Beispiel #1
0
        /*~Person()
         * {
         *  --count;
         * }*/

        public Person(Vector2 position, Texture2D texture, floor f) : base(position, "Person", AIMode.Seek, f, null)
        {
            if (Texture == null)
            {
                Texture = texture;
            }
        }
Beispiel #2
0
    public void makePrefab_()
    {
        // activate example 1
        //	m_Example1Manager.GoGoGo();


        int I = 0;

        for (int i = 0; i < Game_Controller.Instance.ROWS; i++)

        {
            //bool check_row = true;
            for (int j = 0; j < Game_Controller.Instance.COLUMNS; j++)
            {
                floor sample = Instantiate(Game_Controller.Instance.Floor_Tile) as floor;
                sample.transform.position        = this.transform.position + new Vector3(i * Game_Controller.Instance.HEIGHT, 0, j * Game_Controller.Instance.WIDTH);
                sample.transform.parent          = aa_rootscene.transform;
                sample.transform.name            = I.ToString();
                sample.GetComponent <floor> ().I = i;
                sample.GetComponent <floor> ().J = j;

                sample.GetComponent <floor> ().ID  = I;
                aa_rootscene.data.rows [i].col [j] = sample;

                I++;
            }
        }
    }
    /*  private void OnCollisionEnter(Collision collision)
     * {
     *    clickSound.Play();
     * }*/
    void OnTriggerEnter(Collider col)
    {
        if (!colliders.Contains(col))
        {
            colliders.Add(col);
        }
        if (gameOverScript.gameOver)
        {
            return;
        }
        if (!col.gameObject.GetComponent <MeshRenderer>().enabled)
        {
            fracture fractureScript = playerObject.GetComponent <fracture>();
            floor    floorScript    = floorObject.GetComponent <floor>();
            playerObject.GetComponent <Rigidbody>().isKinematic = false;
            playerObject.GetComponent <Rigidbody>().velocity    = Random.onUnitSphere * floorScript.explodeSpeed * 10000;
            fractureScript.breakPlayer();


            this.GetComponent <Rigidbody>().isKinematic = false;
            floorScript.collapseFloor();

            //this.GetComponent<Rigidbody>().velocity = Random.onUnitSphere * floorScript.explodeSpeed;
            print("GAME OVER\n");
            gameOverScript.gameOver = true;
            smokeObject.SetActive(false);
        }
    }
Beispiel #4
0
 public animalSection(int numberOfFloors)
 {
     FloorsInSections = new List <floor>();
     for (int i = 0; i < numberOfFloors; i++)
     {
         floor section = new floor();
         FloorsInSections.Add(section);
     }
 }
Beispiel #5
0
 public void CharacterSet(World w, floor f, int e, int h, int a, int s, GameObject g)
 {
     world     = w;
     posx      = f.x;
     posy      = f.y;
     eyesight  = e;
     health    = h;
     attack    = a;
     movespeed = s;
     obj       = g;
 }
Beispiel #6
0
 void OnTriggerStay(Collider other)
 {
     if (exploding > 0 && !nope)
     {
         floor floor = null;
         if ((floor = other.GetComponent <floor>()) != null)
         {
             floor.Drop();
         }
     }
 }
Beispiel #7
0
 private void Start()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
Beispiel #8
0
 public SimObject(Vector2 Position, string name, AIMode action, floor f, Queue <SimEvent> Q)
 {
     if (Q != null && SEQ == null)
     {
         SEQ = Q;
     }
     Name = String.Format("{0}{1}", name, serial);
     ++serial;
     position = Position;
     Action   = action;
     Fl       = f;
 }
Beispiel #9
0
    public bool Move(int direction)
    {
        int movedposx = 0;
        int movedposy = 0;

        this.direction = direction;
        switch (direction)
        {
        case 0:
            movedposx = 0;
            movedposy = 1;
            break;

        case 1:
            movedposx = 1;
            movedposy = 0;
            break;

        case 2:
            movedposx = 0;
            movedposy = -1;
            break;

        case 3:
            movedposx = -1;
            movedposy = 0;
            break;
        }
        floor f = world.GetFloor(posx + movedposx, posy + movedposy);

