public static PieceGenerator fromId(int id) { switch (id) { case (1): { ChanceGenerator q = new ChanceGenerator(ChanceGenerator.easy); q.setId(1); return(q); } case (2): { ChanceGenerator q = new ChanceGenerator(ChanceGenerator.medium); q.setId(2); return(q); } case (3): { ChanceGenerator q = new ChanceGenerator(ChanceGenerator.hard); q.setId(3); return(q); } case (4): { ChanceGenerator q = new ChanceGenerator(ChanceGenerator.veryHard); q.setId(3); return(q); } } return(null); }
internal EventHandler(ChanceGenerator chance, Loot loot, Attack attack, Hack hack, Die die, Sleep sleep, Consume eat) { _chance = chance; _loot = loot; _attack = attack; _hack = hack; _die = die; _sleep = sleep; _eat = eat; }
void FixedUpdate() { if (isBallRightOfPaddle()) { returnToCenterPosition(); hasChanceGeneratorRan = false; isSuccessful = false; } else if (isBallGoingToTheLeft() || isBallNotReactable()) { stopPaddle(); hasChanceGeneratorRan = false; isSuccessful = false; } else { if (hasChanceGeneratorRan) { if (isSuccessful) { attemptToBlockTheBall(); } else { screwUp(); } } else { if (ChanceGenerator.IsSuccessful(chanceToActAccordingly)) { isSuccessful = true; } else { isSuccessful = false; } hasChanceGeneratorRan = true; } } }
public void ClearZones() { ChanceGenerator.Clear(); Generators.Clear(); }
public void AddZone(BasicZoneGenerator zoneGenerator, byte chance) { ChanceGenerator.Add(chance); Generators.Add(zoneGenerator); }
public static bool IsFailure(int successFailureOver100) { return(!ChanceGenerator.IsSuccessful(successFailureOver100)); }