void Start() { int temp = GetComponent <Player_Manager_PP_001>().GetPlayerID(); string temp2 = "StartPos" + temp.ToString(); startTransform = GameObject.Find(temp2).transform; if (startTransform != null) { startingStates = StartStates.bootUp_1; playerControll_Script.PlayWalkingAnimation(true); myCamera.fieldOfView = 90.0f; myCamera.transform.parent = startTransform.transform; myCamera.transform.position = startTransform.GetChild(0).transform.position; } else { print("Could Not find this characters starting pos"); Destroy(this.gameObject); } children = playerCanvas.GetComponentsInChildren <Transform>(); for (int i = 1; i < children.Length; ++i) { children[i].gameObject.SetActive(false); } }
public void UpdateState3(string name, Color c) { print("This is the name " + name); GetComponent <Player_Manager_PP_001>().SetPlayerName(name); playerControll_Script.SetMannyColor(c); startingStates = StartStates.begin_9; }
private void StartState2_GolfMode() { if (ControllerTrigger > 0.0f) { startingStates = StartStates.golfUp_3; InvokeRepeating("GolfUpSwitch", .1f, 0.5f); } }
/// <summary> /// Add state to startstates /// </summary> /// <param name="state">The state</param> public void DefineAsStartState(T state) { if (!DfaContainsState(state)) { States.Add(state); } StartStates.Add(state); }
public void DefineAsStartState(T t) { if (!States.Contains(t)) { States.Add(t); } StartStates.Add(t); }
private void StartState7_GunMode_2() { myCamera.GetComponent <PlayerCameraController>().CameraStartView(2.5f); if (ControllerTrigger < 0.0f) { startingStates = StartStates.gunUp_8; InvokeRepeating("GunUpSwitch", .1f, 0.5f); } }
private void StartState1_1_Camera() { myCamera.transform.parent = transform; myCamera.transform.position = Vector3.MoveTowards(myCamera.transform.position, CameraAlivePosition.transform.position, 2.0f * Time.deltaTime); if (myCamera.transform.position == CameraAlivePosition.transform.position) { startingStates = StartStates.golfUp_2; playerControll_Script.PlayWalkingAnimation(false); TurnOnACanvasChild(1, 2); } }
private void StartState9_BeginGame_1() { myCamera.GetComponent <PlayerCameraController>().CameraStartView(2.5f); StartVanillaMode2(); CancelInvoke(); for (int i = 1; i < children.Length - 1; i++) { children[i].gameObject.SetActive(false); } TurnOnACanvasChild2(7, 7); startingStates = StartStates.begin_10; }
/// <summary> /// Checks if input is valid, always returns false if ndfa /// </summary> /// <param name="input"></param> /// <returns></returns> public bool AcceptInputDfa(string input) { if (!IsDFA()) { return(false); } char[] inputSymbols = input.ToCharArray(); foreach (char symbol in inputSymbols) { if (!Symbols.Contains(symbol)) { return(false); } } List <Transition <T> > startStatesTransitions = new List <Transition <T> >(); foreach (Transition <T> t in Transitions) { if (StartStates.Contains(t.FromState)) { startStatesTransitions.Add(t); } } T nextState1Temp = default(T); foreach (Transition <T> state in startStatesTransitions) { if (state.Symbol == inputSymbols[0]) { nextState1Temp = state.ToState; break; } } List <Transition <T> > nextState1 = new List <Transition <T> >(); foreach (Transition <T> t in Transitions) { if (t.FromState.Equals(nextState1Temp)) { nextState1.Add(t); } } return(true); }
private void StartState1_WalkingUp() { float step = speed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, startTransform.position, step); myCamera.transform.position = Vector3.MoveTowards(myCamera.transform.position, startTransform.GetChild(1).transform.position, 5.0f * Time.deltaTime); if (myCamera.fieldOfView > 55.0f) { myCamera.fieldOfView = myCamera.fieldOfView - 5.0f * Time.deltaTime; } if (transform.position == startTransform.position) { startingStates = StartStates.bootUp_1_1; myCamera.transform.parent = transform; } }
/// <summary> /// Generates a language with the given length. Language might be a tad suspciously the same everytime due to the exclusion of rng /// </summary> /// <param name="length">The length of the string to generate</param> /// <returns>An error string if the string can't be generated and a word if there is a valid word with the given value</returns> public string GenerateLanguageOfGivenLength(int length) { string initialString = ""; string errorString = "Problem encountered so no valid language could be generated."; if (length < GetMinimumLanguageLength()) { return(errorString); } //Early return for when the given length is shorter than the lenght of the shortest word Random rng = new Random(); T startState = StartStates.ElementAt(rng.Next(0, (StartStates.Count - 1))); //Substracting one to prevent out of bounds errors string result = AddLetterToLanguage(length, initialString, startState); result = String.IsNullOrEmpty(result) ? errorString : result; return(result); }
