public static void WorkHard(this Bulldozer bulldozer) { while (!bulldozer.IsServiceCheckNeeded()) { bulldozer.DoSomeWork(); } }
public static string WorkHard(this Bulldozer bulldozer, int times) { while (!bulldozer.IsServiceCheckNeeded() && times > 0) { bulldozer.DoSomeWork(); times--; } return("Work completed"); }
static void Main(string[] args) { kinect = new Kinect(); kinect.KinectEventTriggered += c_KinectEventTriggered; kinect.KinectConnect(); vehicle = new Bulldozer(connectionString); vehicle.StablishConnection(); while (true) { stringGestureDetected(kinect.getGestureName()); } }
void OnCollisionEnter2D(Collision2D hit) { if (hit.gameObject.tag != "Player") { if (hit.collider.isTrigger == false) { //Debug.Log ("We hit " + other.name + " and did Test damage."); if(transform.gameObject.tag != "Player"){ if (hit.collider.tag == "Enemy") { soldier = hit.collider.gameObject.GetComponent<Soldier>(); mib = hit.collider.gameObject.GetComponent<MIB>(); dozer = hit.collider.gameObject.GetComponent<Bulldozer>(); if(soldier != null) { Debug.Log("hit"); soldier.DecreaseHealth(Damage); } if(mib != null) { Debug.Log("hit"); mib.DecreaseHealth(Damage); } if(dozer != null) { Debug.Log("hit"); dozer.DecreaseHealth(Damage); } } } } } /* else if (other.tag != "Player") { Destroy (gameObject); Debug.Log ("You were hit"); playerGameObj = GameObject.Find("Player"); player = playerGameObj.GetComponent<Player>(); player.DecreaseHealth(Damage); } */ }
void HorizontalCollisions(ref Vector3 velocity) { float directionX = collisions.faceDir; float rayLength = Mathf.Abs (velocity.x) + skinWidth; if (Mathf.Abs(velocity.x) < skinWidth) { rayLength = 2*skinWidth; } for (int i = 0; i < horizontalRayCount; i ++) { Vector2 rayOrigin = (directionX == -1)?raycastOrigins.bottomLeft:raycastOrigins.bottomRight; rayOrigin += Vector2.up * (horizontalRaySpacing * i); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask); Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength,Color.red); if (hit && hit.collider.isTrigger == false) { if(hit.collider.tag == "Enemy") { dozer = hit.collider.gameObject.GetComponent<Bulldozer> (); if(dozer != null) { player.DecreaseHealth(5); } player.DecreaseHealth(1); } if(hit.collider.tag == "Trap") { player.DecreaseHealth(3); } if (hit.distance == 0) { continue; } float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); if (i == 0 && slopeAngle <= maxClimbAngle) { if (collisions.descendingSlope) { collisions.descendingSlope = false; velocity = collisions.velocityOld; } float distanceToSlopeStart = 0; if (slopeAngle != collisions.slopeAngleOld) { distanceToSlopeStart = hit.distance-skinWidth; velocity.x -= distanceToSlopeStart * directionX; } ClimbSlope(ref velocity, slopeAngle); velocity.x += distanceToSlopeStart * directionX; } if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) { velocity.x = (hit.distance - skinWidth) * directionX; rayLength = hit.distance; if (collisions.climbingSlope) { velocity.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x); } collisions.left = directionX == -1; collisions.right = directionX == 1; } } } }