static void Main(string[] args) { var gs1 = new GermanSheperd("Spike"); //enum not picked so defaults to first in list. bools not defined defaulted to false. inherts traits from GermansSheperd then Dog. var pug1 = new Pug("Rollo"); var pug2 = new Pug { Name = "Steve", BarkPitch = BarkPitchType.medium }; var pug3 = new Pug(); var boxer1 = new Boxer("Clifford"); var germanSheperd = new GermanSheperd { //Dog is not in same namespace. declare 'using AnimalLibrary'. Or rename AnimalLibrary to Animals LongTail = true, BarkPitch = BarkPitchType.low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = true, BigDog = true }; var pug = new Dog { LongTail = false, BarkPitch = BarkPitchType.high, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, Name = "Ralph" }; var dogs = new List <Dog>(); dogs.Add(pug); dogs.Add(germanSheperd); dogs.Add(boxer1); dogs.Add(pug3); dogs.Add(pug2); dogs.Add(pug1); dogs.Add(gs1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog()); } }
static void Main(string[] args) { var boxer1 = new Boxer(); var pug2 = new Pug("Deadly"); var gs1 = new GermanShepherd("Killer"); var germanSheperd = new GermanShepherd("Fred"); var pug = new Pug(); var pug1 = new Pug() { }; var dogs = new List <Dog>(); dogs.Add(pug); dogs.Add(germanSheperd); dogs.Add(gs1); dogs.Add(pug2); dogs.Add(boxer1); dogs.Add(pug1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeDog()); } }
static void Main(string[] args) { var gs1 = new GermanShephard("Killer"); //var germansheperd = new AnimalLibrary.Dog(); var germanshepard = new GermanShephard { LongTail = true, BarkPitch = PitchType.Low, Muzzle = MuzzleType.Long, ExtremeSenseofSmell = true, BigDog = true, Name = "Fred" }; var pug1 = new Pug("Steve"); var pug2 = new Pug(); var pug = new Dog { LongTail = false, BarkPitch = PitchType.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseofSmell = false, Name = "Ralph" }; var boxer1 = new Boxer("Tyson"); var dogs = new List <Dog>(); dogs.Add(boxer1); dogs.Add(pug); dogs.Add(pug2); dogs.Add(pug1); dogs.Add(germanshepard); dogs.Add(gs1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog()); } }
static void Main(string[] args) { var germansheperd1 = new GermanShepherd("Killer"); germansheperd1.LongTail = true;//instance created and now assign value var germanSheperd = new GermanShepherd { LongTail = true, BarkPitch = BarkPitchType.Low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = true, BigDog = true, Name = "Fred" }; var pug = new Dog { LongTail = false, BarkPitch = BarkPitchType.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, Name = "Ralph" }; var Barker = new Pug("Barker"); var pug2 = new Pug(); var Stan = new Boxer(); var Sam = new Boxer("Sam"); //create a collection of dogs //example of polymorphism var dogs = new List <Dog>(); dogs.Add(pug); dogs.Add(germanSheperd); dogs.Add(germansheperd1); dogs.Add(Barker); dogs.Add(pug2); dogs.Add(Stan); dogs.Add(Sam); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog());//this just prints Dog } }
static void Main(string[] args) { // var germanSheperd = new AnimalLibrary.Dog(); would need this if you did not put in a using AnimalLibrary; above var gs1 = new GermanShepherd("Killer"); var germanShepherd = new GermanShepherd { LongTail = true, BarkPitch = BarkPitchType.Low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = true, BigDog = true, // if you want default can leave this out Name = "Fred" }; var boxer1 = new Boxer("Gretchen"); var pug2 = new Pug("Pudgy"); var pug = new Dog { LongTail = true, BarkPitch = BarkPitchType.Low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = false, Name = "Alfred" }; var pug1 = new Dog { LongTail = false, BarkPitch = BarkPitchType.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, Name = "Ralph" }; var dogs = new List <Dog>(); dogs.Add(pug1); dogs.Add(pug2); dogs.Add(germanShepherd); dogs.Add(boxer1); dogs.Add(pug); dogs.Add(gs1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog()); } }
static void Main(string[] args) { // var germanSherperd = new AnimalLibrary.Dog(); can do it this way var bx1 = new Boxer("Cretos"); var bx2 = new Boxer(); var pg1 = new Pug("Fluffy"); var pg2 = new Pug("Roofus"); var pg3 = new Pug(); var gs1 = new GermanSheperd("Killer"); var germanSheperd = new GermanSheperd { LongTail = true, BarkPitch = BarkPitchType.Low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = true, BigDog = false, Name = "Fred" }; var pug = new Dog { LongTail = false, BarkPitch = BarkPitchType.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, Name = "Ralph" }; //Below is a an example of polymorphism var dogs = new List <Dog>(); dogs.Add(pug); dogs.Add(germanSheperd); dogs.Add(gs1); dogs.Add(pg1); dogs.Add(pg2); dogs.Add(pg3); dogs.Add(bx1); dogs.Add(bx2); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog()); } }
