public void Record(string userId, string songId, Affinity affinity) { Guid userGuid = Guid.Parse(userId); Guid songGuid = Guid.Parse(songId); var dbAffinity = (from sa in this._context.SongAffinities where sa.UserId == userGuid && sa.SongId == songGuid select sa).FirstOrDefault(); if (dbAffinity == null) { dbAffinity = new DbSongAffinity { Id = Guid.NewGuid(), UserId = userGuid, SongId = songGuid, }; this._context.SongAffinities.Add(dbAffinity); } dbAffinity.IsLove = affinity == Affinity.Love ? true : false; this._context.SaveChanges(); }
public void InitFaction(string factionName, FactionType factionType, Affinity defaultAffinityInsideFaction, Affinity defaultAffinityToOtherFactions, Actor firstMemeber) { _Name = factionName; _FactionType = factionType; _defaultAffinityInsideFaction = defaultAffinityInsideFaction; _defaultAffinityToOtherFactions = defaultAffinityToOtherFactions; _FactionMemebers = new List <Actor>(); AddMember(firstMemeber); }
public void Init(Affinity af) { BaseAffinityData afd = AssetManager.Instance.GetBaseAff(af.type); affText.text = afd.title + ": "; valueText.text = Math.Round(af.value, 2).ToString() + "%"; affText.color = afd.col; valueText.color = afd.col; }
public Player3(string name, int hp, Affinity aff, Dictionary <Tuple <Affinity, FightTactic>, IFight> strategies) { _strategies = new Dictionary <Tuple <Affinity, FightTactic>, IFight>(); _initialHP = hp; Name = name; CurrentAffinity = aff; HP = hp; }
/// <summary> /// Asks Ignite for the list of primary partitions this node is responsible for in the provided cache /// </summary> private bool[] GetPrimaryPartitions() { var result = new bool[NumPartitionsPerDataCache]; foreach (var partition in Affinity.GetPrimaryPartitions(LocalNode)) { result[partition] = true; } return(result); }
public static float GetModifier(Affinity atk, Affinity[] defs) { float f = 1f; foreach (Affinity def in defs) { f *= GetModifier(atk, def); } return(f); }
public Affinity GetAffinity(byte elements) { Affinity affinity = Affinity.None; if (affinities.ContainsKey(elements)) { affinity = affinities[elements]; } return(affinity); }
public Player(string name, int hp, Affinity aff, IFightFactory fsFac) { _initialHP = hp; _fsFac = fsFac; Name = name; CurrentAffinity = aff; HP = hp; _currentfightStrategies = _fsFac.Create(CurrentTactics); }
public Affinity GetAffinity(Element[] elements) { byte encoding = getEncoding(elements); Affinity affinity = Affinity.None; if (affinities.ContainsKey(encoding)) { affinity = affinities[encoding]; } return(affinity); }
public static Color AffinityColor(Affinity a) { foreach (AffinityColor ac in instance.affinityColors) { if (a == ac.a) { return(ac.c); } } return(Color.white); }
public void SetRaceRelationshipAtoB(Race RaceA, Race RaceB, Affinity affinity) { int i = SearchRaceRelationship(RaceA, RaceB); if (i == -1) { RaceRelationshipAtoB relationship = new RaceRelationshipAtoB(RaceA, RaceB, affinity); } else { _RaceAtoBRelationshipsList[i]._AffinityOfAtoB = affinity; } }
public void SetActorRelationshipAtoB(Actor actorA, Actor actorB, Affinity affinity) { int i = SearcActorRelationship(actorA, actorB); if (i == -1) { ActorRelationshipAtoB relationship = new ActorRelationshipAtoB(actorA, actorB, affinity); } else { _ActorAtoBRelationshipsList[i]._AffinityOfAtoB = affinity; } }
public void SetFactionRelationshipAtoB(Faction FactionA, Faction FactionB, Affinity affinity) { int i = SearchFactionRelationship(FactionA, FactionB); if (i == -1) { FactionRelationshipAtoB relationship = new FactionRelationshipAtoB(FactionA, FactionB, affinity); } else { _FactionAtoBRelationshipsList[i]._AffinityOfAtoB = affinity; } }
