Example #1
0
        public void Setup()
        {
            comun   = new Comun(2);
            red     = new Red(10);
            bomb    = new Bomb(3);
            chuck   = new Chuck(4);
            terence = new Terence(3, 2);
            matilda = new Matilda(4, new List <Huevo>()
            {
                new Huevo(2), new Huevo(3), new Huevo(1), new Huevo(4)
            });

            madera       = new Madera(3);
            vidrio       = new Vidrio(1);
            piedra       = new Piedra(2);
            obrero       = new Obrero();
            armadoEscudo = new Armado(new Escudo(2));
            armadoCasco  = new Armado(new Casco(4));

            isla = new Isla(new List <Pajaro>()
            {
                comun, red, bomb, chuck, terence, matilda
            });
            islaCerditos = new Isla_Cerdo(new List <Obstaculo>()
            {
                madera, vidrio, piedra, obrero, armadoCasco, armadoEscudo
            });
        }
Example #2
0
    /*void OnTriggerEnter(Collider other)
     * {
     *      Debug.Log ("onTriggerEnter");
     *      switch (other.tag)
     *      {
     *      case "Rule1":
     *      case "Rule2":
     *      case "Rule3":
     *
     *              // Execute Rule1
     *              Chuck chuck = ChuckManager.Instance.Get (other.tag);
     *              if (chuck != null){
     *                      Debug.Log("isExe = false");
     *                      isExe = false;
     *                      chuck.Execute ();
     *              }
     *              Debug.Log (other.tag);
     *              break;
     *      }
     * }*/

    void OnTriggerEnter2D(Collider2D other)
    {
        Debug.Log("OnTriggerEnter2D:" + other.name);
        switch (other.gameObject.tag)
        {
        case "Rule1":
        case "Rule2":
        case "Rule3":
            // Execute Rule1
            Chuck chuck = ChuckManager.Instance.Get(other.gameObject.tag);
            if (chuck != null)
            {
                chuck.Execute();
            }
            Destroy(other.gameObject);
            Debug.Log("other.gameObject.tag : " + other.gameObject.tag);
            break;

        case "Feather":
            Destroy(other.gameObject);
            currentFeather++;
            Debug.Log(other.gameObject.tag);
            if (_totalFeather == currentFeather)
            {
                Application.LoadLevel("03_stage");
            }
            break;
        }
    }
Example #3
0
    void Awake()
    {
        // create a chuck
        myChuckId = Chuck.Manager.InitializeFilter();

        // initialize my buffer
        int numBuffers;

        AudioSettings.GetDSPBufferSize(out myBufferLength, out numBuffers);
        myOutBuffer = new float[myBufferLength * myNumChannels];

        // setup group for reliable ordering
        mySource = GetComponent <AudioSource>();
        mySource.outputAudioMixerGroup = Chuck.FindAudioMixerGroup("ChuckMainInstanceDestination");

        // setup mic
        if (useMicrophone)
        {
            SetupMic();
        }

        // has init
        hasInit = true;

        // when scene is unloaded, check whether we need to clear the chuck
        SceneManager.sceneUnloaded += OnSceneUnloaded;

        // don't delete me?
        if (persistToNextScene)
        {
            DontDestroyOnLoad(this.gameObject);
        }
    }
Example #4
0
    public void Create()
    {
        GameObject instantiatedGameObject = NGUITools.AddChild(this.transform.parent.gameObject, prefab);

        instantiatedGameObject.transform.localPosition = _lastPosition;
        UIButton button = instantiatedGameObject.GetComponentInChildren <UIButton> () as UIButton;
        Chuck    chuck  = instantiatedGameObject.GetComponentInChildren <Chuck> () as Chuck;

        switch (positionOfPrefab.name)
        {
        case "ChuckGo":
            chuck.actionGuid    = 100;
            button.normalSprite = "kiwii_chuck_go";
            break;

        case "ChuckBack":
            chuck.actionGuid    = 200;
            button.normalSprite = "kiwii_chuck_back";
            break;

        case "ChuckJump":
            chuck.actionGuid    = 300;
            button.normalSprite = "kiwii_chuck_jump";
            break;

        case "ChuckSlide":
            chuck.actionGuid    = 400;
            button.normalSprite = "kiwii_chuck_slide";
            break;
        }
    }
Example #5
0
    // Use this for initialization
    void Start()
    {
        myChuck = GetComponent <ChuckSubInstance>();

        // for no logs: you will probably use this setting 99% of the time.
        Debug.Log("no chuck logs:");
        Chuck.SetLogLevel(Chuck.LogLevel.None);
        RunAChuckProgram();


        // for warnings

        /*
         * Debug.Log( "warning chuck logs:" );
         * Chuck.SetLogLevel( Chuck.LogLevel.Warning );
         * RunAChuckProgram();
         */

        // for all possible logs.

