static void Main(string[] args) { Car1 myCar = new Car1("Auto", "Blue", "high", 2019, 4, 80, Car1.Model.M3, Car.CarType.Sedan); myCar.Calculate(); WriteLine("The info about the vehicle:"); WriteLine($"1. Type: {myCar.Name}.\n2. Color: {myCar.Color}\n3. Year of production: {myCar.YearMade}"); WriteLine($"4. Model: {myCar.CurrentModel}\n5. Car Type: {myCar.CurrentType}\n6. Comfort level: {myCar.ComfortLevel}]n\n"); WriteLine($"The price is {myCar.Price}\n\n"); Car2 friendsCar = new Car2("Auto", "Silver", "medium", 2012, 4, 400, Car2.Model.W140, Car.CarType.Sedan); friendsCar.Calculate(); WriteLine("The info about your friend's vehicle:"); WriteLine($"1. Type: {friendsCar.Name}.\n2. Color: {friendsCar.Color}\n3. Year of production: {friendsCar.YearMade}"); WriteLine($"4. Model: {friendsCar.CurrentModel}\n5. Car Type: {friendsCar.CurrentType}\n6. Comfort level: {friendsCar.ComfortLevel}\n\n"); WriteLine("Additional functions\n\n"); WriteLine("The program will show all models available:"); myCar.ShowModels(); friendsCar.ShowModels(); IModels testCar = new Car1("Auto", "Green", "low", 2010, 4, 65, Car1.Model.X5, Car.CarType.SUV); testCar.Restore(testCar.Available); testCar.Buy(testCar.Available); WriteLine(testCar.Available); IMovable anotherCar = new Car2("Auto", "Silver", "medium", 2012, 4, 400, Car2.Model.W140, Car.CarType.Sedan); anotherCar.MaxSpeed = int.Parse(ReadLine()); WriteLine("The time it takes the vehicle to get to destination point is: {0}", anotherCar.GetTime(250, anotherCar.MaxSpeed)); }
static void Main(string[] args) { Car1 myCar = new Car1("Auto", "Black", "high", 2019, 4, 80, Car1.Model.M3, Car.CarType.Sedan); myCar.Calculate(); WriteLine("The info about the vehicle:"); WriteLine($"1. Type: {myCar.Name}.\n2. Color: {myCar.Color}\n3. Year of production: {myCar.YearMade}"); WriteLine($"4. Model: {myCar.CurrentModel}\n5. Car Type: {myCar.CurrentType}\n6. Comfort level: {myCar.ComfortLevel}]n\n"); WriteLine($"The price is {myCar.Price}\n\n"); Car2 friendsCar = new Car2("Auto", "Silver", "medium", 2012, 4, 400, Car2.Model.W140, Car.CarType.Sedan); friendsCar.Calculate(); WriteLine("The info about your friend's vehicle:"); WriteLine($"1. Type: {friendsCar.Name}.\n2. Color: {friendsCar.Color}\n3. Year of production: {friendsCar.YearMade}"); WriteLine($"4. Model: {friendsCar.CurrentModel}\n5. Car Type: {friendsCar.CurrentType}\n6. Comfort level: {friendsCar.ComfortLevel}\n\n"); WriteLine($"The price is {friendsCar.Price}\n\n"); Car yourCar1 = new Car1("Auto", "Black", "high", 2019, 4, 80, Car1.Model.M3, Car.CarType.Sedan); yourCar1.TestDrive(); Car yourCar2 = new Car2("Auto", "Black", "high", 2019, 4, 80, Car1.Model.M3, Car.CarType.Sedan); yourCar2.TestDrive(); }
// Start is called before the first frame update void Start() { _uiManager = GameObject.Find("Canvas").GetComponent <UIManager>(); _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); c1 = GameObject.Find("Car1").GetComponent <Car1>(); c2 = GameObject.Find("Car2").GetComponent <Car2>(); }
public BuildingScene(Demo demo, string name, int instanceIndex, string info) { this.demo = demo; this.name = name; this.instanceIndexName = " " + instanceIndex.ToString(); this.info = info; // Create a new objects in the scene skyInstance1 = new Sky(demo, 1); quadInstance1 = new Quad(demo, 1); cursorInstance = new Cursor(demo); shotInstance = new Shot(demo); plant2Instance1 = new Plant2(demo, 1); building1Instance1 = new Building1(demo, 1); car1Instance1 = new Car1(demo, 1); ragdoll3Instance1 = new Ragdoll3(demo, 1); box1Instance1 = new Box1(demo, 1); lamp1Instance1 = new Lamp1(demo, 1); lamp1Instance2 = new Lamp1(demo, 2); camera2Instance1 = new Camera2(demo, 1); lightInstance = new Lights(demo); // Create a new controllers in the scene skyDraw1Instance1 = new SkyDraw1(demo, 1); cursorDraw1Instance = new CursorDraw1(demo); car1Animation1Instance1 = new Car1Animation1(demo, 1); lamp1Animation1Instance1 = new Lamp1Animation1(demo, 1); lamp1Animation1Instance2 = new Lamp1Animation1(demo, 2); camera2Animation1Instance1 = new Camera2Animation1(demo, 1); camera2Draw1Instance1 = new Camera2Draw1(demo, 1); }
public BridgesScene(Demo demo, string name, int instanceIndex, string info) { this.demo = demo; this.name = name; this.instanceIndexName = " " + instanceIndex.ToString(); this.info = info; // Create a new objects in the scene skyInstance1 = new Sky(demo, 1); quadInstance1 = new Quad(demo, 1); cursorInstance = new Cursor(demo); shotInstance = new Shot(demo); car1Instance1 = new Car1(demo, 1); bridge1Instance1 = new Bridge1(demo, 1); bridge1Instance2 = new Bridge1(demo, 2); ragdoll1Instance1 = new Ragdoll1(demo, 1); camera1Instance1 = new Camera1(demo, 1); lightInstance = new Lights(demo); // Create a new controllers in the scene skyDraw1Instance1 = new SkyDraw1(demo, 1); cursorDraw1Instance = new CursorDraw1(demo); car1Animation1Instance1 = new Car1Animation1(demo, 1); camera1Animation1Instance1 = new Camera1Animation1(demo, 1); camera1Draw1Instance1 = new Camera1Draw1(demo, 1); }