/// <summary> /// Validate the object. /// </summary> /// <exception cref="ValidationException"> /// Thrown if validation fails /// </exception> public virtual void Validate() { if (Containers == null) { throw new ValidationException(ValidationRules.CannotBeNull, "Containers"); } if (Affinity != null) { Affinity.Validate(); } if (Containers != null) { foreach (var element in Containers) { if (element != null) { element.Validate(); } } } if (InitContainers != null) { foreach (var element1 in InitContainers) { if (element1 != null) { element1.Validate(); } } } if (ReadinessGates != null) { foreach (var element2 in ReadinessGates) { if (element2 != null) { element2.Validate(); } } } if (Volumes != null) { foreach (var element3 in Volumes) { if (element3 != null) { element3.Validate(); } } } }
public Critter(string name, float baseAttack, float baseDefense, float baseSpeed, float hp, List <Skill> moveSet, Affinity affinity) { affinityType = affinity; Name = name; if (baseAttack >= 10 && baseAttack <= 100) { BaseAttack = baseAttack; } else if (baseAttack < 10) { BaseAttack = 10; } else if (baseAttack > 100) { BaseAttack = 100; } //---- if (baseDefense >= 10 && baseDefense <= 100) { BaseDefense = baseDefense; } else if (baseAttack < 10) { BaseDefense = 10; } else if (baseDefense > 100) { BaseDefense = 100; } // ---- if (baseSpeed >= 1 && baseSpeed <= 50) { BaseSpeed = baseSpeed; } else if (baseSpeed < 1) { BaseSpeed = 1; } else if (baseSpeed > 50) { BaseSpeed = 50; } BaseSpeed = baseSpeed; HP = hp; MoveSet = moveSet; }
public static float Multiplier(Affinity ownType, Affinity atkType) { float[,] affinityTable = new float[, ] { { 0.5f, 2, 1, 1, 1, 1 }, { 2, 0.5f, 1, 1, 1, 1 }, { 1, 1, 0.5f, 0.5f, 1, 1 }, { 1, 1, 2, 0.5f, 0.5f, 1 }, { 1, 1, 1, 2, 0.5f, 2 }, { 1, 1, 0, 1, 0.5f, 0.5f } }; return(affinityTable[(int)ownType, (int)atkType]); }
public Player(string name, int hp, Affinity aff) { _initialHP = hp; Name = name; CurrentAffinity = aff; HP = hp; _sunDefStrat = new SunFightDefensive(); _sunOffStrat = new SunFightOffensive(); _moonDefStrat = new MoonFightDefensive(); _moonOffStrat = new MoonFightOffensive(); _starsDefStrat = new StarsFightDefensive(); _starsOffStrat = new StarsFightOffensive(); }
private void ChangeAffinity() { if (affinity == Affinity.Null) { affinity = Affinity.Dark; } else if (affinity == Affinity.Dark) { affinity = Affinity.Light; } else if (affinity == Affinity.Light) { affinity = Affinity.Null; } }
public Thought(string topic, Topic.Stage stage, string actor, float complexity, string text, Interrupt interruptStrategy, Turn turnStrategy, Affinity myAffinity, HashSet <string> tangents, int eventCode, HashSet <Argument> arguments, HashSet <Emotion> emotions) { Topic = topic; Stage = stage; Actor = actor; Complexity = complexity; Text = text; InterruptStrategy = interruptStrategy; TurnStrategy = turnStrategy; MyAffinity = myAffinity; Tangents = tangents; EventCode = eventCode; Arguments = arguments; Emotions = emotions; }
public static void SteadyDamage(Move move, Unit user, Unit target, DamageType type, Affinity aff = Affinity.Nu) { float damage = move.GetDamage(); damage *= Random.Range(0.9f, 1.1f); bool crit = false; bool miss = false; target.DealDamage(damage, type, aff, crit, miss); if (!miss) { user.currentEnergy += move.GetEnergyGain(); } }
/// <summary> /// Validate the object. /// </summary> /// <exception cref="Microsoft.Rest.ValidationException"> /// Thrown if validation fails /// </exception> public virtual void Validate() { if (Affinity != null) { Affinity.Validate(); } if (Rules != null) { foreach (var element in Rules) { if (element != null) { element.Validate(); } } } }
public static List <Affinity> ListToDomain(List <AffinityDTO> list_affinity) { List <Affinity> affinities = new List <Affinity>(); foreach (var affinity in list_affinity) { Affinity affinityDTO = new Affinity() { AffinityId = affinity.AffinityId, Name = affinity.Name }; affinities.Add(affinityDTO); } return(affinities); }