        /*
         * Debug.Log( "'crazy' chuck logs:" );
         * Chuck.SetLogLevel( Chuck.LogLevel.Crazy );
         * RunAChuckProgram();
         */

        // see other levels between the above in Chuck.cs
    }
        public void Setup()
        {
            red     = new Red(10);
            bomb    = new Bomb(10);
            chuck   = new Chuck(10, 50);
            matilda = new Matilda(10);
            terence = new Terence(10);
            comunes = new PajarosComunes(10);

            pajaros = new List <Pajaros> {
                red, bomb, chuck, matilda, comunes, terence
            };

            huevo = new Huevos(1000);

            obreros = new CerditosObreros();
            madera  = new Madera(20);
            piedra  = new Piedra(5);

            obstaculos = new List <Obstaculo> {
                obreros, madera, piedra
            };

            isla = new IslaPajaro(pajaros, obstaculos);
        }
Example #7
0
 public Block(Chuck parent, BlockInfo info, Vector3 Pos)
 {
     blockid       = info.id;
     pos           = Pos;
     IsTransparent = info.IsTransparent;
     chuck         = parent;
     map           = parent.map;
 }
Example #8
0
    public void LoadChuck(Vector2 Index)
    {
        GameObject g     = Instantiate(Resources.Load <GameObject>("Chuck"), new Vector3(Index.x * 16, 0, Index.y * 16), Quaternion.identity);
        Chuck      chuck = g.GetComponent <Chuck>();

        chuck.Load(this, Index, material);
        ChuckStream.Add(Index, chuck);
    }
Example #9
0
 public Block(Chuck parent, BlockInfo.BlockID ID, bool Transparent, Vector3 Pos)
 {
     blockid       = ID;
     pos           = Pos;
     IsTransparent = Transparent;
     chuck         = parent;
     map           = parent.map;
 }
        public async Task <List <Search> > Search(string query)
        {
            dynamic content_chuck = string.Empty;
            dynamic content_swapi = string.Empty;
            var     chuck         = new Chuck();
            var     people        = new People();

            HttpClient client = new HttpClient();

            client.BaseAddress = new Uri(base_chuck_URL);
            client.DefaultRequestHeaders.Accept.Clear();
            client.DefaultRequestHeaders.Accept.Add(new MediaTypeWithQualityHeaderValue("application/json"));
            HttpResponseMessage chuck_response = await client.GetAsync(string.Format(api_chuck, query));

            if (chuck_response.IsSuccessStatusCode)
            {
                content_chuck = await chuck_response.Content.ReadAsStringAsync();

                chuck = JsonConvert.DeserializeObject <Chuck>(content_chuck);
            }
            else
            {
                content_chuck = string.Format("{0} ({1})", (int)chuck_response.StatusCode, chuck_response.ReasonPhrase);
            }

            HttpClient swapi_client = new HttpClient();

            swapi_client.BaseAddress = new Uri(base_swapi_URL);
            swapi_client.DefaultRequestHeaders.Accept.Clear();
            swapi_client.DefaultRequestHeaders.Accept.Add(new MediaTypeWithQualityHeaderValue("application/json"));
            HttpResponseMessage swapi_response = await swapi_client.GetAsync(string.Format(api_swapi, query));

            if (swapi_response.IsSuccessStatusCode)
            {
                content_swapi = await swapi_response.Content.ReadAsStringAsync();

                people = JsonConvert.DeserializeObject <People>(content_swapi);
            }
            else
            {
                content_swapi = string.Format("{0} ({1})", (int)swapi_response.StatusCode, swapi_response.ReasonPhrase);
            }

            List <Search> s = new List <Search>();

            s.Add(new Search
            {
                api_name = base_chuck_URL,
                chuck    = chuck
            });
            s.Add(new Search
            {
                api_name = base_swapi_URL,
                swapi    = people
            });

            return(s);
        }
Example #11
0
    // ================= PUBLIC FACING ================== //