        if (f != null)
        {
            if (f.charontop == null)
            {
                world.GetFloor(posx, posy).charontop = null;
                posx += movedposx;
                posy += movedposy;
                world.GetFloor(posx, posy).charontop = this;
                obj.transform.Translate(movedposx, 0, movedposy);
            }
            else
            {
                f.charontop.health -= attack;
                if (f.charontop.health < 0)
                {
                    world.Kill(f.charontop);
                }
            }
            return(true);
        }
        return(false);
    }
Beispiel #10
0
    public void  Make_Row(int ColIndex, int i)
    {
        floor sample = Instantiate(Game_Controller.Instance.Floor_Tile) as floor;

        sample.transform.position = Game_Controller.Instance.transform.position + new Vector3(i * Game_Controller.Instance.WIDTH, 0, ColIndex * Game_Controller.Instance.HEIGHT);
        sample.transform.parent   = Game_Controller.Instance.transform.GetChild(0).transform;

        sample.GetComponent <floor> ().I  = i;
        sample.GetComponent <floor> ().J  = ColIndex;
        sample.GetComponent <floor> ().ID = i * Game_Controller.Instance.COLUMNS + ColIndex;

        Game_Controller.Instance.transform.GetChild(0).transform.GetComponent <aa_Scene_Maker>().data.rows [i].col [ColIndex] = sample;
    }
Beispiel #11
0
    public void EnterHuXingFloor(CameraUniversalCenter camCenter, string floorName, CanveGroupFade triggerFastMoveSM, ScrollMenu fastMoveSM)
    {
        DisplayAllFloorMesh();

        currentAtFloor.floorName = "";


        foreach (floor f in allFloor)
        {
            if (f.floorName == floorName)
            {
                currentAtFloor = f;

                isMYing = true;
                camCenter.ChangeCamera(f.cameraUniversal, 0.5f);

                if (f.pointForMove2 != null && f.pointForMove2.Length > 0)
                {
                    fastMoveSM.GetComponent <RectTransform>().DOAnchorPosY(60, 1);
                    triggerFastMoveSM.AlphaPlayForward();

                    string[] displayGroup = new string[f.pointForMove2.Length];
                    string[] paraGroup    = new string[f.pointForMove2.Length];

                    for (int i = 0; i < f.pointForMove2.Length; i++)
                    {
                        displayGroup[i] = f.pointForMove2[i].name;
                        paraGroup[i]    = i.ToString();
                    }

                    fastMoveSM.CreateItemGroup(displayGroup, paraGroup);
                }
                else
                {
                    fastMoveSM.GetComponent <RectTransform>().DOAnchorPosY(60, 1);
                    triggerFastMoveSM.AlphaPlayBackward();
                }
            }
        }
    }
Beispiel #12
0
    void makePrefab_()
    {
        int I = 0;

        for (int i = 0; i < b_ROWS; i++)
        {
            //bool check_row = true;
            for (int j = 0; j < c_COLUMNS; j++)
            {
                floor sample = Instantiate(Floor_Tile) as floor;
                sample.transform.position        = this.transform.position + new Vector3(i * WIDTH, 0, j * HEIGHT);
                sample.transform.parent          = FloorBase.transform;
                sample.transform.name            = I.ToString();
                sample.GetComponent <floor>().I  = i;
                sample.GetComponent <floor>().J  = j;
                sample.GetComponent <floor>().ID = I;
                FloorBase.GetComponent <Floorbase>().data.rows[i].col[j] = sample;

                I++;
            }
        }
    }
Beispiel #13
0
        public ResultHelper AddFloor(FloorDto floorDto)
        {
            try
            {
                floor item = new floor();
                item.FloorID = floorDto.FloorID;
                item.Map     = floorDto.Map;
                item.Name    = floorDto.Name;
                item.Other   = floorDto.Other;

                if (floorDto.BlockID == 0)
                {
                    item.BlockID = null;
                }
                else
                {
                    item.BlockID = floorDto.BlockID;
                }
                if (floorDto.BuildID == 0)
                {
                    item.BuildID = null;
                }
                else
                {
                    item.BuildID = floorDto.BuildID;
                }