private void button1_Click(object sender, EventArgs e) { Car1 car = new Car1(); car.Name = "咪咪"; car.Age = 9; car.shurt(); }
//建造者模式的调用 public static void GetBuilder() { Director director = new Director(); Builder buickCarBuilder = new BuickBuilder(); Builder aoDiCarBuilder = new AoDiBuilder(); director.Construct(buickCarBuilder); //组装完成了,我来驾驶别克了 Car1 buickCar = buickCarBuilder.GetCar(); buickCar.Show(); director.Construct(aoDiCarBuilder); Car1 aoDiCar = aoDiCarBuilder.GetCar(); aoDiCar.Show(); }
public void SerializationTest() { var ms = new MemoryStream(); var car1 = new Car1 { Id = 10, Name = "Car1" }; var xs = new XmlSerializer(typeof(Car1)); var tw = new StreamWriter(ms); xs.Serialize(tw, car1); ms.Seek(0, SeekOrigin.Begin); xs = new XmlSerializer(typeof(Car2)); var tr = new StreamReader(ms); var car2 = (Car2)xs.Deserialize(tr); Assert.AreEqual(car1.Id, car2.CarId); Assert.AreEqual(car1.Name, car2.CarName); }
private void OnTriggerEnter2D(Collider2D other) { Debug.Log("Collided with : " + other.name); if (other.tag == "Car1") { Car1 c1 = other.GetComponent <Car1>(); if (c1 != null) { if (c1.scoreBoostActive == true) { c1.collectedAfterBoost1 += 2; _uiManager.updateScore(); AudioSource.PlayClipAtPoint(_clip, Camera.main.transform.position, 1f); } else { c1.collectedCoins1++; AudioSource.PlayClipAtPoint(_clip, Camera.main.transform.position, 1f); } } } if (other.tag == "Car2") { Car2 c2 = other.GetComponent <Car2>(); if (c2 != null) { if (c2.scoreBoostActive == true) { c2.collectedAfterBoost2 += 2; _uiManager.updateScore(); AudioSource.PlayClipAtPoint(_clip, Camera.main.transform.position, 1f); } else { c2.collectedCoins2++; AudioSource.PlayClipAtPoint(_clip, Camera.main.transform.position, 1f); } } } _uiManager.updateScore(); Destroy(this.gameObject); }
static void Main(string[] args) { Car1 myCar = new Car1("Auto", "Black", "high", 2019, 4, 80, Car1.Model.M3, Car.CarType.Sedan); myCar.Calculate(); Car2 friendsCar = new Car2("Auto", "Silver", "medium", 2012, 4, 400, Car2.Model.W140, Car.CarType.Sedan); friendsCar.Calculate(); Choose choice = WhoIsBetter; MessageHandler handler = delegate(string message) { Console.WriteLine("{0}", message); }; handler("Enter the sum you would like to add:"); int money; try { Int32.TryParse(Console.ReadLine(), out money); if (money <= 0) { throw new Exception("You've entered invalid data!"); } } catch (Exception e) { Console.WriteLine(e); throw; } myCar.Purchase(money); friendsCar.Purchase(money); var result = choice(myCar, friendsCar); handler("Nice choice!"); }
public TerrainWithWaterScene(Demo demo, string name, int instanceIndex, string info) { this.demo = demo; this.name = name; this.instanceIndexName = " " + instanceIndex.ToString(); this.info = info; // Create a new objects in the scene skyInstance1 = new Sky(demo, 1); cursorInstance = new Cursor(demo); shotInstance = new Shot(demo); terrainInstance1 = new Terrain(demo, 1); lakeInstance1 = new Lake(demo, 1, 8, 8); defaultShapesInstance = new DefaultShapes(demo); columnInstance1 = new Column(demo, 1); columnInstance2 = new Column(demo, 2); pierInstance1 = new Pier(demo, 1); ragdoll2Instance1 = new Ragdoll2(demo, 1); boat1Instance1 = new Boat1(demo, 1); car1Instance1 = new Car1(demo, 1); box2Instance1 = new Box2(demo, 1); crab1Instance1 = new Crab1(demo, 1); torusMesh = new TorusMesh(demo, 1); camera2Instance1 = new Camera2(demo, 1); lightInstance = new Lights(demo); // Create a new controllers in the scene skyDraw1Instance1 = new SkyDraw1(demo, 1); cursorDraw1Instance = new CursorDraw1(demo); boat1Animation1Instance1 = new Boat1Animation1(demo, 1); car1Animation1Instance1 = new Car1Animation1(demo, 1); terrainDraw1Instance1 = new TerrainDraw1(demo, 1); lakeDraw1Instance1 = new LakeDraw1(demo, 1, 8, 8); camera2Animation1Instance1 = new Camera2Animation1(demo, 1); camera2Draw1Instance1 = new Camera2Draw1(demo, 1); }