    // ----------------------------------------------------
    // name: SyncString
    // desc: start checking chuck for stringToSync so that
    //       later, you can get it whenever you want
    // ----------------------------------------------------
    public void SyncString(ChuckSubInstance chuck, string stringToSync)
    {
        // cancel existing if it's happening
        StopSyncing();

        // start up again
        myChuck          = chuck;
        myStringName     = stringToSync;
        myStringCallback = Chuck.CreateGetStringCallback(MyCallback);
    }
Example #12
0
        public void KickSortTest()
        {
            int[] vetor = { 1, 7, 1, 5, 20, 11 };
            Chuck.KickSort(vetor);

            foreach (var elemento in vetor)
            {
                Console.Write("{0} ", elemento);
            }
        }
Example #13
0
    // ================= PUBLIC FACING ================== //


    // ----------------------------------------------------
    // name: SyncInt
    // desc: start checking chuck for intToSync so that
    //       later, you can get it whenever you want
    // ----------------------------------------------------
    public void SyncInt(ChuckSubInstance chuck, string intToSync)
    {
        // cancel existing if it's happening
        StopSyncing();

        // start up again
        myChuck       = chuck;
        myIntName     = intToSync;
        myIntCallback = Chuck.CreateGetIntCallback(MyCallback);
    }
    // ================= PUBLIC FACING ================== //


    // ----------------------------------------------------
    // name: ListenForEvent
    // desc: start checking chuck for eventToListenFor so
    //       that callback will be called when the event
    //       broadcasts (or signals, if it's its turn)
    // ----------------------------------------------------
    public void ListenForEvent(ChuckSubInstance chuck, string eventToListenFor, Action callback)
    {
        // cancel existing if it's happening
        StopListening();

        // start up again
        myVoidCallback = Chuck.CreateVoidCallback(MyCallback);
        userCallback   = callback;
        myChuck        = chuck;
        myEventName    = eventToListenFor;
        myChuck.StartListeningForChuckEvent(myEventName, myVoidCallback);
    }
    // Use this for initialization
    void Awake()
    {
        // if I don't have a ChuckMainInstance at Awake, see if I can
        // find one in TheChuck
        if (chuckMainInstance == null)
        {
            chuckMainInstance = TheChuck.instance;
        }

        // unity getting stuff
        int numBuffers;

        AudioSettings.GetDSPBufferSize(out myBufferLength, out numBuffers);

        myMonoBuffer = new float[myBufferLength];

        // setup group for reliable ordering
        mySource = GetComponent <AudioSource>();
        mySource.outputAudioMixerGroup = Chuck.FindAudioMixerGroup("ChuckSubInstanceDestination");
        // other settings
        mySource.loop        = true;
        mySource.playOnAwake = true;
        // medium priority
        mySource.priority = 128;

        spatialClip   = (AudioClip)Resources.Load("Audio/1");
        mySource.clip = spatialClip;
        mySource.Play();

        // opposite to have first UpdateSpatialize() take effect
        prevSpatialize = !spatialize;
        UpdateSpatialize();


        // setup chuck
        myOutputUgen = chuckMainInstance.GetUniqueVariableName("__dac__");
        // replacement dac is initted and constructed here!
        // so it shouldn't have to be anywhere else.
        chuckMainInstance.RunCode(string.Format(@"
			global Gain {0} => blackhole;
			true => {0}.buffered;
		"        , myOutputUgen));

        running = true;

        // don't delete me?
        if (persistToNextScene)
        {
            DontDestroyOnLoad(this.gameObject);
        }
    }
Example #16
0
    // Use this for initialization
    void Start()
    {
        newRound        = true;
        otherReady      = false;
        startTheTicker  = false;
        sent1000        = false;
        goToNextStep    = false;
        instructionMesh = (TextMesh)instructionText.GetComponent(typeof(TextMesh));

        prevBeat       = 0;
        beat           = 0;
        timeOfLastBeat = 0;
        beatBufferTime = .09f;
        prevBeatLength = 0;

        currLetter = 0;
        linePos    = 0.0f;

        topColor     = new Color32(255, 56, 129, 255);
        bottomColor  = new Color32(63, 56, 255, 255);
        correctColor = new Color32(56, 224, 101, 255);

        myChuck          = GetComponent <ChuckInstance> ();
        myGetIntCallback = Chuck.CreateGetIntCallback(GetIntCallback);
        myCallback       = Chuck.CreateVoidCallback(NewMessageReceived);
        message          = -1;
        newMessage       = false;

        mainScript = main.GetComponent <MainController> ();

        initialTickerX = ticker.transform.position.x;

        for (int i = 0; i < acceptableKeys.GetLength(0); i++)
        {
            acceptableKeys[i, 2] = (i + 72).ToString();
        }
        //set space to none
        acceptableKeys[acceptableKeys.GetLength(0) - 1, 2] = "0";

