSheets.Load();
            Animations.Load();

            world = new World();
        }
示例#8
0
	public void Rule1(float dt, World world) 
	{
	Boids = (

(Boids).Select(__ContextSymbol2 => new { ___b10 = __ContextSymbol2 })
.Where(__ContextSymbol3 => !(__ContextSymbol3.___b10.Destroyed))
.Select(__ContextSymbol4 => __ContextSymbol4.___b10)
.ToList<Boid>()).ToList<Boid>();
	}
示例#9
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;		this.Rule0(dt, world);

		for(int x0 = 0; x0 < Cubes.Count; x0++) { 
			Cubes[x0].Update(dt, world);
		}
		this.Rule1(dt, world);

	}
示例#10
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;		this.Rule5(dt, world);

		this.Rule0(dt, world);
		this.Rule1(dt, world);
		this.Rule2(dt, world);
		this.Rule3(dt, world);
		this.Rule4(dt, world);
	}
示例#11
0
文件: MainForm.cs 项目: kindex/moora
        public MainForm()
        {
            world = new World();

            InitializeComponent();

            time = Stopwatch.GetTimestamp();
            timer1.Start();
        }
示例#12
0
	public void Rule0(float dt, World world) 
	{
	Planets = (

(Planets).Select(__ContextSymbol5 => new { ___p00 = __ContextSymbol5 })
.Where(__ContextSymbol6 => !(__ContextSymbol6.___p00.OutOfBounds))
.Select(__ContextSymbol7 => __ContextSymbol7.___p00)
.ToList<Planet>()).ToList<Planet>();
	}
示例#13
0
	public void Rule0(float dt, World world) 
	{
	Cubes = (

(Cubes).Select(__ContextSymbol1 => new { ___c00 = __ContextSymbol1 })
.Where(__ContextSymbol2 => ((__ContextSymbol2.___c00.UnityCube.Destroyed) == (false)))
.Select(__ContextSymbol3 => __ContextSymbol3.___c00)
.ToList<Cube>()).ToList<Cube>();
	}
示例#14
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		for(int x0 = 0; x0 < Balls.Count; x0++) { 
			Balls[x0].Update(dt, world);
		}
		MainCamera.Update(dt, world);
		this.Rule0(dt, world);
		this.Rule1(dt, world);
	}
示例#15
0
文件: Player.cs 项目: remy22/game-1
 public override void Update(World world)
 {
     Vector2f vel = new Vector2f();
     if (Keyboard.IsKeyPressed(Keyboard.Key.A))
         vel.X = -1;
     if (Keyboard.IsKeyPressed(Keyboard.Key.D))
         vel.X = 1;
     Velocity = vel * 4.5f;
     base.Update(world);
 }
示例#16
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		MainCamera.Update(dt, world);
		for(int x0 = 0; x0 < bobbies.Count; x0++) { 
			bobbies[x0].Update(dt, world);
		}


	}
示例#17
0
	public void Update(float dt, World world) {
frame = World.frame;		this.Rule1(dt, world);

		for(int x0 = 0; x0 < Boids.Count; x0++) { 
			Boids[x0].Update(dt, world);
		}
		BoidsLeader.Update(dt, world);
		this.Rule0(dt, world);

	}
示例#18
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		BoidBoss.Update(dt, world);
		for(int x0 = 0; x0 < Boids.Count; x0++) { 
			Boids[x0].Update(dt, world);
		}


	}
示例#19
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		MainCamera.Update(dt, world);
		for(int x0 = 0; x0 < SnowFlakes.Count; x0++) { 
			SnowFlakes[x0].Update(dt, world);
		}
		this.Rule0(dt, world);
		this.Rule1(dt, world);
	}
示例#20
0
	public void Rule0(float dt, World world){ 
	switch (s0)
	{

	case -1:
	if(!(((MaxSnowFlakes) > (SnowFlakes.Count))))
	{

	s0 = -1;
return;	}else
	{

	goto case 2;	}
	case 2:
	
	counter30 = -1;
	if((((Enumerable.Range(0,((1) + (((100) - (0))))).ToList<System.Int32>()).Count) == (0)))
	{