public void Create() { string sceneInstanceIndexName = name + instanceIndexName; if (demo.Engine.Factory.PhysicsSceneManager.Find(sceneInstanceIndexName) != null) { return; } scene = demo.Engine.Factory.PhysicsSceneManager.Create(sceneInstanceIndexName); // Initialize maximum number of solver iterations for the scene scene.MaxIterationCount = 10; // Initialize time of simulation for the scene scene.TimeOfSimulation = 1.0f / 15.0f; Initialize(); // Initialize objects in the scene skyInstance1.Initialize(scene); quadInstance1.Initialize(scene); cursorInstance.Initialize(scene); shotInstance.Initialize(scene); car1Instance1.Initialize(scene); bridge1Instance1.Initialize(scene); bridge1Instance2.Initialize(scene); ragdoll1Instance1.Initialize(scene); camera1Instance1.Initialize(scene); lightInstance.Initialize(scene); // Initialize controllers in the scene skyDraw1Instance1.Initialize(scene); cursorDraw1Instance.Initialize(scene); car1Animation1Instance1.Initialize(scene); camera1Animation1Instance1.Initialize(scene); camera1Draw1Instance1.Initialize(scene); // Create shapes shared for all physics objects in the scene // These shapes are used by all objects in the scene Demo.CreateSharedShapes(demo, scene); // Create shapes for objects in the scene Sky.CreateShapes(demo, scene); Quad.CreateShapes(demo, scene); Cursor.CreateShapes(demo, scene); Shot.CreateShapes(demo, scene); Car1.CreateShapes(demo, scene); Bridge1.CreateShapes(demo, scene); Ragdoll1.CreateShapes(demo, scene); Camera1.CreateShapes(demo, scene); Lights.CreateShapes(demo, scene); // Create physics objects for objects in the scene skyInstance1.Create(new Vector3(0.0f, 0.0f, 0.0f)); quadInstance1.Create(new Vector3(0.0f, -40.0f, 20.0f), new Vector3(1000.0f, 31.0f, 1000.0f), Quaternion.Identity); cursorInstance.Create(); shotInstance.Create(); car1Instance1.Create(new Vector3(20.0f, 60.0f, 20.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(90.0f))); bridge1Instance1.Create(new Vector3(0.0f, 10.0f, 0.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(-5.0f)), 50, new Vector3(5.0f, 0.4f, 15.0f)); bridge1Instance2.Create(new Vector3(0.0f, 10.0f, 100.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(5.0f)), 50, new Vector3(5.0f, 0.4f, 15.0f)); ragdoll1Instance1.Create(new Vector3(0.0f, 30.0f, 100.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(0.0f)), false, false, 1.0f); camera1Instance1.Create(new Vector3(0.0f, 65.0f, -22.0f), Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(-30.0f)), Quaternion.Identity, Quaternion.Identity, true); lightInstance.CreateLightPoint(0, "Glass", new Vector3(-50.0f, 15.0f, 100.0f), new Vector3(0.2f, 1.0f, 1.0f), 40.0f, 1.0f); lightInstance.CreateLightPoint(1, "Glass", new Vector3(0.0f, 15.0f, 100.0f), new Vector3(1.0f, 0.5f, 0.1f), 40.0f, 1.0f); lightInstance.CreateLightPoint(2, "Glass", new Vector3(50.0f, 15.0f, 105.0f), new Vector3(1.0f, 0.7f, 0.0f), 40.0f, 1.0f); lightInstance.CreateLightPoint(3, "Glass", new Vector3(-50.0f, 15.0f, 45.0f), new Vector3(1.0f, 0.7f, 0.5f), 40.0f, 1.0f); lightInstance.CreateLightPoint(4, "Glass", new Vector3(0.0f, 15.0f, 40.0f), new Vector3(1.0f, 1.0f, 0.5f), 40.0f, 1.0f); lightInstance.CreateLightPoint(5, "Glass", new Vector3(50.0f, 15.0f, 35.0f), new Vector3(0.3f, 0.7f, 0.5f), 40.0f, 1.0f); lightInstance.CreateLightSpot(0, "Glass", new Vector3(-60.0f, 50.0f, 45.0f), new Vector3(0.1f, 0.7f, 1.0f), 40.0f, 1.0f); lightInstance.CreateLightSpot(1, "Glass", new Vector3(10.0f, 50.0f, 105.0f), new Vector3(1.0f, 0.5f, 0.2f), 40.0f, 1.0f); lightInstance.CreateLightSpot(2, "Glass", new Vector3(60.0f, 50.0f, 35.0f), new Vector3(0.5f, 1.0f, 0.2f), 40.0f, 1.0f); // Set controllers for objects in the scene SetControllers(); }
static void Main(string[] args) { /*Ficha10Solucao.Exercicio1();*/ /*Ficha10Solucao.Exercicio2();*/ /*Ficha10Solucao.Exercicio3();*/ /*Ficha10Solucao.Exercicio4();*/ /*Ficha10Solucao.Exercicio5();*/ /*Ficha10Solucao.Exercicio7();*/ /*Ficha10Solucao.Exercicio8();*/ /*Ficha10Solucao.Exercicio10();*/ //Ficha10Solucao.Exercicio11(); //Ficha10Solucao.Exercicio12(); //Ficha10Solucao.Exercicio13(); //Ficha10Solucao.Exercicio14(); //Ficha10Solucao.Exercicio15(); //Ficha10Solucao.Exercicio16(); //Ficha11Solucao.Exercicio71(); //Ficha11Solucao.Exercicio2(); //Ficha11Solucao.Exercicio3(); //Ficha11Solucao.Exercicio4(); //Ficha11Solucao.Exercicio5(); //Ficha11Solucao.Exercicio6(); //Ficha11Solucao.Exercicio7DoWhile(); //Ficha11Solucao.Exercicio7While(); //Ficha11Solucao.Exercicio7For(); //Ficha11Solucao.Exercicio8(); //Ficha11Solucao.Exercicio9(); //Ficha11Solucao.Exercicio10(); //Ficha11Solucao.Exercicio11(); //Ficha11Solucao.Exercicio12(); //Ficha11Solucao.Exercicio13(); //Ficha11Solucao.Exercicio14(); //Ficha11Solucao.Exercicio15(); //Ficha11Solucao.Exercicio16(); //Ficha11Solucao.Exercicio17(); //Ficha11Solucao.Exercicio18(); //Ficha12Solucao.Exercicio1(); //Ficha12Solucao.Exercicio2(); //Ficha12Solucao.Exercicio3(); //Ficha12Solucao.Exercicio4(); //Ficha12Solucao.Exercicio5(); //Ficha12Solucao.Exercicio6(); //Ficha12Solucao.Exercicio7(); //Ficha12Solucao.Exercicio8(); //Ficha12Solucao.Exercicio9(); //Ficha12