protected void btnChangeActivityStatus_Click(object sender, EventArgs e) { try { Guid Activity_Flavour_Id = new Guid(Request.QueryString["Activity_Flavour_Id"]); if (ddlActivity_Flavour_Status.SelectedItem.Text == "Review Completed" && !ValidateControl()) { return; } var result = activitySVC.AddUpdateActivityFlavoursStatus(new MDMSVC.DC_ActivityFlavoursStatus() { Activity_Flavour_Id = Activity_Flavour_Id, Activity_Status = ddlActivity_Flavour_Status.SelectedItem.Text, Activity_StatusNotes = txtActivity_Flavour_StatusNotes.Text, Activity_Status_Edit_Date = DateTime.Now, Activity_Status_Edit_User = System.Web.HttpContext.Current.User.Identity.Name }); // Response.Redirect("/activity/ManageActivityFlavour?Activity_Flavour_Id=" + Activity_Flavour_Id, true); BootstrapAlert.BootstrapAlertMessage(dvMsgStatusUpdate, "Activity Status updated successfully", BootstrapAlertType.Success); Flavours.getFlavourInfo("header"); } catch { } }
void Update() { if (m_NextFlavour == CurrentFlavour) { m_NextFlavour = randomNeutrino(); } }
// Functions private void ShadingPenemy(Flavours flavour) { var newColor = penemyRenderer.material.color; newColor.a = (penemyFlavour == flavour) ? 1.0f : fadingFactor; penemyRenderer.material.color = newColor; }
// Start is called before the first frame update void Start() { playerFlavour = GameObject.FindGameObjectWithTag("Player").GetComponent <OscillatingFlavour>(); penemyRenderer = GetComponent <SpriteRenderer>(); if (playerFlavour != null) { playerFlavour.OnFlavourChanged += ShadingPenemy; } penemyFlavour = GetComponent <FlavourDefinition>().flavour; }
public bool ValidateControl() { bool flag = true; //Check validation //Country DropDownList ddlCountry = (DropDownList)Flavours.FindControl("ddlCountry"); if (ddlCountry != null && ddlCountry.SelectedValue == "0") { flag = false; } //City DropDownList ddlCity = (DropDownList)Flavours.FindControl("ddlCity"); if (ddlCity != null && ddlCity.SelectedValue == "0") { flag = false; } //SuitableFor CheckBoxList chklstSuitableFor = (CheckBoxList)Flavours.FindControl("chklstSuitableFor"); if (chklstSuitableFor != null) { flag = false; for (int i = 0; i < chklstSuitableFor.Items.Count; i++) { if (chklstSuitableFor.Items[i].Selected) { flag = true; break; } } } //Physical Intensity DropDownList ddlPhysicalIntensity = (DropDownList)Flavours.FindControl("ddlPhysicalIntensity"); if (ddlPhysicalIntensity != null && ddlPhysicalIntensity.SelectedValue == "0") { flag = false; } //Product Sub type Repeater repProductSubType = (Repeater)Flavours.FindControl("repProductSubType"); if (repProductSubType != null && repProductSubType.Items.Count == 0) { flag = false; } return(flag); }
/*public Nature() * { * this.Natures = getRandomNature(); * } * public Nature(Natures nature) * { * this.Natures = natures[(int)nature].Natures; * } * public Nature(Natures name, float ATK_mod, float DEF_mod, float SPA_mod, float SPD_mod, float SPE_mod) * { * this.Natures = name; * this.Stat_mod = new float[6]; * this.Stat_mod[(int)Stats.ATTACK] = ATK_mod; * this.Stat_mod[(int)Stats.DEFENSE] = DEF_mod; * this.Stat_mod[(int)Stats.SPATK] = SPA_mod; * this.Stat_mod[(int)Stats.SPDEF] = SPD_mod; * this.Stat_mod[(int)Stats.SPEED] = SPE_mod; * } * private static Nature[] natures = new Nature[] * { * new Nature(Natures.HARDY, 1, 1, 1, 1, 1), * new Nature(Natures.LONELY, 1.1f, 0.9f, 1, 1, 1), * new Nature(Natures.BRAVE, 1.1f, 1, 1, 1, 0.9f), * new Nature(Natures.ADAMANT, 1.1f, 1, 0.9f, 1, 1), * new Nature(Natures.NAUGHTY, 1.1f, 1, 1, 0.9f, 1), * new Nature(Natures.BOLD, 0.9f, 1.1f, 1, 1, 1), * new Nature(Natures.DOCILE, 1, 1, 1, 1, 1), * new Nature(Natures.RELAXED, 1, 1.1f, 1, 1, 0.9f), * new Nature(Natures.IMPISH, 1, 1.1f, 0.9f, 1, 1), * new Nature(Natures.LAX, 1, 1.1f, 1, 0.9f, 1), * new Nature(Natures.TIMID, 0.9f, 1, 1, 1, 1.1f), * new Nature(Natures.HASTY, 1, 0.9f, 1, 1, 1.1f), * new Nature(Natures.SERIOUS, 1, 1, 1, 1, 1), * new Nature(Natures.JOLLY, 1, 1, 0.9f, 1, 1.1f), * new Nature(Natures.NAIVE, 1, 1, 1, 0.9f, 1.1f), * new Nature(Natures.MODEST, 0.9f, 1, 1.1f, 1, 1), * new Nature(Natures.MILD, 1, 0.9f, 1.1f, 1, 1), * new Nature(Natures.QUIET, 1, 1, 1.1f, 1, 0.9f), * new Nature(Natures.BASHFUL, 1, 1, 1, 1, 1), * new Nature(Natures.RASH, 1, 1, 1.1f, 0.9f, 1), * new