                using (UnitOfWork unitofWork = new UnitOfWork())
                {
                    unitofWork.GetRepository <floor>().Insert(item);
                    unitofWork.saveChanges();
                    return(new ResultHelper(true, item.FloorID, ResultHelper.SuccessMessage));
                }
            }
            catch (Exception ex)
            {
                return(new ResultHelper(false, floorDto.FloorID, ResultHelper.UnSuccessMessage));
            }
        }
Beispiel #14
0
        public FloorDto GetFloor(int floorID)
        {
            try
            {
                using (UnitOfWork unitofWork = new UnitOfWork())
                {
                    floor item = new floor();
                    item = unitofWork.GetRepository <floor>().GetById(x => x.FloorID == floorID);
                    FloorDto floorDto = new FloorDto();
                    floorDto.FloorID = item.FloorID;
                    floorDto.Map     = item.Map;
                    floorDto.Name    = item.Name;
                    floorDto.Other   = item.Other;

                    if (item.BuildID != null)
                    {
                        floorDto.BuildID = item.BuildID.Value;
                    }
                    else
                    {
                        floorDto.BuildID = 0;
                    }
                    if (item.BlockID != null)
                    {
                        floorDto.BlockID = item.BlockID.Value;
                    }
                    else
                    {
                        floorDto.BlockID = 0;
                    }

                    return(floorDto);
                }
            }
            catch (Exception)
            {
                return(null);
            }
        }
 private IFloor ToFloor(floor floor)
 {
     return(new Floor(floor.flrId, floor.flrName, floor.hallId));
 }
Beispiel #16
0
 public Client(construction_company guest_worker)
 {
     my_floor     = guest_worker.lodges_floor();
     my_wallpaper = guest_worker.glue_wallpaper();
 }
Beispiel #17
0
 public void setTarget(floor start, floor end)
 {
     this.Start_AStar = start;
     this.End_AStar   = end;
 }
    private IEnumerator thread_join()
    {
        float StartT = Time.realtimeSinceStartup;

        while (true)
        {
            //yield return new WaitForSeconds(1);
            yield return(null);

            bool full_thread_finished = true;
            for (int i = 0; i < Game_Controller.Instance.indexingEnemies.Length; i++)
            {
                if (!Game_Controller.Instance.indexingEnemies [i].finished_AStar)
                {
                    full_thread_finished = false;
                }
            }

            if (full_thread_finished)
            {
                Debug.Log("  Thread Wait Over");
                makeScene.GetComponent <Button>().interactable = true;
                myThread.Join();
                break;
            }
            else
            {
                //Debug.Log ("Inside Thread Wait");

                for (int i = 0; (i < Game_Controller.Instance.ROWS) && Game_Controller.Instance.z_bool_show_Astar; i++)
                {
                    for (int j = 0; j < Game_Controller.Instance.COLUMNS; j++)
                    {
                        /*
                         * if (Game_Controller.Instance.data.rows [i].col [j].Color_Flag == 2)
                         * {
                         *      if(scene.GetComponent<rootScene> ().data.rows [i].col [j].transform.GetChild(0)!=null)
                         *      scene.GetComponent<rootScene> ().data.rows [i].col [j].transform.GetChild(0).GetComponent<Renderer> ().material.color = Color.red;
                         * }
                         *
                         * if (Game_Controller.Instance.data.rows [i].col [j].Color_Flag == 3)
                         * {
                         *      if(scene.GetComponent<rootScene> ().data.rows [i].col [j].transform.GetChild(0)!=null)
                         *              scene.GetComponent<rootScene> ().data.rows [i].col [j].transform.GetChild(0).GetComponent<Renderer> ().material.color = Color.yellow;
                         * }*/

                        floor tile = scene.GetComponent <rootScene> ().data.rows [i].col [j];

                        int Child_Index = tile.ChildIDSelected;

                        switch (Game_Controller.Instance.data.rows [i].col [j].Color_Flag)
                        {
                        case  1:
                            //	tile.transform.GetChild(Child_Index).GetComponent<Renderer> ().material.color = Color.yellow;
                            tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material = a_S;
                            break;

                        case  2:
                            //tile.transform.GetChild(Child_Index).GetComponent<Renderer> ().material.color = Color.red;
                            tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material = a_E;
                            break;

                        case  3:
                            // tile.transform.GetChild(Child_Index).GetComponent<Renderer> ().material.color = Color.green;


                            if (tile.start_node)
                            {
                                tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material       = a_S;
                                tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material.color = Color.red;
                            }
                            else
                            {
                                if (tile.end_node)
                                {
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material       = a_E;
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material.color = Color.yellow;
                                }
                                else
                                {
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material = a_C;
                                }
                            }



                            break;

                        case  4:
                            //tile.transform.GetChild(Child_Index).GetComponent<Renderer> ().material.color = Color.magenta;
                            //tile.transform.GetChild(Child_Index).GetComponent<Renderer> ().material  =a_O;


