本文整理了Java中com.cardshifter.modapi.cards.ZoneComponent.getOwner()
方法的一些代码示例,展示了ZoneComponent.getOwner()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。ZoneComponent.getOwner()
方法的具体详情如下:
包路径:com.cardshifter.modapi.cards.ZoneComponent
类名称:ZoneComponent
方法名:getOwner
暂无
代码示例来源:origin: Cardshifter/Cardshifter
public Entity getOwner() {
ZoneComponent zone = getCurrentZone();
// Objects.requireNonNull(getCurrentZone(), "Card is not on any zone: " + Entity.debugInfo(getEntity()));
return zone == null ? null : zone.getOwner();
}
代码示例来源:origin: Cardshifter/Cardshifter
/**
* Zones are treated differently when they are known to the target player.
*
* @param zone The zone component object
* @param player The target player for the message
* @return A zone message constructed based on the zone component object properties.
*/
private ZoneMessage constructZoneMessage(ZoneComponent zone, Entity player) {
return new ZoneMessage(zone.getZoneId(), zone.getName(),
zone.getOwner().getId(), zone.size(), zone.isKnownTo(player), zone.stream().mapToInt(e -> e.getId()).toArray());
}
代码示例来源:origin: Cardshifter/Cardshifter
public static boolean isOwnedByCurrentPlayer(Entity entity) {
CardComponent cardData = card.required(entity);
return cardData.getCurrentZone().getOwner() == phase.get(entity).getCurrentPhase().getOwner();
}
代码示例来源:origin: Cardshifter/Cardshifter
private void createCards(ZoneComponent hand) {
for (int i = 0; i < 5; i++) {
Entity entity = hand.getOwner().getGame().newEntity();
ECSResourceMap.createFor(entity)
.set(CyborgChroniclesGame.CyborgChroniclesResources.HEALTH, 3)
.set(CyborgChroniclesGame.CyborgChroniclesResources.MAX_HEALTH, 3);
ECSAttributeMap.createFor(entity).set(Attributes.NAME, "Test");
ActionComponent action = new ActionComponent();
entity.addComponent(action);
action.addAction(moveAction("Field", entity, BattlefieldComponent.class, false));
action.addAction(moveAction("Hand", entity, HandComponent.class, false));
action.addAction(moveAction("Deck", entity, DeckComponent.class, false));
action.addAction(moveAction("2-Field", entity, BattlefieldComponent.class, true));
action.addAction(moveAction("2-Hand", entity, HandComponent.class, true));
action.addAction(moveAction("2-Deck", entity, DeckComponent.class, true));
action.addAction(damageAction(entity));
hand.addOnBottom(entity);
}
}
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