	goto case 0;	}else
	{

	___ns00 = (Enumerable.Range(0,((1) + (((100) - (0))))).ToList<System.Int32>())[0];
	goto case 3;	}
	case 3:
	counter30 = ((counter30) + (1));
	if((((((Enumerable.Range(0,((1) + (((100) - (0))))).ToList<System.Int32>()).Count) == (counter30))) || (((counter30) > ((Enumerable.Range(0,((1) + (((100) - (0))))).ToList<System.Int32>()).Count)))))
	{

	goto case 0;	}else
	{

	___ns00 = (Enumerable.Range(0,((1) + (((100) - (0))))).ToList<System.Int32>())[counter30];
	goto case 4;	}
	case 4:
	SnowFlakes = new Cons<SnowFlake>(new SnowFlake(MainCamera.Position,(new Nothing<System.Single>())), (SnowFlakes)).ToList<SnowFlake>();
	s0 = 3;
return;
	case 0:
	count_down1 = UnityEngine.Random.Range(0.1f,1f);
	goto case 1;
	case 1:
	if(((count_down1) > (0f)))
	{

	count_down1 = ((count_down1) - (dt));
	s0 = 1;
return;	}else
	{

	s0 = -1;
return;	}	
	default: return;}}
示例#21
0
文件: Actor.cs 项目: Blecki/CCDC
        public virtual void Update(World World, float ElapsedTime)
        {
            if (NextAction != null)
            {
                if (CurrentAction != null) CurrentAction.End(World, this);
                CurrentAction = NextAction;
                NextAction = null;
                CurrentAction.Begin(World, this);
            }

            if (CurrentAction != null) CurrentAction.Update(World, this, ElapsedTime);
        }
示例#22
0
	public void Rule0(float dt, World world){ 
	switch (s0)
	{

	case -1:
	Balls = (

(Balls).Select(__ContextSymbol1 => new { ___b00 = __ContextSymbol1 })
.Where(__ContextSymbol2 => ((__ContextSymbol2.___b00.UnityBall.Destroyed) == (false)))
.Select(__ContextSymbol3 => __ContextSymbol3.___b00)
.ToList<Ball>()).ToList<Ball>();
	s0 = -1;
return;	
	default: return;}}
示例#23
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;

		for(int x0 = 0; x0 < Links.Count; x0++) { 
			Links[x0].Update(dt, world);
		}
		for(int x0 = 0; x0 < Planets.Count; x0++) { 
			Planets[x0].Update(dt, world);
		}
		for(int x0 = 0; x0 < Players.Count; x0++) { 
			Players[x0].Update(dt, world);
		}


	}
示例#24
0
	public void Rule0(float dt, World world){ 
	switch (s0)
	{

	case -1:
	CollidingAsteroidsProjectile = (

(Beams).Select(__ContextSymbol4 => new { ___b00 = __ContextSymbol4 })
.SelectMany(__ContextSymbol5=> (Asteroids).Select(__ContextSymbol6 => new { ___a00 = __ContextSymbol6,
                                                      prev = __ContextSymbol5 })
.Where(__ContextSymbol7 => ((1f) > (UnityEngine.Vector3.Distance(__ContextSymbol7.___a00.Position,__ContextSymbol7.prev.___b00.Position))))
.Select(__ContextSymbol8 => new Casanova.Prelude.Tuple<Beam, Asteroid>(__ContextSymbol8.prev.___b00,__ContextSymbol8.___a00))
.ToList<Casanova.Prelude.Tuple<Beam, Asteroid>>())).ToList<Casanova.Prelude.Tuple<Beam, Asteroid>>();
	s0 = -1;
return;	
	default: return;}}
示例#25
0
	public void Update(float dt, World world) {
var t = System.DateTime.Now;		this.Rule3(dt, world);

		for(int x0 = 0; x0 < Asteroids.Count; x0++) { 
			Asteroids[x0].Update(dt, world);
		}
		GameOverText.Update(dt, world);
		for(int x0 = 0; x0 < Players.Count; x0++) { 
			Players[x0].Update(dt, world);
		}
		ScoreText.Update(dt, world);
		this.Rule0(dt, world);
		this.Rule1(dt, world);
		this.Rule2(dt, world);
		this.Rule4(dt, world);
		this.Rule5(dt, world);
	}
示例#26
0
    void Awake()
    {
        try {
            LoadMap();
        } catch (System.Exception e) {
            Debug.Log("Failed to load map. regenerating: " + e);
            RegenerateMap();
        }
        world = new Game.World(map, navi);
        world.eventListener = this;