Solucao.Exercicio10(); //Ficha12Solucao.Exercicio11(); //Ficha12Solucao.Exercicio12(); //Ficha12Solucao.Exercicio13(); //Ficha12Solucao.Exercicio14(); //Ficha12Solucao.Exercicio15(); //Ficha13Solucao.Calculadora(); //Ficha13Solucao.Forca(); //Ficha13Solucao.PalavraRandom(); //Ficha14Solucao.Exercicio1(); //Ficha14Solucao.Exercicio2(); //Ficha14Solucao.Exercicio3(); //Ficha14Solucao.Exercicio4(); //Ficha14Solucao.Exercicio5(); //Ficha14Solucao.Exercicio6(); //Ficha15Solucao.Exercicio1(); //Ficha15Solucao.Exercicio2(); //Ficha15Solucao.Exercicio3(); //Ficha15Solucao.Exercicio4(); //Ficha15Solucao.Exercicio5(); //Ficha15Solucao.Exercicio6(); //Ficha15Solucao.Exercicio7(); //Ficha15Solucao.Exercicio8(); //Ficha15Solucao.Exercicio9(); //Ficha16Solucao.Exercicio1(); //Ficha16Solucao.Exercicio2(); //Ficha16Solucao.Exercicio3(); //Ficha16Solucao.Exercicio4(); //Ficha16Solucao.Exercicio5(); //Ficha16Solucao.Exercicio6(); //Ficha16Solucao.Exercicio7(); //Ficha16Solucao.Exercicio8(); //Ficha17Solucao.Exercicio1(); //Ficha17Solucao.Exercicio2(); //Ficha17Solucao.Exercicio3(); //Ficha17Solucao.Exercicio4(); //Ficha17Solucao.Exercicio5(); //Ficha17Solucao.Exercicio6(); //Ficha17Solucao.Exercicio7(); //Testes.Testes.Summarize(); Car p1 = new Car("Peugeut", "208", 2007); Car p2 = new Car("Ferrari", "FXX", 2018); Console.WriteLine($"{p1.GetBrand()}-{p1.GetYear()}-{p1.GetModel()}"); Console.WriteLine($"{p2.GetBrand()}-{p2.GetYear()}-{p2.GetModel()}"); Car1 p3 = new Car1("Peugeut", "208", 2007); Car1 p4 = new Car1("Ferrari", "FXX", 2018); Console.WriteLine($"{p3.brand} {p3.model} {p3.year}"); Console.WriteLine($"{p4.brand} {p4.model} {p4.year}"); Products p5 = new Products("Banana", 1.98, Types.Fruit); Console.WriteLine($"{p5.GetName()} - {p5.GetPrice()} - {p5.GetType()}"); Products1 p6 = new Products1("Banana", 1.98, Types.Fruit); Console.WriteLine($"{p6.name} - {p6.price} - {p6.type}"); Player1 player1 = new Player1("Renaldo", 42, 1.65f, 20, Sponsor.Nyka); Console.WriteLine($"{player1.GetName()} - {player1.GetAge()} - {player1.GetHeight()} - {player1.GetWeight()} - {player1.GetSponsor()} - {player1.GetIMC()}"); Player2 player2 = new Player2("Messias", 39, 2.50f, 98, Sponsor.Acliclas); Console.WriteLine($"{player2.name} - {player2.age} - {player2.height} - {player2.weight} - {player2.sponsor} - {player2.imc}"); }
static void Main(string[] args) { Level myVar = Level.Medium; Console.WriteLine(myVar); DemoClass myObjs = new DemoClass(); myObjs.myMethod(); myObjs.myOtherMethod(); Pig1 myPig1 = new Pig1(); // Create a Pig object myPig1.animalSound(); Animal myAnimal = new Animal(); // Create a Animal object Animal myPig = new Pig(); // Create a Pig object Animal myDog = new Dog(); // Create a Dog object myAnimal.animalSound(); myPig.animalSound(); myDog.animalSound(); Cars myCar = new Cars(); // Call the honk() method (From the Vehicle class) on the myCar object myCar.honk(); // Display the value of the brand field (from the Vehicle class) and the value of the modelName from the Car class Console.WriteLine(myCar.brand + " " + myCar.modelName); Person Obj = new Person(); Obj.Name = "Liam"; Console.WriteLine(Obj.Name); Car myObj = new Car(); Car myObj1 = new Car(); Car myObj2 = new Car(); Car1 myObj4 = new Car1(); myObj.color1 = "blue"; myObj.maxSpeed1 = 300; Car Ford = new Car(); Console.WriteLine(Ford.model); Ford.model = "Mustang"; Ford.color1 = "yellow"; Ford.year = 1969; Car Opel = new Car(); Opel.model = "Astra"; Opel.color1 = "white"; Opel.year = 2005; myObj.fullThrottle(); // Call the method Console.WriteLine(Ford.model); Console.WriteLine(Opel.model); Console.WriteLine(myObj.color1); Console.WriteLine(myObj.maxSpeed1); Console.WriteLine(myObj4.color); Console.WriteLine(myObj1.color); Console.WriteLine(myObj2.color); Console.WriteLine(myObj.color); Console.WriteLine(myObj.maxSpeed); try { int[] myNumbers = { 1, 2, 3 }; Console.WriteLine(myNumbers[10]); } catch (Exception e) { Console.WriteLine("Something went wrong."); } finally { Console.WriteLine("The 'try catch' is finished."); } }
// Start is called before the first frame update void Start() { _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); _c1 = GameObject.Find("Car1").GetComponent <Car1>(); _c2 = GameObject.Find("Car2").GetComponent <Car2>(); }
