Beispiel #1
0
        static void TestAll(string[] args)
        {
            // data
            DataStructures.RunInstanceNull(args);
            SparseVector.RunInstanceNull(args);
            SparseMatrix.RunInstanceNull(args);
            Stateful.RunInstanceNull(args);
            Cloning.RunInstanceNull(args);
            Serialization.RunInstanceNull(args);

            // model
            Bow.RunInstanceNull(args);
            BinarySvm.RunInstanceNull(args);

            // clustering
            KMeans.RunInstanceNull(args);

            // validation
            NFold.RunInstanceNull(args);
            NFoldClass.RunInstanceNull(args);

            // other
            Searching.RunInstanceNull(args);
            TextProcessing.RunInstanceNull(args);
        }
Beispiel #2
0
 private void Awake()
 {
     gunSlot         = GetComponent <ItemStorage>().GetIndexedItemSlot(0);
     stateful        = GetComponent <Stateful>();
     objectBehaviour = GetComponent <ObjectBehaviour>();
     integrity       = GetComponent <Integrity>();
 }
 private void Awake()
 {
     stateful        = GetComponent <Stateful>();
     objectBehaviour = GetComponent <ObjectBehaviour>();
     integrity       = GetComponent <Integrity>();
     spriteHandler   = GetComponentInChildren <SpriteHandler>();
 }
Beispiel #4
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    /// <summary>
    /// Adds all visible GameObjects in the <see cref="Character"/>'s vision to the approriate entity list.
    /// </summary>
    /// <param name="radius">The radius of the vision the <see cref="Character"/> has.</param>
    /// <returns>A <see cref="List{GameObject}"/> of all visible <see cref="GameObject"/>s.</returns>
    public void AddAllVisibleObjects(Character character)
    {
        Vector3 eye = agentPosition + character.relativeEyePosition;                  //Translates player position to player view.

        Collider[] hitColliders = Physics.OverlapSphere(eye, Character.viewDistance); // @Todo, see if we can use layer mask to strip out walls/floors

        foreach (Collider hitCollider in hitColliders)
        {
            GameObject o = Utils.GetFirstObjectWithTag(hitCollider.gameObject);

            if (ignored.Contains(o.tag))
            {
                continue;                                   // Object needs to be interesting
            }
            if (!IsObjectVisibleToPlayer(o, eye))
            {
                continue;                                   // Object can't be blocked
            }
            Stateful s = null;
            if (o.transform.parent.TryGetComponent(out s) || o.transform.TryGetComponent(out s)) // @Todo, standardize objects to have the script on themselves OR the parent
            {
                entities.Add(new InteractiveEntity(o, s));
            }
            else if (o.tag == "Dynamic")
            {
                entities.Add(new DynamicEntity(o));
            }
            else
            {
                entities.Add(new Entity(o));
            }
        }
    }
Beispiel #5
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    public Vector3 extents;                // Half box size

    public InteractiveEntity(GameObject context, Stateful s) : base(context)
    {
        this.isActive         = s.isActive;
        this.connectedObjects = s.connectedObjects;
        this.extents          = s.interactiveBounds.extents;
        this.center           = s.interactiveBounds.center;
        this.type             = EntityType.Interactive;
    }
Beispiel #6
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	private void Awake()
	{
		circuitBoardSlot = GetComponent<ItemStorage>().GetIndexedItemSlot(0);
		stateful = GetComponent<Stateful>();
		objectBehaviour = GetComponent<ObjectBehaviour>();

		if (!CustomNetworkManager.IsServer) return;

		integrity = GetComponent<Integrity>();

		integrity.OnWillDestroyServer.AddListener(WhenDestroyed);
	}
Beispiel #7
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    public void AddStateful(Stateful statefulObj)
    {
        bool noDouble = true;

        foreach (Stateful st in statefulObjectsOnscene)
        {
            if (st == statefulObj)
            {
                noDouble = false;
                break;
            }
        }
        if (noDouble)
        {
            statefulObjectsOnscene.Add(statefulObj);
        }
    }
        private void Awake()
        {
            airlockElectronicsSlot = GetComponent <ItemStorage>().GetIndexedItemSlot(0);
            stateful        = GetComponent <Stateful>();
            objectBehaviour = GetComponent <ObjectBehaviour>();

            overlayFillHandler    = overlayFill.GetComponent <SpriteHandler>();
            overlayHackingHandler = overlayHacking.GetComponent <SpriteHandler>();

            if (!CustomNetworkManager.IsServer)
            {
                return;
            }

            integrity = GetComponent <Integrity>();

            integrity.OnWillDestroyServer.AddListener(WhenDestroyed);
        }
        private void Awake()
        {
            circuitBoardSlot = GetComponent <ItemStorage>().GetIndexedItemSlot(0);
            stateful         = GetComponent <Stateful>();
            objectBehaviour  = GetComponent <ObjectBehaviour>();