        worldManager = GetComponent <WorldManager>();
        var mm_go = Instantiate(minimapPrefab);

        mm_go.transform.SetParent(minimapContainer, false);
        minimapManager     = mm_go.GetComponent <MinimapManager>();
        minimapManager.map = map;
    }
示例#27
0
	public void Rule1(float dt, World world){ 
	switch (s1)
	{

	case -1:
	if(!(UnityEngine.Input.GetKeyDown(KeyCode.Space)))
	{

	s1 = -1;
return;	}else
	{

	goto case 0;	}
	case 0:
	Cubes = new Cons<Cube>(new Cube(), (Cubes)).ToList<Cube>();
	s1 = -1;
return;	
	default: return;}}
示例#28
0
	public void Rule1(float dt, World world){ 
	switch (s1)
	{

	case -1:
	if(!(UnityEngine.Input.GetKeyDown(KeyCode.Space)))
	{

	s1 = -1;
return;	}else
	{

	goto case 0;	}
	case 0:
	Balls = new Cons<Ball>(new Ball(MainCamera.Position,MainCamera.Forward), (Balls)).ToList<Ball>();
	s1 = -1;
return;	
	default: return;}}
示例#29
0
	public void Rule1(float dt, World world){ 
	switch (s1)
	{

	case -1:
	count_down1 = 1f;
	goto case 11;
	case 11:
	if(((count_down1) > (0f)))
	{

	count_down1 = ((count_down1) - (dt));
	s1 = 11;
return;	}else
	{

	goto case 9;	}
	case 9:
	___posx10 = UnityEngine.Random.Range(175f,200f);
	___posz10 = UnityEngine.Random.Range(175f,200f);
	if(((UnityEngine.Random.value) > (0.5f)))
	{

	___posx11 = ___posx10;	}else
	{

	___posx11 = ((___posx10) * (-1f));	}
	if(((UnityEngine.Random.value) > (0.5f)))
	{

	___posz11 = ___posz10;	}else
	{

	___posz11 = ((___posz10) * (-1f));	}
	___mass10 = UnityEngine.Random.Range(3f,350f);
	___position10 = new UnityEngine.Vector3(___posx11,0f,___posz11);
	___velocity10 = ((UnityEngine.Vector3.Normalize((___position10) * (-1f))) * (UnityEngine.Random.Range(1f,6f)));
	___rotv10 = new UnityEngine.Vector3(UnityEngine.Random.Range(-50f,50f),UnityEngine.Random.Range(-50f,50f),UnityEngine.Random.Range(-50f,50f));
	___newPlanet10 = new Planet(___position10,___mass10,___velocity10,___rotv10);
	Planets = new Cons<Planet>(___newPlanet10, (Planets)).ToList<Planet>();
	s1 = -1;
return;	
	default: return;}}
示例#30
0
文件: Page.xaml.cs 项目: kindex/moora
        public Page()
        {
            InitializeComponent();

            //try
            {
                world = new World();
                world.StartDraw(MainForm);

                timer = new DispatcherTimer();
                timer.Tick += timer_Completed;
                //timer.Interval = TimeSpan.FromMilliseconds(1);
                last_time = DateTime.Now;
                timer.Start();
            }
            //catch (Exception e)
            //{
            //    string error = e.ToString();
            //}
        }
示例#31
0
	public void Rule0(float dt, World world){ 
	switch (s0)
	{

	case -1:
	if(((Ship.FrontEngine.VelocityFactor.z) == (0)))
	{

	goto case 0;	}else
	{

	goto case 1;	}
	case 0:
	UnityParticleSystem.Speed = 10f;
	s0 = -1;
return;
	case 1:
	UnityParticleSystem.Speed = ((1000f) * (Ship.FrontEngine.VelocityFactor.z));
	s0 = -1;
return;	
	default: return;}}