private void StartState3_GolfSwing() { if (ControllerTrigger > 0.0f) { playerControll_Script.RunTranslate(); //payerCurrentState = PlayerStatus.GolfFree; //myCamera.GetComponent<PlayerCameraController>().CameraGolfFree(); myCamera.GetComponent <PlayerCameraController>().CameraGolfFree_Start(); playerControll_Script.RunGolfFreeState(); clubWeapon_Script.GolfMode(); float curSwing = Input.GetAxis("CameraVertical"); if (curSwing < 0.0f) { TurnOffACanvasChild(); startingStates = StartStates.golfHit_4; } } else { StartVanillaMode(); } }
public bool addStartState(T state) { return(StartStates.Add(state)); }
public Tuple <IReadOnlyDictionary <State, State>, DFA <TData> > Minimize(Func <State, State, bool> areEquivalent, Func <TData, TData, TData> combine) { var transitionList = MakeTransitionsList(); var blocks = new Partition(StateCount); // Reachable from start foreach (var startState in StartStates) { blocks.Mark(startState.Index); } DiscardNotReachable(blocks, transitionList, t => t.From, t => t.To); // Reachable from final var finalStates = States.Where(IsFinal).ToList(); foreach (var finalState in finalStates) { blocks.Mark(finalState.Index); } DiscardNotReachable(blocks, transitionList, t => t.To, t => t.From); // Split final states from non-final foreach (var finalState in finalStates) { blocks.Mark(finalState.Index); } blocks.SplitSets(); // Split final states from other non-equivalent final states var possibleEquivalentStates = finalStates; while (possibleEquivalentStates.Any()) { var state = possibleEquivalentStates.First(); var equivalentStatesLookup = possibleEquivalentStates.Skip(1).ToLookup(s => areEquivalent(state, s)); // Mark states blocks.Mark(state.Index); foreach (var finalState in equivalentStatesLookup[true]) { blocks.Mark(finalState.Index); } blocks.SplitSets(); possibleEquivalentStates = equivalentStatesLookup[false].ToList(); } // Cords partition to manage transitions var cords = new Partition(transitionList.Count); // Sort transitions by input cords.PartitionBy(transition => transitionList[transition].OnInput); //Split blocks and cords var adjacentTransitions = new AdjacentTransitions(StateCount, transitionList, t => t.To); var blockSet = 1; for (var cordSet = 0; cordSet < cords.SetCount; cordSet++) { foreach (var transition in cords.Set(cordSet)) { blocks.Mark(transitionList[transition].From); } blocks.SplitSets(); for (; blockSet < blocks.SetCount; blockSet++) { foreach (var state in blocks.Set(blockSet)) { foreach (var transition in adjacentTransitions[state]) { cords.Mark(transition); } } cords.SplitSets(); } } // Generate minimized DFA var minDFA = new DFA <TData>(InputValueCount, blocks.SetCount); // Create states for (var set = 0; set < blocks.SetCount; set++) { var data = blocks.Set(set).Select(s => GetData(new State(s))).Aggregate(combine); var state = minDFA.AddState(data); // Sets are either all final or non-final states if (IsFinal(new State(blocks.SomeElementOf(set)))) { minDFA.SetFinal(state); } } // Create Start State Map var startStateMap = (IReadOnlyDictionary <State, State>)StartStates.ToDictionary(s => s, s => new State(blocks.SetOf(s.Index))); // Mark Start States foreach (var startState in startStateMap.Values) { minDFA.SetStart(startState); } // Create transitions for (var set = 0; set < cords.SetCount; set++) { var transition = transitionList[cords.SomeElementOf(set)]; var from = new State(blocks.SetOf(transition.From)); var to = new State(blocks.SetOf(transition.To)); minDFA.SetTransition(from, new Input(transition.OnInput), to); } return(Tuple.Create(startStateMap, minDFA)); }
//sets the grid to a previous state public void ResetGrid() { StartStates.CopyTo(CurrentStates, 0); }
public void UpdateState2() { startingStates = StartStates.gunUp_6; }
public void UpdateState() { startingStates = StartStates.gunUp_5; myCamera.cullingMask &= ~(1 << LayerMask.NameToLayer("PointLights")); }
private void StartState6_GunMode_1() { startingStates = StartStates.gunUp_7; StartVanillaMode2(); TurnOnACanvasChild2(5, 5); }
public void DefineAsStartState(T state) { States.Add(state); StartStates.Add(state); }