public void UpdatePlayerInfo() { string filePath = Application.persistentDataPath + "/Player.xml"; if (File.Exists(filePath)) { XmlDocument xmlDoc = new XmlDocument(); xmlDoc.Load(filePath); XmlNodeList playerNodeList = xmlDoc.SelectSingleNode("Player").ChildNodes; //遍历Player结点下所有子节点 foreach (XmlElement xe in playerNodeList) { switch (xe.Name) { case "LevelLayer": xe.InnerText = LayerCount.ToString(); break; case "Hp": xe.InnerText = Hp.ToString(); break; case "ShootLevel": xe.InnerText = ShootLevel.ToString(); break; case "SpeedLevel": xe.InnerText = SpeedLevel.ToString(); break; case "BulletLevel": xe.InnerText = BulletLevel.ToString(); break; case "LightLevel": xe.InnerText = BulletLevel.ToString(); break; case "Speed": xe.InnerText = Speed.ToString(); break; case "ShootTimer": xe.InnerText = ShootTimer.ToString(); break; case "Money": xe.InnerText = Money.ToString(); break; case "SkillIcon": xe.InnerText = skillIcon.ToString(); break; } } xmlDoc.Save(filePath); } }
private void UpdateSpeedLevel() { SpeedLevel speedLevel = GetSpeedLevel(); if (speedLevel != previousSpeedLevel) { RunEvents(speedLevel); previousSpeedLevel = speedLevel; } }
public void SetSpeed(SpeedLevel level) { foreach (GiantSpeed sp in availableMovements) { if (sp.type.Equals(level)) { navMeshAgent.speed = sp.speed; return; } } Debug.Log(level.ToString() + " speed level is not supported"); }
public void SavePlayerInfo() { string filePath = Application.persistentDataPath + "/Player.xml"; if (!File.Exists(filePath)) { XmlDocument xmlDoc = new XmlDocument(); //头结点 XmlElement root = xmlDoc.CreateElement("Player"); XmlElement locallayer = xmlDoc.CreateElement("LevelLayer"); locallayer.InnerText = LayerCount.ToString(); XmlElement localHp = xmlDoc.CreateElement("Hp"); localHp.InnerText = Hp.ToString(); XmlElement localShootLevel = xmlDoc.CreateElement("ShootLevel"); localShootLevel.InnerText = ShootLevel.ToString(); XmlElement localSpeedLevel = xmlDoc.CreateElement("SpeedLevel"); localSpeedLevel.InnerText = SpeedLevel.ToString(); XmlElement localBulletLevel = xmlDoc.CreateElement("BulletLevel"); localBulletLevel.InnerText = BulletLevel.ToString(); XmlElement localLightlevel = xmlDoc.CreateElement("LightLevel"); localLightlevel.InnerText = LightLevel.ToString(); XmlElement localSpeed = xmlDoc.CreateElement("Speed"); localSpeed.InnerText = Speed.ToString(); XmlElement localShootTimer = xmlDoc.CreateElement("ShootTimer"); localShootTimer.InnerText = ShootTimer.ToString(); XmlElement localMoney = xmlDoc.CreateElement("Money"); localMoney.InnerText = Money.ToString(); XmlElement localSkillIcon = xmlDoc.CreateElement("SkillICon"); localSkillIcon.InnerText = skillIcon.ToString(); root.AppendChild(locallayer); root.AppendChild(localHp); root.AppendChild(localShootLevel); root.AppendChild(localSpeedLevel); root.AppendChild(localBulletLevel); root.AppendChild(localLightlevel); root.AppendChild(localSpeed); root.AppendChild(localShootTimer); root.AppendChild(localMoney); root.AppendChild(localSkillIcon); xmlDoc.AppendChild(root); xmlDoc.Save(filePath); } }
private void DisplaySpeed(SpeedLevel level) { m_speedText.text = m_speed.ToString(); if (level == SpeedLevel.Slow) { m_speedBG.color = Color.white; } if (level == SpeedLevel.Fast) { m_speedBG.color = Color.yellow; } else if (level == SpeedLevel.Dangerous) { m_speedBG.color = Color.red; } }
