6e8fbca745
match the genesis editor version 1.3.0.653.
165 lines
5.7 KiB
C#
165 lines
5.7 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 一个管理游戏中所有Actor的类。
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/// </summary>
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public static partial class ActorManager
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{
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/// <summary>
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/// 通过Template创建一个Actor.
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/// </summary>
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/// <param name="name">Template的路径.</param>
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/// <param name="bCopy">是否拷贝Template,默认为False.</param>
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/// <returns>创建出来的Actor.</returns>
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static public Actor CreateFromTemplate(String name, bool bCopy)
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{
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return ICall_ActorManager_CreateFromTemplate(name,bCopy);
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}
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/// <summary>
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/// 通过Template创建一个Actor.
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/// </summary>
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/// <param name="name">Template的路径.</param>
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/// <returns>创建出来的Actor.</returns>
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static public Actor CreateFromTemplate(String name)
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{
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return ICall_ActorManager_CreateFromTemplate(name, false);
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}
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/// <summary>
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/// 通过Index获取当前活动的Actor。
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/// </summary>
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/// <param name="index">Index值.</param>
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/// <returns>Index对应的活动Actor.</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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int iCount = ActorManager.GetActiveActorCount();
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if (0 < iCount)
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{
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Actor actor = ActorManager.GetActiveActor(0);
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}
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@endcode
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*/
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static public Actor GetActiveActor(int index)
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{
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return ICall_ActorManager_GetActiveActor(index);
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}
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/// <summary>
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/// 获取当前活动的Actor数目.
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/// </summary>
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/// <returns>当前活动的Actor数目.</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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int iCount = ActorManager.GetActiveActorCount();
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if (0 < iCount)
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{
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Actor actor = ActorManager.GetActiveActor(0);
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}
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@endcode
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*/
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static public int GetActiveActorCount()
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{
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return ICall_ActorManager_GetActiveActorCount();
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}
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/// <summary>
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/// 通过ActorID获取Actor.
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/// </summary>
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/// <param name="fastID">Actor的ActorID.</param>
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/// <returns>被找到的Actor.</returns>
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static public Actor FindActiveActor(uint fastID)
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{
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return ICall_ActorManager_FindActiveActorByFastID(fastID);
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}
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/// <summary>
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/// 通过标签找到标签为tagID的第一个Actor.
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/// </summary>
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/// <param name="GroupID">标签ID.</param>
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/// <returns>被找到的第一个Actor.</returns>
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static public Actor FindActiveActorInGroup(uint tagID)
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{
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return ICall_ActorManager_FindActiveActorInGroup(tagID);
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}
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/// <summary>
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/// 通过标签找到所有标签为tagID的Actor.
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/// </summary>
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/// <param name="GroupID">标签ID.</param>
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/// <returns>被找到的所有Actor.</returns>
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static public Actor[] FindActiveActorsInGroup(uint tagID)
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{
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return ICall_ActorManager_FindActiveActorsInGroup(tagID);
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}
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/// <summary>
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/// 通过GUID找Actor.
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/// </summary>
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/// <param name="guid">GUID</param>
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/// <returns>被找到的Actor.</returns>
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static public Actor FindActiveActor(Guid guid)
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{
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byte[] guidarray = guid.ToByteArray();
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return ICall_ActorManager_FindActiveActorByGuid(guidarray);
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}
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/// <summary>
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/// 通过名字查找Actor.
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/// </summary>
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/// <param name="name">名字</param>
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/// <returns>被找到的Actor.</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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ScriptRuntime.Debug.Printf("ActorManager.FindActiveActor");
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}
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@endcode
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*/
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static public Actor FindActiveActor(String name)
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{
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return ICall_ActorManager_FindActiveActorByName(name);
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}
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/// <summary>
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/// 获取主摄像机.
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/// </summary>
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/// <returns>主摄像机的Actor.</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.MainCameraActor;
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@endcode
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*/
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static public Actor MainCameraActor
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{
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get
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{
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return ICall_ActorManager_GetMainCameraActor();
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}
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}
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}
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}
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