Nature(Natures.CALM, 0.9f, 1, 1, 1.1f, 1), * new Nature(Natures.GENTLE, 1, 0.9f, 1, 1.1f, 1), * new Nature(Natures.SASSY, 1, 1, 1, 1.1f, 0.9f), * new Nature(Natures.CAREFUL, 1, 1, 0.9f, 1.1f, 1), * new Nature(Natures.QUIRKY, 1, 1, 1, 1, 1) * };*/ public Nature(Natures nature, Stats increase, Stats decrease, Flavours like, Flavours dislike) { Natures = nature; Increases = increase; Decreases = decrease; Likes = like; Dislikes = dislike; this.Stat_mod = new float[6]; this.Stat_mod[(int)Stats.ATTACK] = 1; this.Stat_mod[(int)Stats.DEFENSE] = 1; this.Stat_mod[(int)Stats.SPATK] = 1; this.Stat_mod[(int)Stats.SPDEF] = 1; this.Stat_mod[(int)Stats.SPEED] = 1; this.Stat_mod[(int)increase] += .1f; this.Stat_mod[(int)decrease] -= .1f; }
public List <Playlist> GetFlavourList() { HashSet <long> Flavours; if (SongListStorage.AlbumPlaylistDict.ContainsKey(Key)) { Flavours = SongListStorage.AlbumPlaylistDict[Key]; } else { return(new List <Playlist>()); } var ids = Flavours.ToList <long>(); var flavours = new List <Playlist>(); foreach (long id in ids) { flavours.Add(SongListStorage.PlaylistDict[id]); } return(flavours); }
private IEnumerator flavourChange() { while (true) { if (FlowManager.GetGameState() == GameState.InGame) { CurrentFlavour = m_NextFlavour; animator.SetInteger("flavour", (int)CurrentFlavour); if (OnFlavourChanged != null) { OnFlavourChanged(CurrentFlavour); } yield return(new WaitForSeconds(changeTime)); } else { yield return(null); } } }
public void SetFlavour(Flavours newFlavour) { flavour = newFlavour; }
public Dimensions(Flavours dimensionOptions) { }
public AIPlayerData(int id, Civilization tribe) : base(id, tribe, false) { // determine grand strategy DetermineGrandStragegy(); _grandStrategyFlavours = Flavours.FromGrandStrategy(_grandStrategy); // add all military strategies to propability map foreach (MilitaryStrategyData mStrategy in Provider.Instance.MilitayStrategies.Values) _militaryStrategies.Add(mStrategy); }
private void UpdateMilitaryStragetyFlavourWeights() { _militaryStrategyFlavours.Clear(); float sum = 0; // helper values int defenseUnits = _units.Count(a => a.Data.UnitType == UnitClass.Melee || a.Data.UnitType == UnitClass.Archery); float targetDefenseUnit = AI_STRATEGY_DEFEND_MY_LANDS_BASE_UNITS + AI_STRATEGY_DEFEND_MY_LANDS_UNITS_PER_CITY * _cities.Count; foreach (MilitaryStrategyData strategy in _militaryStrategies) { float weight = 0f; switch (strategy.Name) { case "AtWar": weight = _diplomaticStatuses.Count(a => a.Status == BilateralStatus.AtWar && a.IsMinor) > 0 ? AI_MILITARY_THREAT_WEIGHT_MINOR : 0; weight = Math.Max(weight, _diplomaticStatuses.Count(a => a.Status == BilateralStatus.AtWar && !a.IsMinor) > 0 ? AI_MILITARY_THREAT_WEIGHT_MAJOR : 0); break; case "EmpireDefense": weight = Math.Max(0, targetDefenseUnit / defenseUnits - 1); weight = MathHelper.Clamp(weight, 0f, 1f); break; case "EmpireDefenseCritical": weight = 0f; break; case "EnoughMilitaryUnits": weight = Math.Max(0, targetDefenseUnit / defenseUnits - 1); weight = 1f - MathHelper.Clamp(weight, 0f, 1f); break; case "EnoughNavalUnits": weight = 0f; break; case "EnoughRanged": weight = 0f; break; case "EradicateBarbarians": // distance of next barbarian camp / num of units weight = 0.2f; break; case "LoosingWars": weight = 0f; break; case "MinorCivGeneralDefense": weight = 0f; break; case "MinorCivThreatCritical": weight = 0f; break; case "MinorCivThreatElevated": weight = 0f; break; case "NeedNavalUnits": weight = 0f; break; case "NeedRanged": weight = 0f; break; case "WarMobilization": weight = 0f; break; case "WinningWars": weight = 0f; break; default: throw new Exception("No Weight handler for Military Strategy: " + strategy.Name); } _militaryStrategyFlavours += strategy.Flavours * weight; sum += weight; } if (sum != 0) _militaryStrategyFlavours /= sum; }
private void ChangeGrandStrategy(GrandStrategyData newStrategy) { if (_everHadStrategy.ContainsKey(newStrategy)) _everHadStrategy[newStrategy] = true; else _everHadStrategy.Add(newStrategy, true); _grandStrategy = newStrategy; _grandStrategyFlavours = Flavours.FromGrandStrategy(_grandStrategy); }
void Start() { StartCoroutine(flavourChange()); m_NextFlavour = CurrentFlavour = randomNeutrino(); animator.SetInteger("flavour", (int)CurrentFlavour); }