Beispiel #1
0
        public void ParallelCursorArrayTest()
        {
            DenseVector v1     = DenseVector.Zero(1);
            DenseVector v2     = DenseVector.Zero(2);
            VectorArray va1    = new VectorArray(v1, 3, 2);
            VectorArray va2    = new VectorArray(v2, 3, 2);
            VectorPair  cursor = new VectorPair(v1, v2);

            VectorArray[] arrays = new VectorArray[] { va1, va2 };
            ParallelCursorArray <VectorPair, VectorArray> pa =
                new ParallelCursorArray <VectorPair, VectorArray>(cursor, arrays);

            int i;

            for (i = 0; i < pa.Count; i++)
            {
                pa[i].a.SetAllElementsTo(i);
                pa[i].b.SetAllElementsTo(-i);
            }
            i = 0;
            foreach (VectorPair p in pa)
            {
                Console.WriteLine("pa[{0}].shape = {1}, b = {2}", i++, p.a, p.b);
            }
            i = 0;
            foreach (Vector v in va2)
            {
                Console.WriteLine("va2[{0}] = {1}", i++, v);
            }
        }
Beispiel #2
0
        public bool comparePairs(VectorPair otherPair)
        {
            Vector3 otherV1 = otherPair.vector1;
            Vector3 otherV2 = otherPair.vector2;


            return(((vector1.x == otherV1.x && vector1.y == otherV1.y) && (vector2.x == otherV2.x && vector2.y == otherV2.y)) ||
                   ((vector1.x == otherV2.x && vector1.y == otherV2.y) && (vector2.x == otherV1.x && vector2.y == otherV1.y)));
        }
Beispiel #3
0
    void Start()
    {
        // start audio stuff
        correctPlaySoundMusicSource.clip   = correctPlaySound;
        incorrectPlaySoundMusicSource.clip = incorrectPlaySound;
        trackMusicMusicSource.clip         = trackMusic;

        trackMusicMusicSource.Play();
        //instance variables and arrays
        keySettings      = new InputKeys[4];
        currentTilesToDo = new VectorPair[4];
        pointerInArray   = 0;
        isInKeyCanvas    = false;
        //generate which letter is destined to each body part

        // Check there is no repeated values and if there is, correct it
        Dictionary <char, byte> hash = new Dictionary <char, byte>();

        // Check the rest of the hash map
        for (int index = 0; index < 4; ++index)
        {
            keySettings[index]      = new InputKeys();
            currentTilesToDo[index] = new VectorPair();

            _boxes[index].SetPendingState(true);
            _boxes[index].SetBodyPart(currentTilesToDo[index].GetBodyPart());
            //Set the body part value
            keySettings[index].setBodyPart((BodyParts)(index));
            //While it is a key that is in the hash map, get another one
            while (hash.ContainsKey(keySettings[index].getLetter()))
            {
                keySettings[index].generateLetter();
            }
            hash.Add(keySettings[index].getLetter(), 0);
        }

        //Set variables for the beggining of the game
        setValues();


        // Save the text for the KeysMenu
        printKeyText.text = keySettings[0].getLetter().ToString() + "\t\t\t   " + keySettings[1].getLetter().ToString() + "\t\t\t " + keySettings[2].getLetter().ToString() + "\t\t\t   " + keySettings[3].getLetter().ToString();

        //Show key screen for some seconds
        StartCoroutine(ShowSubMenu(timeTextKeysFirstTime));
    }
		ContainmentType ICullPrimitive.IntersectWorldSphere(float radius, Vector3 position)
		{
			lock (this)
			{
				VectorPair pair = new VectorPair();
				pair.Camera = cameras.GetCamera();

				if (pair.Camera == null)
					return ContainmentType.Contains;

				pair.Position = position;
				pair.Radius = radius;
				spheres.Add(pair);
				return ContainmentType.Contains;
			}
		}
		bool ICullPrimitive.TestWorldSphere(float radius, Vector3 position)
		{
			lock (this)
			{
				VectorPair pair = new VectorPair();
				pair.Camera = cameras.GetCamera();

				if (pair.Camera == null)
					return true;

				pair.Position = position;
				pair.Radius = radius;
				spheres.Add(pair);
				return true;
			}
		}