6e8fbca745
match the genesis editor version 1.3.0.653.
134 lines
4.6 KiB
C#
134 lines
4.6 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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namespace ScriptRuntime
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{
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/// <summary>
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/// 场景类
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/// 主要用户查找当前场景Actor等功能
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/// </summary>
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public partial class Scene : Base
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{
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private Scene(DummyClass__ dummyObj)
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{
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// empty
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}
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private Scene()
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{
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}
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~Scene()
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{
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ICall_Scene_Release(this);
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}
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/// <summary>
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/// 获取场景中Actor的数量
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/// </summary>
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public int ActorCount
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{
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get
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{
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return ICall_Scene_GetActorCount(this);
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}
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}
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/// <summary>
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/// 根据Actor列表的索引,返回对应的Actor
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/// </summary>
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/// <param name="index">Actor列表中的索引</param>
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/// <returns>返回对应Actor</returns>
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public Actor GetActor(int index)
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{
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return ICall_Scene_GetActor(this, index);
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}
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/// <summary>
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/// 根据fastID返回场景中其对应的Actor
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/// </summary>
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/// <param name="fastID">fastID的值</param>
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/// <returns>返回对应Actor</returns>
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public Actor FindActor(uint fastID)
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{
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return ICall_Scene_FindActorByFastID(this, fastID);
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}
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/// <summary>
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/// 根据tagID返回场景中其对应的Actor
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/// </summary>
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/// <param name="tagID">tagID的值</param>
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/// <returns>返回对应Actor</returns>
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public Actor FindActorInGroup(uint tagID)
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{
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return ICall_Scene_FindActorByTag(this, tagID);
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}
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/// <summary>
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/// 根据GroupID返回场景中其对应Actor列表
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/// </summary>
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/// <param name="GroupID">GroupID的值</param>
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/// <returns>返回对应的Actor列表</returns>
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public Actor[] FindActorsInGroup(uint tagID)
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{
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return ICall_Scene_FindActorsByTag(this, tagID);
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}
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/// <summary>
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/// 根据guid返回场景中其对应的Actor
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/// </summary>
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/// <param name="guid">guid的值</param>
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/// <returns>返回对应Actor</returns>
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public Actor FindActor(Guid guid)
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{
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byte[] guidarray = guid.ToByteArray();
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return ICall_Scene_FindActorByGuid(this, guidarray);
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}
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/// <summary>
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/// 根据Actor的名字返回对应Actor
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/// </summary>
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/// <param name="name">Actor的名字</param>
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/// <returns>返回对应的Actor</returns>
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public Actor FindActor(String name)
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{
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return ICall_Scene_FindActorByName(this, name);
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}
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/// <summary>
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/// 给场景添加一个Actor
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/// </summary>
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/// <param name="obj">要添加的Actor实例</param>
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/// <returns>添加成功返回true,反之返回false</returns>
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public bool AddActor(Actor obj)
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{
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return ICall_Scene_AddActor(this, obj);
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}
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/// <summary>
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/// 移除场景中对应的Actor实例
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/// </summary>
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/// <param name="obj">要移除的Actor实例</param>
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/// <returns>移除成功返回true,反之返回false</returns>
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public bool RemoveActor(Actor obj)
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{
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return ICall_Scene_RemoveActor(this, obj);
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}
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}
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}
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