                            if (tile.start_node)
                            {
                                tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material       = a_S;
                                tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material.color = Color.green;
                            }
                            else
                            {
                                if (tile.end_node)
                                {
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material       = a_E;
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material.color = Color.blue;
                                }
                                else
                                {
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material = a_O;
                                }
                            }



                            break;

                        case  5:
                            //tile.transform.GetChild(Child_Index).GetComponent<Renderer> ().material.color = Color.cyan;
                            //tile.transform.GetChild(Child_Index).GetComponent<Renderer> ().material = a_CurrentNode;

                            if (tile.start_node)
                            {
                                tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material       = a_S;
                                tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material.color = Color.cyan;
                            }
                            else
                            {
                                if (tile.end_node)
                                {
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material       = a_E;
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material.color = Color.magenta;
                                }
                                else
                                {
                                    tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material = a_CurrentNode;
                                }
                            }


                            break;
                        }
                    }
                }
            }
        }

        for (int i = 0; i < Game_Controller.Instance.indexingEnemies.Length; i++)
        {
            for (int j = 0; j < Game_Controller.Instance.indexingEnemies[i].foundPath.Count; j++)
            {
                AStarNode astarnode   = Game_Controller.Instance.indexingEnemies [i].foundPath [j];
                floor     tile        = scene.GetComponent <rootScene> ().data.rows [astarnode.I].col [astarnode.J];
                int       Child_Index = tile.ChildIDSelected;
                tile.transform.GetChild(Child_Index).GetComponent <Renderer> ().material = Game_Controller.Instance.z_final_pathMaterial;;
            }
        }

        Proceed.GetComponent <Button>().interactable = true;
        float EndT = Time.realtimeSinceStartup;

        for (int threadIndex = 0; threadIndex < Game_Controller.Instance.indexingEnemies.Length; threadIndex++)
        {
            Game_Controller.Instance.indexingEnemies [threadIndex].aStarFinish_Time = EndT - StartT;
        }
    }
    public void Save()
    {
        // 1. Get the SaveName;
        string scenarioName = ScenarioName.text;

        // 2. Get all the existing scenes from gamemanager.
        List <GameObject> AllScenes = null;

        if (gamemanager.name == "DesignSceneGameManager")
        {
            AllScenes = gamemanager.GetComponent <DesignSceneGameManager>().AllScenes;
        }

        // 3. Create a folder named with savename.
        WorkingDirectory = Application.persistentDataPath + "/" + scenarioName;
        // If there already exists a scenario with scenarioName, replace it with the new one. Therefore,
        // users should make sure not to use the same scenario name
        if (Directory.Exists(WorkingDirectory))
        {
            Directory.Delete(WorkingDirectory, true);
        }
        Directory.CreateDirectory(WorkingDirectory);

        // 4. For each scene, do the followings
        foreach (GameObject Scene in AllScenes)
        {
            // 4.1 create a sub-folder with the scenarioName name
            WorkingDirectory = Application.persistentDataPath + "/" + scenarioName + "/" + Scene.name;
            Directory.CreateDirectory(WorkingDirectory);

            // 4.2 create a list to store all the names of the objects
            List <string> AllObjectNames = new List <string>();

            // 4.3 Fill in the class SceneDetails according to the design of the scene
            SceneDetails sceneDetails = new SceneDetails();
            sceneDetails.Walls       = new List <wall>();
            sceneDetails.Floors      = new List <floor>();
            sceneDetails.Ceilings    = new List <ceiling>();
            sceneDetails.Obstacles   = new List <obstacle>();
            sceneDetails.Doors       = new List <door>();
            sceneDetails.Fires       = new List <fire>();
            sceneDetails.Pedestrians = new List <pedestrian>();
            sceneDetails.Players     = new List <player>();
            // 4.3.1 Fill in the simulation info
            sceneDetails.SimTime = Scene.GetComponent <SceneInfo>().SimulationTime;
            sceneDetails.Width   = Scene.GetComponent <SceneInfo>().Width;
            sceneDetails.Length  = Scene.GetComponent <SceneInfo>().Length;
            sceneDetails.Height  = Scene.GetComponent <SceneInfo>().Height;
            sceneDetails.PlayerX = Scene.GetComponent <SceneInfo>().PlayerX;
            sceneDetails.PlayerY = Scene.GetComponent <SceneInfo>().PlayerY;
            // 4.3.2 fill in the info of different objects into sceneDetails
            foreach (Transform ChildObjectTransform in Scene.transform)
            {
                // Wall and its doors
                if (ChildObjectTransform.tag == "Wall")
                {
                    wall WallInfo = new wall();
                    Wall wallinfo = ChildObjectTransform.gameObject.GetComponent <Wall>();
                    AllObjectNames.Add(wallinfo.Name);
                    WallInfo.NameIndex = AllObjectNames.Count - 1;
                    WallInfo.xpos      = wallinfo.x_pos;
                    WallInfo.ypos      = wallinfo.y_pos;
                    WallInfo.zrot      = wallinfo.z_rot;
                    WallInfo.Width     = wallinfo.Width;
                    WallInfo.Height    = wallinfo.Height;
                    WallInfo.Opacity   = wallinfo.Opacity;
                    sceneDetails.Walls.Add(WallInfo);

