iunitdef.cs
来自「这是整套横扫千军3D版游戏的源码」· CS 代码 · 共 205 行
CS
205 行
// Copyright Spring project, Hugh Perkins 2006
// hughperkins@gmail.com http://manageddreams.com
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the
// Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
// or FITNESS FOR A PARTICULAR PURVector3E. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along
// with this program in the file licence.txt; if not, write to the
// Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-
// 1307 USA
// You can find the licence also on the web at:
// http://www.opensource.org/licenses/gpl-license.php
//
// ======================================================================================
//
namespace CSharpAI
{
public class BuildOption
{
public int TablePosition;
public string UnitTypeName;
public BuildOption(){}
public BuildOption( int TablePosition, string UnitTypeName )
{
this.TablePosition = TablePosition;
this.UnitTypeName = UnitTypeName;
}
}
// definition of a unit
// data is copied out of the C++ object on demand, for speed, by the accessor functions
// the C#/C++ interface derives from this, and simply stores a pointer to the original C++ UnitDef inside
//
// This file is partially-generated using BuildTools\GenerateUnitDefClasses.exe
public interface IUnitDef
{
// Hashtable( int tableposition, string unittypename )
//BuildOption[] buildOptions{ get; }
int GetNumBuildOptions();
string GetBuildOption( int index );
IMoveData movedata{ get; }
// autogenerated code from this point on
string name{ get; }
string humanName{ get; }
string filename{ get; }
int id{ get; }
string buildpicname{ get; }
int aihint{ get; }
int techLevel{ get; }
double metalUpkeep{ get; }
double energyUpkeep{ get; }
double metalMake{ get; }
double makesMetal{ get; }
double energyMake{ get; }
double metalCost{ get; }
double energyCost{ get; }
double buildTime{ get; }
double extractsMetal{ get; }
double extractRange{ get; }
double windGenerator{ get; }
double tidalGenerator{ get; }
double metalStorage{ get; }
double energyStorage{ get; }
double autoHeal{ get; }
double idleAutoHeal{ get; }
int idleTime{ get; }
double power{ get; }
double health{ get; }
double speed{ get; }
double turnRate{ get; }
int moveType{ get; }
bool upright{ get; }
double controlRadius{ get; }
double losRadius{ get; }
double airLosRadius{ get; }
double losHeight{ get; }
int radarRadius{ get; }
int sonarRadius{ get; }
int jammerRadius{ get; }
int sonarJamRadius{ get; }
int seismicRadius{ get; }
double seismicSignature{ get; }
bool stealth{ get; }
double buildSpeed{ get; }
double buildDistance{ get; }
double mass{ get; }
double maxSlope{ get; }
double maxHeightDif{ get; }
double minWaterDepth{ get; }
double waterline{ get; }
double maxWaterDepth{ get; }
double armoredMultiple{ get; }
int armorType{ get; }
string type{ get; }
string tooltip{ get; }
string wreckName{ get; }
string deathExplosion{ get; }
string selfDExplosion{ get; }
string TEDClassString{ get; }
string categoryString{ get; }
string iconType{ get; }
int selfDCountdown{ get; }
bool canfly{ get; }
bool canmove{ get; }
bool canhover{ get; }
bool floater{ get; }
bool builder{ get; }
bool activateWhenBuilt{ get; }
bool onoffable{ get; }
bool reclaimable{ get; }
bool canRestore{ get; }
bool canRepair{ get; }
bool canReclaim{ get; }
bool noAutoFire{ get; }
bool canAttack{ get; }
bool canPatrol{ get; }
bool canFight{ get; }
bool canGuard{ get; }
bool canBuild{ get; }
bool canAssist{ get; }
bool canRepeat{ get; }
double wingDrag{ get; }
double wingAngle{ get; }
double drag{ get; }
double frontToSpeed{ get; }
double speedToFront{ get; }
double myGravity{ get; }
double maxBank{ get; }
double maxPitch{ get; }
double turnRadius{ get; }
double wantedHeight{ get; }
bool hoverAttack{ get; }
double dlHoverFactor{ get; }
double maxAcc{ get; }
double maxDec{ get; }
double maxAileron{ get; }
double maxElevator{ get; }
double maxRudder{ get; }
int xsize{ get; }
int ysize{ get; }
int buildangle{ get; }
double loadingRadius{ get; }
int transportCapacity{ get; }
int transportSize{ get; }
bool isAirBase{ get; }
double transportMass{ get; }
bool canCloak{ get; }
bool startCloaked{ get; }
double cloakCost{ get; }
double cloakCostMoving{ get; }
double decloakDistance{ get; }
bool canKamikaze{ get; }
double kamikazeDist{ get; }
bool targfac{ get; }
bool canDGun{ get; }
bool needGeo{ get; }
bool isFeature{ get; }
bool hideDamage{ get; }
bool isCommander{ get; }
bool showPlayerName{ get; }
bool canResurrect{ get; }
bool canCapture{ get; }
int highTrajectoryType{ get; }
bool leaveTracks{ get; }
double trackWidth{ get; }
double trackOffset{ get; }
double trackStrength{ get; }
double trackStretch{ get; }
int trackType{ get; }
bool canDropFlare{ get; }
double flareReloadTime{ get; }
double flareEfficieny{ get; }
double flareDelay{ get; }
int flareTime{ get; }
int flareSalvoSize{ get; }
int flareSalvoDelay{ get; }
bool smoothAnim{ get; }
bool isMetalMaker{ get; }
bool canLoopbackAttack{ get; }
bool levelGround{ get; }
bool useBuildingGroundDecal{ get; }
int buildingDecalType{ get; }
int buildingDecalSizeX{ get; }
int buildingDecalSizeY{ get; }
double buildingDecalDecaySpeed{ get; }
bool isfireplatform{ get; }
bool showNanoFrame{ get; }
bool showNanoSpray{ get; }
double maxFuel{ get; }
double refuelTime{ get; }
double minAirBasePower{ get; }
}
}
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