public void CancelSelection() { switch (curChar) { case SelectableCharacters.Leslie: CD.GetComponent <Collider2D>().isTrigger = true; Leslie.GetComponent <Image>().sprite = HoverImages[0]; break; case SelectableCharacters.Jona: ND.GetComponent <Collider2D>().isTrigger = true; Jona.GetComponent <Image>().sprite = HoverImages[1]; break; case SelectableCharacters.Ashita: NED.GetComponent <Collider2D>().isTrigger = true; Ashita.GetComponent <Image>().sprite = HoverImages[2]; break; case SelectableCharacters.Catarine: ED.GetComponent <Collider2D>().isTrigger = true; Catarine.GetComponent <Image>().sprite = HoverImages[3]; break; case SelectableCharacters.Ramsey: SED.GetComponent <Collider2D>().isTrigger = true; Ramsey.GetComponent <Image>().sprite = HoverImages[4]; break; case SelectableCharacters.Drogas: SD.GetComponent <Collider2D>().isTrigger = true; Drogas.GetComponent <Image>().sprite = HoverImages[5]; break; case SelectableCharacters.Sylvia: SWD.GetComponent <Collider2D>().isTrigger = true; Sylvia.GetComponent <Image>().sprite = HoverImages[6]; break; case SelectableCharacters.Bjin: WD.GetComponent <Collider2D>().isTrigger = true; Bjin.GetComponent <Image>().sprite = HoverImages[7]; break; case SelectableCharacters.Xavier: NWD.GetComponent <Collider2D>().isTrigger = true; Xavier.GetComponent <Image>().sprite = HoverImages[8]; break; case SelectableCharacters.None: break; default: break; } weaponSelect.SetActive(false); weaponSelectActive = false; characterChosen = false; }
/// <summary>The method used to arbitrate N allocations</summary> public List <ZoneWaterAndN> GetUptakeEstimates(SoilState soilstate, IArbitration[] Organs) { // Get all water supplies. double waterSupply = 0; //NOTE: This is in L, not mm, to arbitrate water demands for spatial simulations. List <double[]> supplies = new List <double[]>(); List <ZoneWaterAndN> zones = new List <ZoneWaterAndN>(); foreach (ZoneWaterAndN zone in soilstate.Zones) { foreach (IOrgan o in Organs) { if (o is IWaterNitrogenUptake) { double[] organSupply = (o as IWaterNitrogenUptake).CalculateWaterSupply(zone); if (organSupply != null) { supplies.Add(organSupply); zones.Add(zone); waterSupply += MathUtilities.Sum(organSupply) * zone.Zone.Area; } } } } // Calculate total water demand. double waterDemand = 0; //NOTE: This is in L, not mm, to arbitrate water demands for spatial simulations. foreach (IHasWaterDemand WD in WaterDemands) { waterDemand += WD.CalculateWaterDemand() * plant.Zone.Area; } // Calculate demand / supply ratio. double fractionUsed = 0; if (waterSupply > 0) { fractionUsed = Math.Min(1.0, waterDemand / waterSupply); } // Apply demand supply ratio to each zone and create a ZoneWaterAndN structure // to return to caller. List <ZoneWaterAndN> ZWNs = new List <ZoneWaterAndN>(); for (int i = 0; i < supplies.Count; i++) { // Just send uptake from my zone ZoneWaterAndN uptake = new ZoneWaterAndN(zones[i]); uptake.Water = MathUtilities.Multiply_Value(supplies[i], fractionUsed); uptake.NO3N = new double[uptake.Water.Length]; uptake.NH4N = new double[uptake.Water.Length]; uptake.PlantAvailableNO3N = new double[uptake.Water.Length]; uptake.PlantAvailableNH4N = new double[uptake.Water.Length]; ZWNs.Add(uptake); } return(ZWNs); }
private void UpdateD() { if (!Dispatcher.CheckAccess()) { WD d = UpdateD; Dispatcher.Invoke(d); } else { Update(); } }
/// <summary> /// Set the sw uptake for today /// </summary> public override void SetActualWaterUptake(List <ZoneWaterAndN> zones) { // Calculate the total water supply across all zones. double waterSupply = 0; //NOTE: This is in L, not mm, to arbitrate water demands for spatial simulations. foreach (ZoneWaterAndN Z in zones) { // Z.Water calculated as Supply * fraction used waterSupply += MathUtilities.Sum(Z.Water) * Z.Zone.Area; } // Calculate total plant water demand. WDemand = 0.0; //NOTE: This is in L, not mm, to arbitrate water demands for spatial simulations. foreach (IArbitration o in Organs) { if (o is IHasWaterDemand) { WDemand += (o as IHasWaterDemand).CalculateWaterDemand() * Plant.Zone.Area; } } // Calculate the fraction of water demand that has been given to us. double fraction = 1; if (MathUtilities.IsPositive(WDemand)) { fraction = Math.Min(1.0, waterSupply / WDemand); } // Proportionally allocate supply across organs. WAllocated = 0.0; foreach (IHasWaterDemand WD in WaterDemands) { double demand = WD.CalculateWaterDemand(); double allocation = fraction * demand; WD.WaterAllocation = allocation; WAllocated += allocation; } // Give the water uptake for each zone to Root so that it can perform the uptake // i.e. Root will do pass the uptake to the soil water balance. foreach (ZoneWaterAndN zone in zones) { StoreWaterVariablesForNitrogenUptake(zone); } foreach (ZoneWaterAndN zone in zones) { Plant.Root.DoWaterUptake(zone.Water, zone.Zone.Name); } }