                    // doors that are attached to it
                    foreach (Transform doorTransform in ChildObjectTransform)
                    {
                        if (doorTransform.tag == "Door")
                        {
                            door DoorInfo = new door();
                            Door doorinfo = doorTransform.gameObject.GetComponent <Door>();
                            AllObjectNames.Add(doorinfo.Name);
                            DoorInfo.NameIndex        = AllObjectNames.Count - 1;
                            DoorInfo.RelativePosition = doorinfo.RelativePosition;
                            DoorInfo.Width            = doorinfo.Width;
                            DoorInfo.Height           = doorinfo.Height;
                            if (doorinfo.Open)
                            {
                                DoorInfo.Open = 1;
                            }
                            else
                            {
                                DoorInfo.Open = 0;
                            }
                            DoorInfo.WallNameIndex = WallInfo.NameIndex;
                            AllObjectNames.Add(doorinfo.NextScene.name);
                            DoorInfo.SceneNameIndex = AllObjectNames.Count - 1;
                            sceneDetails.Doors.Add(DoorInfo);
                        }
                    }
                }
                // Floor
                else if (ChildObjectTransform.tag == "Floor")
                {
                    floor FloorInfo = new floor();
                    Floor floorinfo = ChildObjectTransform.gameObject.GetComponent <Floor>();
                    AllObjectNames.Add(floorinfo.Name);
                    FloorInfo.NameIndex = AllObjectNames.Count - 1;
                    FloorInfo.xpos      = floorinfo.x_pos;
                    FloorInfo.ypos      = floorinfo.y_pos;
                    FloorInfo.Width     = floorinfo.Width;
                    FloorInfo.Length    = floorinfo.Length;
                    sceneDetails.Floors.Add(FloorInfo);
                }
                // Ceiling
                else if (ChildObjectTransform.tag == "Ceiling")
                {
                    ceiling CeilingInfo = new ceiling();
                    Ceiling ceilinginfo = ChildObjectTransform.gameObject.GetComponent <Ceiling>();
                    AllObjectNames.Add(ceilinginfo.Name);
                    CeilingInfo.NameIndex = AllObjectNames.Count - 1;
                    CeilingInfo.xpos      = ceilinginfo.x_pos;
                    CeilingInfo.ypos      = ceilinginfo.y_pos;
                    CeilingInfo.zpos      = ceilinginfo.z_pos;
                    CeilingInfo.Width     = ceilinginfo.Width;
                    CeilingInfo.Length    = ceilinginfo.Length;
                    CeilingInfo.Opacity   = ceilinginfo.Opacity;
                    sceneDetails.Ceilings.Add(CeilingInfo);
                }
                // Obstacle
                else if (ChildObjectTransform.tag == "Obstacle")
                {
                    obstacle ObstacleInfo = new obstacle();
                    Obstacle obstacleinfo = ChildObjectTransform.gameObject.GetComponent <Obstacle>();
                    AllObjectNames.Add(obstacleinfo.Name);
                    ObstacleInfo.NameIndex = AllObjectNames.Count - 1;
                    ObstacleInfo.xpos      = obstacleinfo.x_pos;
                    ObstacleInfo.ypos      = obstacleinfo.y_pos;
                    ObstacleInfo.Width     = obstacleinfo.Width;
                    ObstacleInfo.Length    = obstacleinfo.Length;
                    ObstacleInfo.Height    = obstacleinfo.Height;
                    ObstacleInfo.Opacity   = obstacleinfo.Opacity;
                    sceneDetails.Obstacles.Add(ObstacleInfo);
                }
                // Fire
                else if (ChildObjectTransform.tag == "Fire")
                {
                    fire FireInfo = new fire();
                    Fire fireinfo = ChildObjectTransform.gameObject.GetComponent <Fire>();
                    AllObjectNames.Add(fireinfo.Name);
                    FireInfo.NameIndex  = AllObjectNames.Count - 1;
                    FireInfo.xpos       = fireinfo.x_pos;
                    FireInfo.ypos       = fireinfo.y_pos;
                    FireInfo.zpos       = fireinfo.z_pos;
                    FireInfo.Width      = fireinfo.Width;
                    FireInfo.Length     = fireinfo.Length;
                    FireInfo.HRRPUA     = fireinfo.HRRPUA;
                    FireInfo.CO_YIELD   = fireinfo.CO_YIELD;
                    FireInfo.SOOT_YIELD = fireinfo.SOOT_YIELD;
                    FireInfo.Fuel       = Array.IndexOf(fireinfo.Fuels,
                                                        fireinfo.FUEL);
                    sceneDetails.Fires.Add(FireInfo);
                }
                // Pedestrian
                else if (ChildObjectTransform.tag == "Pedestrian")
                {
                    pedestrian PedestrianInfo = new pedestrian();
                    Pedestrian pedestrianinfo = ChildObjectTransform.gameObject.GetComponent <Pedestrian>();
                    AllObjectNames.Add(pedestrianinfo.Name);
                    PedestrianInfo.NameIndex = AllObjectNames.Count - 1;
                    PedestrianInfo.xpos      = pedestrianinfo.x_pos;
                    PedestrianInfo.ypos      = pedestrianinfo.y_pos;
                    PedestrianInfo.Speed     = pedestrianinfo.Speed;
                    PedestrianInfo.Health    = pedestrianinfo.Health;
                    AllObjectNames.Add(pedestrianinfo.Exit.name);
                    PedestrianInfo.ExitNameIndex = AllObjectNames.Count - 1;
                    sceneDetails.Pedestrians.Add(PedestrianInfo);
                }
                else if (ChildObjectTransform.tag == "Player")
                {
                    player PlayerInfo = new player();
                    Player playerinfo = ChildObjectTransform.gameObject.GetComponent <Player>();
                    AllObjectNames.Add(playerinfo.Name);
                    PlayerInfo.NameIndex = AllObjectNames.Count - 1;
                    PlayerInfo.xpos      = playerinfo.x_pos;
                    PlayerInfo.ypos      = playerinfo.y_pos;
                    PlayerInfo.Speed     = playerinfo.Speed;
                    PlayerInfo.Health    = playerinfo.Health;
                    sceneDetails.Players.Add(PlayerInfo);
                }
            }