public void SetAIControllerMode(ControllerMode controllerMode) { aiControllerMode = controllerMode; switch (controllerMode) { case ControllerMode.None: AISpeed = AIController.SpeedLevel.None; Actor.Sensor.AIPerceptionLevel = AIRadar.PerceptionLevel.None; break; case ControllerMode.Explore: AISpeed = AIController.SpeedLevel.Walking; Actor.Sensor.AIPerceptionLevel = AIRadar.PerceptionLevel.High; break; case ControllerMode.Loot: AISpeed = AIController.SpeedLevel.Jogging; Actor.Sensor.AIPerceptionLevel = AIRadar.PerceptionLevel.High; break; case ControllerMode.Combat: AISpeed = AIController.SpeedLevel.Jogging; Actor.Sensor.AIPerceptionLevel = AIRadar.PerceptionLevel.High; break; case ControllerMode.Flee: AISpeed = AIController.SpeedLevel.Running; Actor.Sensor.AIPerceptionLevel = AIRadar.PerceptionLevel.High; break; case ControllerMode.Hunt: AISpeed = AIController.SpeedLevel.Running; Actor.Sensor.AIPerceptionLevel = AIRadar.PerceptionLevel.High; break; case ControllerMode.DeathCircle: AISpeed = AIController.SpeedLevel.Running; Actor.Sensor.AIPerceptionLevel = AIRadar.PerceptionLevel.High; break; default: break; } }
public void Reset(float x, float y, float rot) { this.roundScore = 0; this.lane = null; this.playerSkin = PlayerSkin.None; this.isExploding = false; this.skipDeathMarker = false; this.autoCenterOnLane = true; this.dampingRatio = .7f; this.impulseScale = 50f; this.X = x; this.Y = y; this.Rotation = rot; this.SpeedLevel = SpeedLevel.Normal; lastStepPos = body.GetPosition(); goalIsTop = !(lastStepPos.Y < this.screen.ClientSize.Y / 2); this.SpeedLevel = SpeedLevel.Normal; aboardVehicle = null; this.LivingState = LivingState.Alive; }
/// <summary> /// Sets the speed level of the mailing with the provided id. /// </summary> /// <param name="mailingId"></param> /// <param name="speedLevel"></param> public void SetSpeedLevel(long mailingId, SpeedLevel speedLevel) { string body = SerializationUtils <SpeedLevel> .ToXmlString(speedLevel, "speed_level"); Post("mailings/" + mailingId.ToString() + "/settings/speedlevel", null, body); }
private void RunEvents(SpeedLevel speedLevel) { if (speedLevel == SpeedLevel.Low) RunLowEvent(); else if (speedLevel == SpeedLevel.Mid) RunMidEvent(); else if (speedLevel == SpeedLevel.High) RunHighEvent(); }
public static RouteElement GetRouteElement(RouteElement previous, string current, string next) { // Check Direct if (Direct.IsValid(current)) { //Create a new Direct element return(new Direct()); } // First element if (previous == null) { //Either SpeedLevel or Airway if (SpeedLevel.IsValid(current)) { return(new SpeedLevel(current)); } // Definitely airway else { return(new Airway(current)); } } // Middle element or last element else { // Last element if (next.Equals(string.Empty)) { // Either NamedPoint, CoordinatePoint or NavaidPoint or STAR(TO BE IMPLEMENTED) // TODO: Implement STAR return(GetSignificantPoint(current)); } // Middle element else { // Either ChangeOfFlightRule, ChangeOfSpeedLevelPoint, NavaidPoint, CoordinatePoint, NamedPoint or Airway // Check ChangeOfFlightRule if (ChangeOfFlightRule.IsValid(current)) { return(new ChangeOfFlightRule(current)); } // Check ChangeOfSpeedLevelPoint else if (ChangeOfSpeedLevelPoint.IsValid(current)) { string[] currentParts = current.Split('/'); SignificantPoint significantPoint = GetSignificantPoint(currentParts[0]); SpeedLevel speedLevel = new SpeedLevel(currentParts[1]); return(new ChangeOfSpeedLevelPoint(significantPoint, speedLevel)); } // Check CoordinatePoint before checking airway since they can be adjacent else if (CoordinatePoint.IsValid(current)) { //Create CoordinatePoint return(new CoordinatePoint(current)); } // Either SignificantPoint or Airway // Find the type of previous element else if (previous is Airway | previous is SpeedLevel | previous is Direct) { // Current is a NamedPoint return(GetSignificantPoint(current)); } else { // Current is an Airway return(new Airway(current)); } } } }