static void Main(string[] args) { // Ievadi vārdu kura burtus izmantot meklēšanai Console.WriteLine("Ievadi burtus no kuriem veidot vārdus"); String UL = Console.ReadLine(); // ieladējam visu vārdus no vārdnīcas string[] WFD = File.ReadAllLines(@"C:\Users\ArnisB\Desktop\PRG\Progmari\words.txt"); //Izmantojot ciklu apstrādājam vārdus foreach (var WD in WFD) { // Izveidojam mainīgo - ja/ne bool navburts = false; // Izveidojam ciklu , apstrādājam burtu katrā vārdā for (int i = 0; i < UL.Length; i++) { char CurrentSymbol = UL[i]; //Pārbaudam vai burts atrodas vārdnīcas vārdā if (WD.Contains(CurrentSymbol) == false) { // ja neatrodas burts, tad piefiksējam, ka nav labs navburts = true; } } //Pārbaudām vai visis vārdnīcas vārda burti atrodami lietotaja ievadītajā vārdā ! //Izmantojot ciklu , apstrādājam katru burtu vārdnīcas vārdā foreach (char symbol in WD) { // Pārbaudam vai burts ir atrasts lietotāja ievadītajā vārdā if (UL.Contains(symbol) == false) { //Ja neatrodas , tad piefiksējam, ka lieks burts ir atrasts navburts = true; } } // Kad vārdu apstrāde beigusies //pārbaudam vai vai vārdnīcas vārdā ir atrasti nevajadzīgi burti if (navburts == false) { Console.ReadLine(); } { // Ja nav tad izvadam uz ekrāna Console.WriteLine(WD); } } }
// Use this for initialization void Start() { //Check if instance already exists if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(this.gameObject); // Look at the WordDictionary wd = new WD(); wordsFound = new HashSet <string> (); }
public static void Main(string[] args) { DisA DisplayA = new DisA(); DisB DisplayB = new DisB(); DisC DisplayC = new DisC(); WD Dataweather = new WD(); Dataweather.add(DisplayA); Dataweather.add(DisplayB); Dataweather.add(DisplayC); Dataweather.setMeasurements(18.2324, 183.342, 11.8334); Dataweather.remove(DisplayA); Dataweather.setMeasurements(10.2647, 78.2234, 19.5672); }
/// Calculating the actual water uptake across all zones. public void SetActualUptakes(List <ZoneWaterAndN> zones, IArbitration[] Organs) { // Calculate the total water supply across all zones. double waterSupply = 0; //NOTE: This is in L, not mm, to arbitrate water demands for spatial simulations. foreach (ZoneWaterAndN Z in zones) { waterSupply += MathUtilities.Sum(Z.Water) * Z.Zone.Area; } // Calculate total plant water demand. WDemand = 0.0; //NOTE: This is in L, not mm, to arbitrate water demands for spatial simulations. foreach (IArbitration o in Organs) { if (o is IHasWaterDemand) { WDemand += (o as IHasWaterDemand).CalculateWaterDemand() * plant.Zone.Area; } } // Calculate the fraction of water demand that has been given to us. double fraction = 1; if (WDemand > 0) { fraction = Math.Min(1.0, waterSupply / WDemand); } // Proportionally allocate supply across organs. WAllocated = 0.0; foreach (IHasWaterDemand WD in WaterDemands) { double demand = WD.CalculateWaterDemand(); double allocation = fraction * demand; WD.WaterAllocation = allocation; WAllocated += allocation; } foreach (ZoneWaterAndN Z in zones) { StoreWaterVariablesForNitrogenUptake(Z); } }