            // 4.4 Save AllObjectNames into a text file
            StreamWriter NamesTxtFile = new StreamWriter(WorkingDirectory + "/AllNames.txt");
            foreach (string name in AllObjectNames)
            {
                NamesTxtFile.WriteLine(name);
            }
            NamesTxtFile.Close();

            // 4.5 Save sceneDetails into a binary file, SceneDetails.dat
            BinaryFormatter bf   = new BinaryFormatter();
            FileStream      file = File.Open(WorkingDirectory + "/SceneDetails.dat", FileMode.OpenOrCreate);
            bf.Serialize(file, sceneDetails);
            file.Close();
        }
    }
Beispiel #20
0
 /// <summary>
 /// Takes the floor of each component in the given vec2.
 /// </summary>
 public static vec2 floor(in vec2 o) => new vec2(floor(o.x), floor(o.y));
Beispiel #21
0
 /// <summary>
 /// Takes the floor of each component in the given vec3.
 /// </summary>
 public static vec3 floor(in vec3 o) => new vec3(floor(o.x), floor(o.y), floor(o.z));
Beispiel #22
0
 /// <summary>
 /// Takes the floor of each component in the given dvec3.
 /// </summary>
 public static dvec3 floor(in dvec3 o) => new dvec3(floor(o.x), floor(o.y), floor(o.z));
Beispiel #23
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 /// <summary>
 /// Takes the floor of each component in the given dvec2.
 /// </summary>
 public static dvec2 floor(in dvec2 o) => new dvec2(floor(o.x), floor(o.y));