public ConfusionMatrixAnalysis CreateConfusionMatrix(List <TestResultModel[]> foldResults) { var confusionMatrix = new ConfusionMatrixAnalysis(this._applicationVersion); foreach (var testResults in foldResults) { foreach (var utterance in testResults.Where(x => !x.IsCorrect)) { var confusionModel = confusionMatrix.MatrixItems.FirstOrDefault(x => x.ExpectedIntentName == utterance.IntentLabel); if (confusionModel == null) { confusionModel = new MatrixItem(confusionMatrix, utterance.IntentLabel); confusionMatrix.MatrixItems.Add(confusionModel); } var confusion = confusionModel.Confusions.FirstOrDefault(x => x.FoundIntent == utterance.FirstIntent.Name); if (confusion == null) { confusion = new Confusion(confusionModel, utterance.FirstIntent.Name); confusionModel.Confusions.Add(confusion); } var predictions = utterance.IntentPredictions.OrderByDescending(x => x.Score).Take(10).Select(x => new UtteranceIntents(x.Name, x.Score)).ToList(); confusion.Utterances.Add(new Utterance(confusion, utterance.Text, utterance.TokenizedText, utterance.FirstIntent.Score, predictions)); } } return(confusionMatrix); }
private static float Use(PowerUp.Abilities ability, Paddle paddle, bool begin, bool isServer) { // Switch of ability: switch (ability) { // If we are using the grow power up, call its respective function. case PowerUp.Abilities.Grow: if (begin) { Grow.Begin(paddle); } else { Grow.End(paddle); } return(Grow.Duration); // If we are using the shrink power up, call its respective function. case PowerUp.Abilities.Shrink: if (begin) { Shrink.Begin(paddle); } else { Shrink.End(paddle); } return(Shrink.Duration); // If we are using the confusion power up, call its respective function. case PowerUp.Abilities.Confusion: if (begin) { Confusion.Begin(paddle); } else { Confusion.End(paddle); } return(Confusion.Duration); // As ricochet is one time use, return zero as the duration and only use on begin. case PowerUp.Abilities.Ricochet: // Only run on server as this is change to the ball's velocity which the server controls. if (isServer && begin) { Ricochet.Use(); } return(0f); } return(0f); }
// Use this for initialization void Start() { pc = GetComponent <PlayerController>(); pc.IsGround = true; pc.Stan = false; if (GetComponent <RaisePower>() != null) { raisePowers = GetComponents <RaisePower>().ToList(); foreach (var r in raisePowers) { pc.EffectExit(); Destroy(r); } } if (GetComponent <Acceleration>() != null) { accelerations = GetComponents <Acceleration>().ToList(); foreach (var a in accelerations) { pc.EffectExit(); Destroy(a); } } if (GetComponent <DownPower>() != null) { downPowers = GetComponents <DownPower>().ToList(); foreach (var d in downPowers) { pc.EffectExit(); Destroy(d); } } if (GetComponent <Deceleration>() != null) { decelerations = GetComponents <Deceleration>().ToList(); foreach (var d in decelerations) { pc.EffectExit(); Destroy(d); } } if (GetComponent <Confusion>() != null) { confusion = GetComponent <Confusion>(); pc.EffectExit(); Destroy(confusion); } Destroy(this); }
static void Main(string[] args) { Confusion confusion = new Confusion(); int result = confusion.GuessWhat(12); Console.WriteLine(result); result = confusion.GuessWhat((decimal)12.2); Console.WriteLine(result); result = confusion.GuessWhat("13"); Console.WriteLine(result); Console.ReadLine(); }
public void Knockout() { confusionInstance = GameObject.Instantiate <Confusion>(confusionPrefab); confusionInstance.transform.parent = transform; confusionInstance.transform.localPosition = Vector3.zero; }