public void PugTapped(Pug p) { leAudio.PlayOneShot(tapSound); // Replace with coroutine if (vacuum != null) { vacuum.gameObject.SetActive(true); vacuum.transform.rotation = p.transform.rotation * Quaternion.AngleAxis(180, Vector3.forward); vacuum.transform.position = p.boidData.pos + vacuumDistance * p.boidData.heading.normalized; vacuum.GetComponent <VacuumCleaner>().PlayAudio(); } pugsLeft--; if (OnPugHit != null) { OnPugHit(pugsLeft); } }
public void SpawnPug(Vector2 spawnPos) { Pug p = Instantiate <Pug>(pugPrefab); p.Init(this); Vector2 pos = spawnPos; float angle = URandom.Range(0, 360); pos.Set(pos.x + spawnerRadius * Mathf.Cos(angle), pos.y + spawnerRadius * Mathf.Sin(angle)); p.boidData.pos = pos; float speedPercent = maxSpeedPercentage * p.boidData.maxSpeed; p.boidData.maxSpeed += URandom.Range(0.0f, speedPercent); entitiesToAdd.Add(p); NextPugID++; }
static void Main(string[] args) { var boxer1 = new Boxer(); var pug1 = new Pug("ThePug"); var pug2 = new Pug(); var gs1 = new GermanSheperd("Killer"); var germanSheperd = new GermanSheperd { LongTail = true, BarkPitch = BarkPitchType.Low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = true, BigDog = true, Name = "Fred" }; var pug = new Dog { LongTail = false, BarkPitch = BarkPitchType.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, Name = "Ralph" }; //an array; var plural for arrays and singular for step through in foreach var dogs = new List <Dog>(); dogs.Add(pug); dogs.Add(germanSheperd); dogs.Add(gs1); dogs.Add(pug2); dogs.Add(pug1); dogs.Add(boxer1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog()); //the above, from last comment, is an example of Polymorphism } }
static void Main(string[] args) { var boxer1 = new Boxer(); var pug1 = new Pug("The Pug"); var pug2 = new Pug(); var gs1 = new GermanShepard("Killer"); var germanShepard = new GermanShepard(); var pug = new Dog(); gs1.Name = null; var germanShepard1 = new GermanShepard { LongTail = true, BarkPitch = BarkPitchEnum.Low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = true, BigDog = true, //Name = "Fred" }; var dogs1 = new Dog { LongTail = false, BarkPitch = BarkPitchEnum.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, }; var dogs = new List <Dog>(); dogs.Add(pug); dogs.Add(germanShepard); dogs.Add(gs1); dogs.Add(pug2); dogs.Add(pug1); dogs.Add(boxer1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog()); } }
static void Main(string[] args) { var germanSheperd1 = new GermanSheperd("Killfang"); var germanSheperd = new GermanSheperd { Longtail = true, Bark = BarkPitch.Low, Muzzle = MuzzleType.Long, ExtremeSenseOfSmell = true, BigDog = true, Name = "Alfredo" }; var pug1 = new Pug("Hopscotch"); var pug2 = new Pug(); var boxer1 = new Boxer("Hephestus"); var boxer2 = new Boxer(); var pug = new Dog { Longtail = false, Bark = BarkPitch.Medium, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, Name = "Dominic" }; var dogs = new List <Dog>(); dogs.Add(pug); dogs.Add(germanSheperd); dogs.Add(pug1); dogs.Add(pug2); dogs.Add(boxer1); dogs.Add(boxer2); dogs.Add(germanSheperd1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeOfDog()); } }
static void Main(string[] args) { var pug1 = new Pug(); var Boxie = new Boxer(); var germanshepherd = new GermanShepherd() { BarkPitch = BarkPitch.Low, ExtremeSenseOfSmell = true, Name = "Killer" }; var pug = new Dog() { LongTail = false, BarkPitch = BarkPitch.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseOfSmell = false, Name = "Ralph" }; var spudsy = new Pug() { BarkPitch = BarkPitch.High, Name = "Spudsy", CurlyTail = true, SmallDog = true }; var ListOfDogs = new List <Dog>(); ListOfDogs.Add(pug1); ListOfDogs.Add(Boxie); ListOfDogs.Add(germanshepherd); ListOfDogs.Add(pug); ListOfDogs.Add(spudsy); foreach (var item in ListOfDogs) { Console.WriteLine(item); } }
static void Main(string[] args) { var gs1 = new GermanShepherd("Gerald"); var GermanShepherd = new GermanShepherd { BarkPitch = PitchType.Low, Name = "Shep" }; var Pug = new Pug("Sheldon"); var Pug2 = new Pug(); var Doug = new Dog { LongTail = false, BarkPitch = PitchType.High, Muzzle = MuzzleType.Collapsed, ExtremeSenseofSmell = false, Name = "Doug" }; var Boxer = new Boxer(); var dogs = new List <Dog>(); //polymorphism example dogs.Add(Boxer); dogs.Add(Doug); dogs.Add(Pug2); dogs.Add(Pug); dogs.Add(GermanShepherd); dogs.Add(gs1); foreach (var dog in dogs) { Console.WriteLine(dog.GetTypeofDog()); //ends example } }
public void RemovePug(Pug p) { pugs.Remove(p); }
public void AddPug(Pug p) { pugs.Add(p); }
public void PugEscaped(Pug p) { escapees--; entitiesToRemove.Add(p); }
public void FreakedPugEscaped(Pug p) { entitiesToRemove.Add(p); }