/*IEnumerator Example() * { * print(Time.time); * yield return new WaitForSeconds(5); * print(Time.time); * this.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, -10)); * yield return new WaitForSeconds(5); * this.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, -10)); * } */ void OnTriggerStay2D(Collider2D other) { if (other == WL.GetComponent <Collider2D>() || other == WR.GetComponent <Collider2D>()) { /* * out1 = true; * time0 = 0f; * time1 = 1.1f; * rmode = 0; * if ((D2 % 360f >= 180f && D2 % 360f < 360f) || (D2 % 360f >= -180f && D2 % 360f < 0f)) * D1 = 3f; * if ((D2 % 360f < 180f && D2 % 360f >= 0f) || (D2 % 360f < -180f && D2 % 360f >= -360f)) * D1 = -3f; */ D2 = 180f - D2; T1.Rotate(Vector3.forward * (2f * D2 - 180f)); } /* * if (other == WR.GetComponent<Collider2D>()) * { * out1 = true; * time0 = 0f; * time1 = 1.1f; * rmode = 0; * * if ((D2 % 360f >= 180f && D2 % 360f < 360f) || (D2 % 360f >= -180f && D2 % 360f < 0f)) * D1 = -3f; * if ((D2 % 360f < 180f && D2 % 360f >= 0f) || (D2 % 360f < -180f && D2 % 360f >= -360f)) * D1 = 3f; * * } */ if (other == WU.GetComponent <Collider2D>() || other == WD.GetComponent <Collider2D>()) { D2 = -D2; T1.Rotate(Vector3.forward * 2 * D2); /* * out1 = true; * time0 = 0f; * time1 = 1.1f; * rmode = 0; * if ((D2 % 360f >= 90f && D2 % 360f < 270f) || (D2 % 360f >= -270f && D2 % 360f < -90f)) * D1 = 3f; * if ((D2 % 360f < 90f && D2 % 360f >= 270f) || (D2 % 360f < -270f && D2 % 360f >= -90f)) * D1 = -3f; */ } /* * if (other == WD.GetComponent<Collider2D>()) * { * out1 = true; * time0 = 0f; * time1 = 1.1f; * rmode = 0; * if ((D2 % 360f >= 90f && D2 % 360f < 270f) || (D2 % 360f >= -270f && D2 % 360f < -90f)) * D1 = -3f; * if ((D2 % 360f < 90f && D2 % 360f >= 270f) || (D2 % 360f < -270f && D2 % 360f >= -90f)) * D1 = 3f; * * } */ if (other == Room.GetComponent <Collider2D>()) { Debug.Log(out1); } }
public Independed(string[] ports) { watch = WD.NULL; List <string> cmports = new List <string>(); try { RegistryKey comdevices = Registry.LocalMachine.OpenSubKey("HARDWARE").OpenSubKey("DEVICEMAP").OpenSubKey("SERIALCOMM"); string[] devices = comdevices.GetValueNames(); foreach (string s in devices) { Match m = Regex.Match(s, @"QCUSB_COM", RegexOptions.IgnoreCase); if (m.Success) { Object o1 = comdevices.GetValue(s); cmports.Add(o1.ToString()); } } } catch (Exception ex) { } for (int i = 0; i < ports.Length; i++) { if (cmports.Count > 0) { string s = cmports.Find(p => p == ports[i]); if (!String.IsNullOrEmpty(s)) { continue; } } try { osmp = new Osmp(ports[i]); string ident = osmp.Identification(); if (ident.IndexOf("WDT") > -1) { Version = ident; watch = WD.OSMP; break; } else { osmp.Close(); } } catch (Exception ex) { } } if (watch == WD.NULL) { try { sobaka = new Sobaka(); byte WDTType = sobaka.DrvDevType(); if (WDTType != 0) { Version = "Type " + WDTType.ToString(); watch = WD.SOBAKA; } } catch (Exception ex) { } } }
public void selectChar() { switch (curChar) { case SelectableCharacters.Leslie: TextObject.GetComponentInChildren <Text>().text = "Leslie Selected"; Leslie.GetComponent <Image>().sprite = SelectedImages[0]; CD.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Jona: TextObject.GetComponentInChildren <Text>().text = "Jona Selected"; Jona.GetComponent <Image>().sprite = SelectedImages[1]; ND.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Ashita: TextObject.GetComponentInChildren <Text>().text = "Ashita Selected"; Ashita.GetComponent <Image>().sprite = SelectedImages[2]; NED.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Catarine: TextObject.GetComponentInChildren <Text>().text = "Catarine Selected"; Catarine.GetComponent <Image>().sprite = SelectedImages[3]; ED.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Ramsey: TextObject.GetComponentInChildren <Text>().text = "Ramsey Selected"; Ramsey.GetComponent <Image>().sprite = SelectedImages[4]; SED.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Drogas: TextObject.GetComponentInChildren <Text>().text = "Drogas Selected"; Drogas.GetComponent <Image>().sprite = SelectedImages[5]; SD.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Sylvia: TextObject.GetComponentInChildren <Text>().text = "Sylvia Selected"; Sylvia.GetComponent <Image>().sprite = SelectedImages[6]; SWD.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Bjin: TextObject.GetComponentInChildren <Text>().text = "Bjin Selected"; Bjin.GetComponent <Image>().sprite = SelectedImages[7]; WD.GetComponent <Collider2D>().isTrigger = false; break; case SelectableCharacters.Xavier: TextObject.GetComponentInChildren <Text>().text = "Xavier Selected"; Xavier.GetComponent <Image>().sprite = SelectedImages[8]; NWD.GetComponent <Collider2D>().isTrigger = false; break; default: break; } characterChosen = true; weaponMenu(); }