public void Create() { string sceneInstanceIndexName = name + instanceIndexName; if (demo.Engine.Factory.PhysicsSceneManager.Find(sceneInstanceIndexName) != null) { return; } scene = demo.Engine.Factory.PhysicsSceneManager.Create(sceneInstanceIndexName); // Initialize maximum number of solver iterations for the scene scene.MaxIterationCount = 10; // Initialize time of simulation for the scene scene.TimeOfSimulation = 1.0f / 15.0f; Initialize(); // Initialize objects in the scene skyInstance1.Initialize(scene); cursorInstance.Initialize(scene); shotInstance.Initialize(scene); terrainInstance1.Initialize(scene); lakeInstance1.Initialize(scene); defaultShapesInstance.Initialize(scene); columnInstance1.Initialize(scene); columnInstance2.Initialize(scene); pierInstance1.Initialize(scene); ragdoll2Instance1.Initialize(scene); boat1Instance1.Initialize(scene); car1Instance1.Initialize(scene); box2Instance1.Initialize(scene); crab1Instance1.Initialize(scene); torusMesh.Initialize(scene); camera2Instance1.Initialize(scene); lightInstance.Initialize(scene); // Initialize controllers in the scene skyDraw1Instance1.Initialize(scene); cursorDraw1Instance.Initialize(scene); boat1Animation1Instance1.Initialize(scene); car1Animation1Instance1.Initialize(scene); terrainDraw1Instance1.Initialize(scene); lakeDraw1Instance1.Initialize(scene); camera2Animation1Instance1.Initialize(scene); camera2Draw1Instance1.Initialize(scene); // Create shapes shared for all physics objects in the scene // These shapes are used by all objects in the scene Demo.CreateSharedShapes(demo, scene); // Create shapes for objects in the scene Sky.CreateShapes(demo, scene); Cursor.CreateShapes(demo, scene); Shot.CreateShapes(demo, scene); //terrainInstance1.CreateShapes(demo, scene, 0.0f, false); //lakeInstance1.CreateShapes(demo, scene, 2, 2, 50.0f, 0.95f, 0.04f, 0.04f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f, false); terrainInstance1.CreateShapes(demo, scene, 0.0f, true); lakeInstance1.CreateShapes(demo, scene, 150, 150, 50.0f, 0.95f, 0.04f, 0.04f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f, true); DefaultShapes.CreateShapes(demo, scene); Column.CreateShapes(demo, scene); Pier.CreateShapes(demo, scene); Ragdoll2.CreateShapes(demo, scene); Boat1.CreateShapes(demo, scene); Car1.CreateShapes(demo, scene); Box2.CreateShapes(demo, scene); Crab1.CreateShapes(demo, scene); TorusMesh.CreateShapes(demo, scene); Camera2.CreateShapes(demo, scene); Lights.CreateShapes(demo, scene); // Create physics objects for objects in the scene skyInstance1.Create(new Vector3(0.0f, 0.0f, 0.0f)); cursorInstance.Create(); shotInstance.Create(); terrainInstance1.Create(new Vector3(-316.0f, -128.0f, -2072.0f), new Vector3(32.0f, 256.0f, 32.0f), Quaternion.Identity, 0.0f); //lakeInstance1.Create(new Vector3(-316.0f, -100.0f, -2072.0f), new Vector3(2400.0f, 1.0f, 2400.0f), Quaternion.Identity, 0.0f); lakeInstance1.Create(new Vector3(-316.0f, -100.0f, -2072.0f), new Vector3(4.0f, 1.0f, 4.0f), Quaternion.Identity, 0.0f); defaultShapesInstance.Create(); columnInstance1.Create(new Vector3(10.0f, 30.0f, 20.0f), Vector3.One, Quaternion.Identity, "Box", 4, new Vector3(4.0f, 2.0f, 8.0f), 1.0f, true, 0.1f, 0.05f); columnInstance2.Create(new Vector3(20.0f, 30.0f, 20.0f), Vector3.One, Quaternion.Identity, "Box", 5, new Vector3(8.0f, 8.0f, 8.0f), 1.0f, true, 0.1f, 0.05f); pierInstance1.Create(new Vector3(0.0f, 0.0f, 100.0f), Vector3.One, Quaternion.Identity); ragdoll2Instance1.Create(new Vector3(-10.0f, -50.0f, 70.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(45.0f)), false, false, 1.0f); boat1Instance1.Create(new Vector3(0.0f, -5.0f, 0.0f), Vector3.One, Quaternion.Identity); car1Instance1.Create(new Vector3(-80.0f, -70.0f, 20.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(-115.0f))); box2Instance1.Create(new Vector3(-20.0f, 0.0f, 40.0f), Vector3.One, Quaternion.Identity, 4, new Vector3(1.0f, 4.0f, 0.1f), 0.02f); crab1Instance1.Create(new Vector3(-90.0f, -75.0f, -40.0f), new Vector3(0.5f, 0.5f, 0.5f), Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(180.0f))); torusMesh.Create(new Vector3(10.0f, 20.0f, 50.0f), Vector3.One, Quaternion.Identity, 100000.0f); camera2Instance1.Create(new Vector3(50.0f, 5.0f, 40.0f), Quaternion.Identity, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(-220.0f)), Quaternion.Identity, true); lightInstance.CreateLightPoint(0, "Glass", new Vector3(-120.0f, -97.0f, -140.0f), new Vector3(0.1f, 0.9f, 0.2f), 20.0f, 1.0f); lightInstance.CreateLightPoint(1, "Glass", new Vector3(-70.0f, -97.0f, -200.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(2, "Glass", new Vector3(-90.0f, -97.0f, -100.0f), new Vector3(0.0f, 0.7f, 0.8f), 20.0f, 1.0f); lightInstance.CreateLightPoint(3, "Glass", new Vector3(70.0f, -97.0f, -180.0f), new Vector3(1.0f, 0.4f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(4, "Glass", new Vector3(10.0f, -97.0f, -160.0f), new Vector3(0.2f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(5, "Glass", new Vector3(40.0f, -97.0f, -140.0f), new Vector3(0.4f, 0.6f, 1.