            SetSprite();

            if (!isServer)
            {
                return;
            }

            if (CurrentState != partsAddedState)
            {
                stateful.ServerChangeState(initialState);
            }
        }
Beispiel #10
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        private void Awake()
        {
            powerControlSlot = GetComponent <ItemStorage>().GetIndexedItemSlot(0);
            powerCellSlot    = GetComponent <ItemStorage>().GetIndexedItemSlot(1);
            stateful         = GetComponent <Stateful>();
            objectBehaviour  = GetComponent <ObjectBehaviour>();

            if (!CustomNetworkManager.IsServer)
            {
                return;
            }

            integrity     = GetComponent <Integrity>();
            spriteHandler = GetComponentInChildren <SpriteHandler>();

            if (CurrentState != powerCellAddedState)
            {
                stateful.ServerChangeState(initialState);
            }
        }
Beispiel #11
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        private void Awake()
        {
            circuitBoardSlot = GetComponent <ItemStorage>().GetIndexedItemSlot(0);
            stateful         = GetComponent <Stateful>();
            objectBehaviour  = GetComponent <ObjectBehaviour>();

            if (!CustomNetworkManager.IsServer)
            {
                return;
            }

            integrity     = GetComponent <Integrity>();
            spriteHandler = GetComponentInChildren <SpriteHandler>();

            integrity.OnWillDestroyServer.AddListener(WhenDestroyed);

            if (CurrentState != partsAddedState)
            {
                stateful.ServerChangeState(initialState);
            }
        }
Beispiel #12
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    public void SetObjectActive(AnimationEvent animEvent)
    {
        string name  = animEvent.stringParameter;
        int    value = animEvent.intParameter;

        Stateful obj = GameManager.instance.GetStatefulOnScene(name);

        print(value);

        switch (value)
        {
        case 0:
            obj.ObjectActive(false);
            obj.gameObject.SetActive(false);
            break;

        case 1:
            obj.ObjectActive(true);
            obj.gameObject.SetActive(true);
            break;
        }
    }
 /// <summary>
 /// Fires after the state of the object is restored.
 /// </summary>
 /// <param name="this">
 /// </param>
 /// <param name="state"><p>The hash of state values returned from the StateProvider. This is passed
 /// to <b><tt>applyState</tt></b>. By default, that simply copies property values into this
 /// object. The method maybe overriden to provide custom state restoration.</p>
 /// </param>
 /// <param name="eOpts"><p>The options object passed to <see cref="Ext.util.Observable.addListener">Ext.util.Observable.addListener</see>.</p>
 /// </param>
 public void staterestore(Stateful @this, object state, object eOpts)
 {
 }
Beispiel #14
0
 private void Awake()
 {
     circuitBoardSlot = GetComponent <ItemStorage>().GetIndexedItemSlot(0);
     stateful         = GetComponent <Stateful>();
     objectBehaviour  = GetComponent <ObjectBehaviour>();
 }
Beispiel #15
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 public DeterministicState(Stateful stateful, object related)
 {
     Before = stateful.GetMementoAndApplyState(related); // generate memento before applying
 }
 /// <summary>
 /// Fires after the state of the object is saved to the configured state provider.
 /// </summary>
 /// <param name="this">
 /// </param>
 /// <param name="state"><p>The hash of state values. This is determined by calling
 /// <b><tt>getState()</tt></b> on the object. This method must be provided by the
 /// developer to return whetever representation of state is required, by default, <see cref="Ext.state.Stateful">Ext.state.Stateful</see>
 /// has a null implementation.</p>
 /// </param>
 /// <param name="eOpts"><p>The options object passed to <see cref="Ext.util.Observable.addListener">Ext.util.Observable.addListener</see>.</p>
 /// </param>
 public void statesave(Stateful @this, object state, object eOpts)
 {
 }
 /// <summary>
 /// Fires after the state of the object is restored.
 /// </summary>
 /// <param name="this">
 /// </param>
 /// <param name="state"><p>The hash of state values returned from the StateProvider. This is passed
 /// to <b><tt>applyState</tt></b>. By default, that simply copies property values into this
 /// object. The method maybe overriden to provide custom state restoration.</p>
 /// </param>
 /// <param name="eOpts"><p>The options object passed to <see cref="Ext.util.Observable.addListener">Ext.util.Observable.addListener</see>.</p>
 /// </param>
 public void staterestore(Stateful @this, object state, object eOpts){}
 /// <summary>
 /// Fires after the state of the object is saved to the configured state provider.
 /// </summary>
 /// <param name="this">
 /// </param>
 /// <param name="state"><p>The hash of state values. This is determined by calling
 /// <b><tt>getState()</tt></b> on the object. This method must be provided by the
 /// developer to return whetever representation of state is required, by default, <see cref="Ext.state.Stateful">Ext.state.Stateful</see>
 /// has a null implementation.</p>
 /// </param>
 /// <param name="eOpts"><p>The options object passed to <see cref="Ext.util.Observable.addListener">Ext.util.Observable.addListener</see>.</p>
 /// </param>
 public void statesave(Stateful @this, object state, object eOpts){}