        //create container to have new keys added
        currKeysTop = new GameObject("currKeysTop");
        currKeysTop.AddComponent <MeshFilter>();
        currKeysTop.AddComponent <MeshRenderer>();
        currKeysBottom = new GameObject("currKeysBottom");
        currKeysBottom.AddComponent <MeshFilter>();
        currKeysBottom.AddComponent <MeshRenderer>();
    }
Example #17
0
    // Use this for initialization
    void Start()
    {
        myChuck            = GetComponent <ChuckSubInstance>();
        myGetPosCallback   = Chuck.CreateGetFloatCallback(GetPosCallback);
        myTimeStepCallback = Chuck.CreateVoidCallback(BeNotified1);

        myPos = 0;

        myChuck.RunCode(@"
			1 => global float timeStep;
			global float pos;
			global Event notifier;

			fun void updatePos() {
				timeStep::second => dur currentTimeStep;
				currentTimeStep / 1000 => dur deltaTime;
				now => time startTime;
				
				pos => float originalPos;
								
				while( now < startTime + currentTimeStep )
				{
					deltaTime / currentTimeStep +=> pos;
					deltaTime => now;
				}
			}
			

			fun void playNote() {
				SinOsc foo => dac;
				0.2::second => now;
				foo =< dac;
			}

			while( true )
			{
				spork ~ playNote();
				spork ~ updatePos();
				notifier.broadcast();
				timeStep::second => now;
			}
		"        );

        myChuck.StartListeningForChuckEvent("notifier", myTimeStepCallback);
    }
Example #18
0
 public void Setup()
 {
     pajarosComunes = new PajarosComunes(10);
     red            = new Red(10);
     bomb           = new Bomb(10);
     chuck          = new Chuck(95, 10);
     terence        = new Terence(10);
     matilda        = new Matilda(10);
     pajaros        = new List <Pajaros> {
         pajarosComunes, red, bomb, chuck, terence, matilda
     };
     huevo         = new Huevo(1000);
     paredDeVidrio = new ParedVidrio(20);
     obreros       = new CerditosObreros();
     paredDeMadera = new ParedMadera(20);
     obstaculos    = new List <Obstaculo> {
         paredDeVidrio, obreros, paredDeMadera
     };
     islaPajaros = new IslaPajaros(pajaros, obstaculos);
 }
Example #19
0
    void Start()
    {
        // get reference to chuck instance
        myChuck = GetComponent <ChuckSubInstance>();
        // create the callback we will pass
        myCallback = Chuck.CreateVoidCallback(CallbackFunction);

        // run code: make a global event, and every 250 ms, broadcast it to all listeners
        myChuck.RunCode(@"
			global Event notifier;
			while( true )
			{
				notifier.broadcast();
				250::ms => now;
			}
		"        );

        // register myCallback as a listener of Event "notifier" until I tell it to stop
        myChuck.StartListeningForChuckEvent("notifier", myCallback);
    }
Example #20
0
        public static void StaticVsDynamicTyping()
        {
            Chuck chuck = new Chuck();

            // Zur compile-time steht fest, dass GetWisdom()
            // am Objekt chuck verfรผgbar ist
            chuck.GetWisdom();

            // Durch die Zuweisung auf object gehen die
            // Typinformationen von chuck "verloren"
            object chuckObj = chuck;
            // der Compiler sieht nur object und dessen Member
            // folgendes fรผhrt zu einem compile-time error
            //chuckObj.GetWisdom();

            // dynamic sagt dem Compiler, dass das typechecking
            // erst zur Laufzeit stattfinden soll
            dynamic chuckDynamic = chuckObj;

            chuckDynamic.GetWisdom();
        }
Example #21
0
    void Awake()
    {
        // create a chuck
        myChuckId = Chuck.Manager.InitializeFilter();

        // initialize my buffer
        int numBuffers;

        AudioSettings.GetDSPBufferSize(out myBufferLength, out numBuffers);
        myOutBuffer = new float[myBufferLength * myNumChannels];

        // setup group for reliable ordering
        mySource = GetComponent <AudioSource>();
        mySource.outputAudioMixerGroup = Chuck.FindAudioMixerGroup("ChuckMainInstanceDestination");