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(6, "Glass", new Vector3(-40.0f, -95.0f, -190.0f), new Vector3(1.0f, 0.9f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(7, "Glass", new Vector3(-40.0f, -95.0f, -140.0f), new Vector3(0.5f, 0.7f, 0.1f), 20.0f, 1.0f); lightInstance.CreateLightPoint(8, "Glass", new Vector3(-40.0f, -85.0f, -90.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(9, "Glass", new Vector3(-10.0f, -95.0f, -190.0f), new Vector3(1.0f, 0.7f, 0.5f), 20.0f, 1.0f); lightInstance.CreateLightPoint(10, "Glass", new Vector3(-10.0f, -95.0f, -140.0f), new Vector3(0.3f, 0.7f, 0.5f), 20.0f, 1.0f); lightInstance.CreateLightPoint(11, "Glass", new Vector3(-10.0f, -85.0f, -90.0f), new Vector3(1.0f, 1.0f, 0.5f), 20.0f, 1.0f); lightInstance.CreateLightPoint(12, "Glass", new Vector3(-40.0f, -85.0f, -290.0f), new Vector3(0.5f, 0.7f, 0.1f), 20.0f, 1.0f); lightInstance.CreateLightPoint(13, "Glass", new Vector3(-40.0f, -95.0f, -240.0f), new Vector3(1.0f, 1.0f, 0.5f), 20.0f, 1.0f); lightInstance.CreateLightPoint(14, "Glass", new Vector3(-10.0f, -85.0f, -290.0f), new Vector3(1.0f, 0.9f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(15, "Glass", new Vector3(-10.0f, -95.0f, -240.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(16, "Glass", new Vector3(-60.0f, -69.0f, 20.0f), new Vector3(0.6f, 0.8f, 0.2f), 20.0f, 1.0f); lightInstance.CreateLightPoint(17, "Glass", new Vector3(-20.0f, -55.0f, 45.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(18, "Glass", new Vector3(10.0f, -72.0f, -20.0f), new Vector3(0.8f, 0.7f, 0.2f), 20.0f, 1.0f); lightInstance.CreateLightPoint(19, "Glass", new Vector3(25.0f, -55.0f, 25.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightSpot(0, "Glass", new Vector3(0.0f, -65.0f, 0.0f), new Vector3(1.0f, 0.5f, 0.2f), 20.0f, 1.0f); lightInstance.CreateLightSpot(1, "Glass", new Vector3(-5.0f, -55.0f, 40.0f), new Vector3(0.5f, 1.0f, 0.2f), 20.0f, 1.0f); // Set controllers for objects in the scene SetControllers(); }
// Update is called once per frame void Update() { //すべての車の位置を取得 float mx = this.transform.position.x; GameObject[] cars = GameObject.FindGameObjectsWithTag("Car"); int flag = 0; foreach (GameObject obs in cars) { float tx = obs.transform.position.x; if (tx > mx && tx - mx < 11 && (obs.transform.position.z - this.transform.position.z) * (obs.transform.position.z - this.transform.position.z) < 6.25f) { flag = 1; break; } } if (flag == 1) { dx = dx - 0.1f; } else { dx = dx + 0.1f; } //合流 int flag1 = 0; near = 0; if (type == 2) { foreach (GameObject obs in cars) { Car1 c = obs.GetComponent <Car1> (); float tx = obs.transform.position.x; if (c.type == 1) { if ((mx - tx) * (mx - tx) < 160) { flag1 = 1; break; } } if (c.type == 2) { if (tx - mx > 0) { near = 1; } } } //運転技術が高い車は,車線変更できるように減速する if (flag1 == 1 && mx > 100.0f && flag == 0) { dx = 0.4f; } //車線変更可能なとき //マナーの悪い車は,前の車がいても車線変更をする if (flag1 == 0 && mx > 100.0f && (near == 0 || skill == 2)) { type = 1; henkou = 1; cnt = 20; } //限界まで来たら停止する if (this.transform.position.x > 140) { dx = 0.0f; } } //車線変更処理 if (henkou == 1) { this.transform.position -= new Vector3(0.0f, 0.0f, 0.25f); cnt--; if (cnt < 0) { henkou = 0; } } //移動処理 if (dx < 0.0f) { dx = 0.0f; } if (dx > max_speed) { dx = max_speed; } this.transform.position += new Vector3(dx, 0.0f, 0.0f); //もし,範囲外になったら削除 if (this.transform.position.x > 300) { Destroy(gameObject); } }
static void Main(string[] args) { Car1 c1 = new Car1("Chevy", "Equanox", "2015", 20000); Console.WriteLine("How many cars would you like to enter?"); int size = int.Parse(Console.ReadLine()); List <Cars> cars = new List <Cars>(); Cars.Add(new Cars() { MAKE = "Chevy", MODEL = "Equanox", YEAR = "2000", PRICE = 2599 }); Cars.Add(new Cars() { MAKE = "Ford", MODEL = "Edge", YEAR = "2020", PRICE = 2599 }); Cars.Add(new Cars() { MAKE = "GM", MODEL = "Terrain", YEAR = "1998", PRICE = 2599 }); UsedCar.Add(new UsedCar() { MAKE = "Plymouth", MODEL = "Acclaim", YEAR = "1934", PRICE = 2599, MILEAGE = 343000 }); UsedCar.Add(new UsedCar() { MAKE = "Jeep", MODEL = "Wrangler", YEAR = "1994", PRICE = 2599, MILEAGE = 145000 }); UsedCar.Add(new UsedCar() { MAKE = "Saturn", MODEL = "SL1", YEAR = "1999", PRICE = 2599, MILEAGE = 237000 }); // used to add new cars to the list while (true) #region User Input Car Info { //Cars temp = new Cars(); Console.WriteLine("Please provide the make"); string MAKE = Console.ReadLine(); Console.WriteLine("Please provide the car model"); string MODEL = Console.ReadLine(); Console.WriteLine("Please provide car year"); string YEAR = (Console.ReadLine()); Console.WriteLine("Please provide the MSRP"); int PRICE = int.Parse(Console.ReadLine()); Cars temp = new Cars(MAKE, MODEL, YEAR, PRICE); ////practice