public Critter(CritterScriptableObject critter) { this.img = critter.img; this.crittername = critter.crittername; this.baseAttack = (critter.baseAttack < 10 || critter.baseAttack > 100 ? rnd.Next(1, 101) : critter.baseAttack); this.baseDefense = (critter.baseDefense < 10 || critter.baseDefense > 100 ? rnd.Next(1, 101) : critter.baseDefense); this.baseSpeed = (critter.baseSpeed < 1 || critter.baseSpeed > 50 ? rnd.Next(1, 51) : critter.baseSpeed); this.baseHP = critter.baseHP; this.currentHP = baseHP; //moveset moveSet = new List <Skill>(); for (int i = 0; i < critter.moveSet.Count; i++) { moveSet.Add(critter.moveSet[i].getObject()); } this.affinity = critter.affinity; }
//Obtaining a list of affinities from Db public List <Affinity> GetAffinities() { SqlCommand command = dbConnection.CreateCommand(); command.CommandText = "SELECT AffinityID,Type FROM Affinity"; SqlDataReader reader = command.ExecuteReader(); List <Affinity> affinities = new List <Affinity>(); while (reader.Read()) { Affinity affinity = new Affinity(); affinity.AffinityID = Int32.Parse(reader.GetValue(0).ToString()); affinity.Type = reader.GetValue(1).ToString(); affinities.Add(affinity); } reader.Close(); return(affinities); }
public AtkSkill(string name, float power, Affinity affinityType, int movimientos) { Name = name; Movimientos = movimientos; if (power >= 1 && power <= 10) { Power = power; } else if (power < 1) { Power = 1; } else if (power > 10) { Power = 10; } AffinitySkillType = affinityType; }
public int GetTeamEntityLayer(Affinity affinity) { if (affinity == Affinity.BLUE) { return(blueEntityLayer); } else if (affinity == Affinity.RED) { return(redEntityLayer); } else if (affinity == Affinity.BROWN) { return(brownEntityLayer); } else { return(-1); } }
public int GetTeamProjectileLayer(Affinity affinity) { if (affinity == Affinity.BLUE) { return(blueProjectileLayer); } else if (affinity == Affinity.RED) { return(redProjectileLayer); } else if (affinity == Affinity.BROWN) { return(brownProjectileLayer); } else { return(-1); } }
public Affinity Find(Guid id) { Affinity affinity = null; using (NpgsqlConnection con = new NpgsqlConnection(connectionString)) { con.Open(); NpgsqlCommand cmd = new NpgsqlCommand(); cmd.Connection = con; cmd.CommandText = @"SELECT * FROM affinity WHERE affinity_id=@affinity_id"; cmd.Parameters.AddWithValue("affinity_id", id.ToString()); var reader = cmd.ExecuteReader(); while (reader.Read()) { affinity = new Affinity(); affinity.AffinityId = Guid.Parse(reader["affinity_id"].ToString()); affinity.Name = reader["name"].ToString(); } return(affinity); } }
public static bool Counters(Affinity current, Affinity opponent) { switch (current) { case Affinity.Fire: return(opponent == Affinity.Earth); case Affinity.Earth: return(opponent == Affinity.Water); case Affinity.Water: return(opponent == Affinity.Fire); case Affinity.Light: return(opponent == Affinity.Dark); case Affinity.Dark: return(opponent == Affinity.Light); default: return(false); } }
private IEnumerator DamageEffect(float amount, Affinity atkType) { float time, dmgTime; time = 0; dmgTime = 0.5f; critterSprite.color = Color.red; Vector3 spritePos = transform.position; while (time <= dmgTime) { time += Time.deltaTime; transform.position += new Vector3(Random.Range(-0.1f, 0.1f), Random.Range(-0.1f, 0.1f), 0); yield return(new WaitForEndOfFrame()); } transform.position = spritePos; critterSprite.color = Color.white; currentHealth -= amount * AffinityMultiplier.Multiplier(critterAf, atkType); healtBar.sizeDelta = new Vector2(currentHealth * initialHealBarSize.x / critter.BaseHp, initialHealBarSize.y); if (currentHealth <= 0) { ImDead(); } }
public AffinityCard(Affinity a) { affinityf = a; }
/// <summary> /// 地形相性を表す記号文字を取得する /// </summary> public static string GetStringAffinity(Affinity aff) { switch (aff) { case Affinity.VeryGood: return "◎"; case Affinity.Good: return "○"; case Affinity.Normal: return "△"; case Affinity.Bad: default: return "✕"; } }
public void SetAffinity(byte elements, Affinity affinity) { affinities[elements] = affinity; }
public void SetAffinity(Element[] elements, Affinity affinity) { byte encoding = getEncoding(elements); affinities[encoding] = affinity; }