        // setup mic
        SetupMic();

        // has init
        hasInit = true;
    }
    // Use this for initialization
    void Awake()
    {
        // unity getting stuff
        int numBuffers;

        AudioSettings.GetDSPBufferSize(out myBufferLength, out numBuffers);

        myOutBuffer  = new float[myBufferLength * myNumChannels];
        myMonoBuffer = new float[myBufferLength];

        // setup group for reliable ordering
        mySource = GetComponent <AudioSource>();
        mySource.outputAudioMixerGroup = Chuck.FindAudioMixerGroup("ChuckSubInstanceDestination");
        // other settings
        mySource.loop        = true;
        mySource.playOnAwake = true;
        // medium priority
        mySource.priority = 128;

        spatialClip   = (AudioClip)Resources.Load("1");
        mySource.clip = spatialClip;
        mySource.Play();

        // opposite to have first UpdateSpatialize() take effect
        prevSpatialize = !spatialize;
        UpdateSpatialize();


        // setup chuck
        myOutputUgen = chuckMainInstance.GetUniqueVariableName("__dac__");
        // replacement dac is initted and constructed here!
        // so it shouldn't have to be anywhere else.
        chuckMainInstance.RunCode(string.Format(@"
			external Gain {0} => blackhole;
			true => {0}.buffered;
		"        , myOutputUgen));

        running = true;
    }
Example #23
0
 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Chuck")
     {
         Vector3 srcPos = getGlobalPosition(this.transform);
         Vector3 dstPos = getGlobalPosition(other.transform);
         if (isRightEdge(srcPos, dstPos))
         {
             this.transform.parent        = other.transform;
             this.transform.localPosition = new Vector3(CHUCK_WIDTH, 0);
             Chuck rootChuck = other.GetComponentInChildren <Chuck> () as Chuck;
             if (rootChuck != null)
             {
                 rootChuck._children[0] = this;
             }
         }
     }
     else if (other.tag == "Destroy")
     {
         Debug.Log("Destroy " + gameObject.name);
         ChuckManager.Instance.Remove(this);
         Destroy(this.gameObject);
     }
 }
Example #24
0
 // ----------------------------------------------------
 // name: CreateGetFloatArrayCallback
 // desc: create a callback for getting a float array
 // ----------------------------------------------------
 public Chuck.FloatArrayCallback CreateGetFloatArrayCallback(Action <double[], ulong> callbackFunction)
 {
     return(Chuck.CreateGetFloatArrayCallback(callbackFunction));
 }
Example #25
0
 // ----------------------------------------------------
 // name: CreateGetIntCallback
 // desc: construct the callback necessary for GetInt
 // ----------------------------------------------------
 public Chuck.IntCallback CreateGetIntCallback(Action <System.Int64> callbackFunction)
 {
     return(Chuck.CreateGetIntCallback(callbackFunction));
 }
Example #26
0
 // ----------------------------------------------------
 // name: CreateGetIntArrayCallback
 // desc: create a callback for getting an int array
 // ----------------------------------------------------
 public Chuck.IntArrayCallback CreateGetIntArrayCallback(Action <long[], ulong> callbackFunction)
 {
     return(Chuck.CreateGetIntArrayCallback(callbackFunction));
 }
Example #27
0
 // ----------------------------------------------------
 // name: CreateVoidCallback
 // desc: create the callback necessary for waiting on
 //       chuck events
 // ----------------------------------------------------
 public Chuck.VoidCallback CreateVoidCallback(Action callbackFunction)
 {
     return(Chuck.CreateVoidCallback(callbackFunction));
 }
Example #28
0
 // ----------------------------------------------------
 // name: CreateGetStringCallback
 // desc: construct the callback necessary for GetString
 // ----------------------------------------------------
 public Chuck.StringCallback CreateGetStringCallback(Action <System.String> callbackFunction)
 {
     return(Chuck.CreateGetStringCallback(callbackFunction));
 }
Example #29
0
 // ----------------------------------------------------
 // name: CreateGetFloatCallback
 // desc: construct the callback necessary for GetFloat
 // ----------------------------------------------------
 public Chuck.FloatCallback CreateGetFloatCallback(Action <double> callbackFunction)
 {
     return(Chuck.CreateGetFloatCallback(callbackFunction));
 }
Example #30
0
 public void Remove(Chuck chuck)
 {
     _chucks.Remove(chuck);
 }