this *************************** cars.Add(temp); // add the temp object to cars list Console.WriteLine("do you want to add another vehicle?"); string choice = Console.ReadLine(); if (choice == "n") { break; } #endregion #region Print Each Car Info } foreach (Cars c in cars) { Console.WriteLine("Make: " + c.MAKE); Console.WriteLine("Model: " + c.MODEL); Console.WriteLine("Year: " + c.YEAR); Console.WriteLine("Price:" + c.PRICE); Console.WriteLine("========================"); } #endregion #region //Reference Comments//(ignore) //REFERENCE COMMENTS: //Console.WriteLine(john.FirstName); // will display John //john.Salary = 50000; //john.Salary = john.Salary + 10000; //Console.WriteLine(john.Salary); //Console.WriteLine(john.SSN); // blank if unassigned, default filled in. //Employee jacob = new Employee(); //jacob.FirstName = "Jacob"; //jacob.LastName = "Snover"; //jacob.Salary = 250000; #endregion }
public void Create() { string sceneInstanceIndexName = name + instanceIndexName; if (demo.Engine.Factory.PhysicsSceneManager.Find(sceneInstanceIndexName) != null) { return; } scene = demo.Engine.Factory.PhysicsSceneManager.Create(sceneInstanceIndexName); // Initialize maximum number of solver iterations for the scene scene.MaxIterationCount = 10; // Initialize time of simulation for the scene scene.TimeOfSimulation = 1.0f / 15.0f; Initialize(); // Initialize objects in the scene skyInstance1.Initialize(scene); quadInstance1.Initialize(scene); cursorInstance.Initialize(scene); shotInstance.Initialize(scene); plant2Instance1.Initialize(scene); building1Instance1.Initialize(scene); car1Instance1.Initialize(scene); ragdoll3Instance1.Initialize(scene); box1Instance1.Initialize(scene); lamp1Instance1.Initialize(scene); lamp1Instance2.Initialize(scene); camera2Instance1.Initialize(scene); lightInstance.Initialize(scene); // Initialize controllers in the scene skyDraw1Instance1.Initialize(scene); cursorDraw1Instance.Initialize(scene); car1Animation1Instance1.Initialize(scene); lamp1Animation1Instance1.Initialize(scene); lamp1Animation1Instance2.Initialize(scene); camera2Animation1Instance1.Initialize(scene); camera2Draw1Instance1.Initialize(scene); // Create shapes shared for all physics objects in the scene // These shapes are used by all objects in the scene Demo.CreateSharedShapes(demo, scene); // Create shapes for objects in the scene Sky.CreateShapes(demo, scene); Quad.CreateShapes(demo, scene); Cursor.CreateShapes(demo, scene); Shot.CreateShapes(demo, scene); Plant2.CreateShapes(demo, scene); Building1.CreateShapes(demo, scene); Car1.CreateShapes(demo, scene); Ragdoll3.CreateShapes(demo, scene); Box1.CreateShapes(demo, scene); Lamp1.CreateShapes(demo, scene); Camera2.CreateShapes(demo, scene); Lights.CreateShapes(demo, scene); // Create physics objects for objects in the scene skyInstance1.Create(new Vector3(0.0f, 0.0f, 0.0f)); quadInstance1.Create(new Vector3(0.0f, -40.0f, 20.0f), new Vector3(1000.0f, 31.0f, 1000.0f), Quaternion.Identity); cursorInstance.Create(); shotInstance.Create(); plant2Instance1.Create(new Vector3(-30.0f, -9.0f, 20.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(10.0f))); building1Instance1.Create(new Vector3(0.0f, 0.0f, 100.0f), Vector3.One, Quaternion.Identity); car1Instance1.Create(new Vector3(10.0f, 0.0f, 40.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitY, MathHelper.DegreesToRadians(180.0f))); ragdoll3Instance1.Create(new Vector3(-10.0f, -10.0f, 0.0f), Vector3.One, Quaternion.FromAxisAngle(Vector3.UnitX, MathHelper.DegreesToRadians(0.0f)), false, false, 0.5f); box1Instance1.Create(new Vector3(40.0f, 0.0f, 50.0f), Vector3.One, Quaternion.Identity, 4, new Vector3(1.0f, 4.0f, 0.1f), 0.02f); lamp1Instance1.Create(new Vector3(-96.0f, 5.0f, 140.0f), Vector3.One, Quaternion.Identity, PhysicsScene.Factory.PhysicsObjectManager.Find("Building 1 Level 1 Wall 3 1")); lamp1Instance2.Create(new Vector3(-96.0f, 5.0f, 220.0f), Vector3.One, Quaternion.Identity, PhysicsScene.Factory.PhysicsObjectManager.Find("Building 1 Level 1 Wall 3 1")); camera2Instance1.Create(new Vector3(0.0f, 5.0f, -22.0f), Quaternion.Identity, Quaternion.Identity, Quaternion.Identity, true); lightInstance.CreateLightPoint(0, "Glass", new Vector3(-30.0f, -3.0f, 90.0f), new Vector3(1.0f, 0.7f, 0.5f), 20.0f, 1.0f); lightInstance.CreateLightPoint(1, "Glass", new Vector3(0.0f, -3.0f, 90.0f), new Vector3(0.3f, 0.7f, 0.2f), 20.0f, 1.0f); lightInstance.CreateLightPoint(2, "Glass", new Vector3(30.0f, -3.0f, 90.0f), new Vector3(0.3f, 0.7f, 0.5f), 20.0f, 1.0f); lightInstance.CreateLightPoint(3, "Glass", new Vector3(-20.0f, -3.0f, 20.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightPoint(4, "Glass", new Vector3(20.0f, -3.0f, 10.0f), new Vector3(1.0f, 1.0f, 0.5f), 20.0f, 1.0f); lightInstance.CreateLightPoint(5, "Glass", new Vector3(30.0f, -3.0f, 40.0f), new Vector3(1.0f, 0.7f, 0.0f), 20.0f, 1.0f); lightInstance.CreateLightSpot(0, "Glass", new Vector3(-30.0f, -3.0f, 15.0f), new Vector3(0.1f, 0.7f, 1.0f), 20.0f, 1.0f); lightInstance.CreateLightSpot(1, "Glass", new Vector3(0.0f, 8.0f, 20.0f), new Vector3(1.0f, 0.5f, 0.2f), 20.0f, 1.0f); lightInstance.CreateLightSpot(2, "Glass", new Vector3(45.0f, 0.0f, 45.0f), new Vector3(0.5f, 1.0f, 0.2f), 20.0f, 1.0f); // Set controllers for objects in the scene SetControllers(); }
