Beispiel #1
0
 private void Awake()
 {
     // get the GameManager script component
     em       = GameObject.Find("EnemyManager").GetComponent <EnemyManager>();
     player   = GameObject.FindGameObjectWithTag("Player");
     pl       = GameObject.Find("PlayerManager").GetComponent <PlayerLevel>();
     rulebook = GameObject.Find("DifficultyManager").GetComponent <Rulebook>();
     ws       = GameObject.Find("DifficultyManager").GetComponent <WeightSystem>();
 }
    public void weighting_player_test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.Start();
        weight.pWeighting      = "";
        weight.playerWeighting = 8;
        weight.weighting();

        Assert.That(weight.pWeighting, Is.EqualTo("high"));
    }
Beispiel #3
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="dtPin"></param>
 /// <param name="sckPin"></param>
 /// <param name="calibrationWeightSystem">Determines which calibration unit will be used</param>
 /// <param name="calibrationImperialUnit">Only needs entered if weight system is Imperial</param>
 /// <param name="calibrationMetricUnit">Only needs entered if weight system is Metric</param>
 /// <param name="pinNumberingScheme"></param>
 /// <param name="gain"></param>
 /// <param name="msb">Boolean indicating that the HX711 outputs the most significant bit first</param>
 public HX711Settings(int dtPin, int sckPin, WeightSystem calibrationWeightSystem = WeightSystem.Metric,
                      ImperialUnit calibrationImperialUnit = ImperialUnit.Pounds, MetricUnit calibrationMetricUnit = MetricUnit.Grams,
                      double calibrationValue = 0, PinNumberingScheme pinNumberingScheme = PinNumberingScheme.Logical, bool msb = true)
 {
     DTPin  = dtPin;
     SCKPin = sckPin;
     MSB    = msb;
     CalibrationWeightSystem = calibrationWeightSystem;
     CalibrationImperialUnit = calibrationImperialUnit;
     CalibrationMetricUnit   = calibrationMetricUnit;
     CalibrationValue        = calibrationValue;
     PinNumberingScheme      = pinNumberingScheme;
 }
    public void playerDeathWeighing_No_Average_Test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.playerLvl    = 2;
        weight.playerDeaths = 1;

        weight.playerDeathWeighting();

        Assert.That(weight.playerWeighting, Is.EqualTo(1));
    }
    public void weighting_enemy_test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.Start();
        weight.eWeighting     = "";
        weight.enemyWeighting = 1;
        weight.weighting();

        Assert.That(weight.eWeighting, Is.EqualTo("small"));
    }
    public void playerHealthWeighting_No_Average_Test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem pHealth = weightSystem;

        pHealth.playerLvl       = 2;
        pHealth.playerHealth    = 35;
        pHealth.playerMaxHealth = 100;
        pHealth.playerHealthWeighting();

        Assert.That(pHealth.playerWeighting, Is.EqualTo(2));
    }
    public void playerDamageHitsWeighing_No_Average_Test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.playerLvl        = 2;
        weight.playerDamageHits = 100;
        weight.enemyDamageHits  = 50;
        weight.playerDamageHitsWeighting();

        Assert.That(weight.playerWeighting, Is.EqualTo(1));
    }
    public void averageOfLastThreeLevels_Test()
    {
        var        average     = new WeightSystem();
        List <int> averageList = new List <int>();

        averageList.Add(1);
        averageList.Add(2);
        averageList.Add(3);
        var expected = 2;

        var averageMethod = average.averageOfLastThreeLevels(averageList);

        Assert.That(averageMethod, Is.EqualTo(expected));
    }
    public void enemyHitPlayerWeighting_No_Average_Test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.playerLvl = 2;
        weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 2));
        weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 1));
        weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 0));
        weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 0));
        weight.enemyHitPlayerWeighting();

        Assert.That(weight.enemyWeighting, Is.EqualTo(0));
    }
    public void enemySeenPlayerWeighting_No_Average_Test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.playerLvl = 2;
        weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, true));
        weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, false));
        weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, false));
        weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, false));
        weight.enemySeenPlayerWeighting();

        Assert.That(weight.enemyWeighting, Is.EqualTo(3));
    }
    public void playerDeathWeighing_Average_Test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.playerLvl = 4;
        weight.allPlayerDeaths.Add(1);
        weight.allPlayerDeaths.Add(1);
        weight.allPlayerDeaths.Add(1);

        weight.playerDeathWeighting();

        Assert.That(weight.playerWeighting, Is.EqualTo(1));
        Assert.That(weight.enemyWeighting, Is.EqualTo(2));
    }
    public void playerDamageHitsWeighing_Average_Test()
    {
        WeightSystem weightSystem = new WeightSystem();

        WeightSystem weight = weightSystem;

        weight.playerLvl = 4;
        weight.allPlayerDamageHits.Add(80);
        weight.allPlayerDamageHits.Add(80);
        weight.allPlayerDamageHits.Add(80);
        weight.allEnemyDamageHits.Add(45);
        weight.allEnemyDamageHits.Add(45);
        weight.allEnemyDamageHits.Add(45);
        weight.playerDamageHits = 100;
        weight.enemyDamageHits  = 50;
        weight.playerDamageHitsWeighting();

        Assert.That(weight.playerWeighting, Is.EqualTo(3));
    }
Beispiel #13
0
        /// <summary>
        /// Re-calibrates HX711 using the given weight system, unit, and weight value. Returns calibration factor.
        /// </summary>
        /// <param name="weightSystem"></param>
        /// <param name="calibrationWeight"></param>
        /// <param name="imperialCalibrationUnit">Only used if <paramref name="weightSystem"/> is imperial</param>
        /// <param name="metricCalibrationUnit">Only used if <paramref name="weightSystem"/> is metric</param>
        /// <param name="readings">Number of readings to average together. Defaults to 10</param>
        /// <returns></returns>
        public double Calibrate(WeightSystem weightSystem, double calibrationWeight, ImperialUnit imperialCalibrationUnit = ImperialUnit.Pounds, MetricUnit metricCalibrationUnit = MetricUnit.Grams, int readings = 10)
        {
            _readLock.Wait();
            try
            {
                List <double> values = new List <double>(readings);
                for (int i = 0; i < readings; i++)
                {
                    values.Add((ReadRaw() - TareValue) / calibrationWeight);
                }
                _settings.CalibrationValue = values.Average();

                _settings.CalibrationWeightSystem = weightSystem;
                _settings.CalibrationMetricUnit   = metricCalibrationUnit;
                _settings.CalibrationImperialUnit = imperialCalibrationUnit;
                return(_settings.CalibrationValue);
            }
            finally
            {
                _readLock.Release();
            }
        }
 public void Start()
 {
     multiplier   = gameObject.GetComponent <Multiplier>();
     weightSystem = gameObject.GetComponent <WeightSystem>();
 }