static void Main(string[] args) { Character warrior = new Character("Human"); //У каждого класса свое предназначение, Класс кошка не может создавать ракеты... string charactierInfo = warrior.GetRace(); warrior.Hit(35); Console.WriteLine($"Ваша раса: {charactierInfo}, Здоровье персонажа: {warrior.GetHealth()}, Броня: {warrior.armor}"); Character archer = new Character("Wood Elf", 60); int armorInfo = archer.armor; Console.WriteLine($"Ваша раса: {archer.GetRace()}, Здоровье персонажа: {archer.GetHealth()}, Броня: {armorInfo}"); Calculator calc = new Calculator(); double result = calc.SqrtLength(ab: 8, bc: 12, alpha: 45); //Именованные аргументы Ctrl + .(точка). Выбираем add argument -> result = Math.Round(value: result, digits: 2); Console.WriteLine("Площадь равна: " + result); double avg = calc.Average(numbers: new int[] { 1, 2, 3, 4 }); //инициализация массива Average (именованные аргументы) Console.WriteLine("Среднее значение: " + avg); //С помощью params можно передавать значения массива через запятую double avg2 = calc.Average2(1, 2, 3, 4); //инициализация массива Average. Console.WriteLine("Инициализация среднего значения: " + avg2); // Calculator.TryParsed(); //С использованием статического метода, без использования экземпляра Calculator divider = new Calculator(); if (divider.TryDevide(5, 2, out double result2)) { Console.WriteLine($"Результат деления равен: {result2}"); } else { Console.WriteLine("Fail не получилось поделить"); } //Создадим экземпляр структуры PointVal a; //это экземпляр структуры, тоже самое, что и PointVal a = new PointWal(); a.x = 5; a.y = 8; //Создадим еще одну структуру b PointVal b = a; b.x = 4; b.y = 6; a.LogValues(); b.LogValues(); Console.WriteLine("Данные после struct (структуры)"); //Создадим Экземпляр для класса PointRef c = new PointRef(); c.x = 5; c.y = 8; //Создадим еще одну структуру b PointRef d = c; d.x = 4; d.y = 6; c.LogValues(); d.LogValues(); List <int> list = new List <int>(); AddNumbers(list); foreach (int value in list) { Console.WriteLine("Вывод List " + value); } Swap(8, 6); // SwapAuto(); //Значения вводит пользователь // SwapFromFull(); //С защитой от дурака //Bankomat наследование inheritence ModelA terminalA = new ModelA(252); terminalA.Connect(); ModelB terminalB = new ModelB(758); terminalB.Connect(); //Car наследование Car1 bmw = new Car1("Bmw", "Black", 2.6, 289.7); bmw.CarInfo(); Car2 dodge = new Car2("Dodge", "Yellow", 6.0, 382.3); dodge.CarInfo(); Console.WriteLine(); //Полиформизм (1 метод для каждого класса осуществляет свою операцию папка Polymorphism) Rectangle rectangle = new Rectangle(width: 17.5, height: 22.3); rectangle.Area(); rectangle.Perimeter(); rectangle.Draw(); Console.WriteLine(); Triangle triangle = new Triangle(a: 5.2, b: 6.3, c: 7.5); triangle.Area(); triangle.Perimeter(); triangle.Draw(); Console.WriteLine(); Console.WriteLine(); /*Так как мы переопределили все эти методы, вызывающий код может унифицированно работать со всеми этими типами/классами * используя базовый класс/абстрактный, записать экземпляр абстрактного класса можно в виде массива и передать туда наши * классы - наследники в этот массив*/ Shapes[] shapes = new Shapes[2]; shapes[0] = new Triangle(6.3, 8.2, 9.7); shapes[1] = new Rectangle(22.4, 18.7); //Пройдемся foreach, используя базовый(абстрактный класс) foreach (var shape in shapes) { shape.Area(); shape.Draw(); shape.Perimeter(); } Console.WriteLine(); Console.WriteLine(); Do(triangle); MyStack <int> ms = new MyStack <int>(); //у нас 2 перегрузки массива (по умолчанию 4 элемента), либо выбрать размер какой необходим ms.Push(1); ms.Push(2); ms.Push(3); Console.WriteLine(ms.Peek()); //Выведем последний добавленный элемент ms.Pop(); //удалим последний элемент Console.WriteLine(ms.Peek()); ms.Push(3); ms.Push(4); ms.Push(5); //чтобы произошло расширение стека, чтобы убедиться, что ничего не падает Console.WriteLine(ms.Peek()); //Вадим Шванов ShvanovCar shamovCar = new ShvanovCar(); shamovCar.CarInfo(); ShvanovCar shCar = new ShvanovCar("F1", 260); shCar.CarInfo(); RandomNumbers(); }