public static void Initialize(IDatabaseAccess access) { DatabaseAccess = access; Account = new Account(); Character = new Character(); Clan = new Clan(); Convoy = new Convoy(); Item = new Item(); Realmlist = new Realmlist(); Social = new Social(); Vehicle = new Vehicle(); }
/// <summary> /// Mains the specified arguments. /// </summary> /// <param name="args">The arguments.</param> static void Main(string[] args) { // using convoy reader that self destroys itself // using convoy that self destroys itself using (ConvoyReader convoyReader = new ConvoyReader(@"..\..\..\train1.txt")) using (Convoy convoy = new Convoy(convoyReader.LocomotiveInfo, convoyReader.FilePath)) { // check construction Console.Out.WriteLine(convoy.Locomotive); // all reads int i = 0; foreach (Operation o in convoyReader.OperationList) { Console.Out.WriteLine(i + ".-" + o.Command.PadRight(12) + "|" + convoy.Transaction(o) + "|" + convoy.WeightInKilos.ToString().PadRight(6) + "|" + convoy.WagonStack.Count); i++; } //check to string Console.Out.WriteLine(convoy.JournalLog.ToString()); Console.In.ReadLine(); } }
IEnumerator SpawnRutine() { for (;;) { if (spawnear) { for (int j = 0; j < CurWave.numOfConvoys; j++) { int indexSpawn = Random.Range(0, actualSpawners.Count); Convoy actualConvoy = SeleccionarConvoy(); for (int i = 0; i < (actualConvoy.monsters.Length + actualConvoy.NExtraMonsters); i++) { if (i != actualConvoy.monsters.Length + actualConvoy.NExtraMonsters - 1) { if (i < actualConvoy.monsters.Length) // para spawn monstruos basicos { spawnMonster(actualConvoy.monsters[i], indexSpawn); } else // para spawnear el componente aleatorio { int indxPXMonster = Random.Range(0, actualConvoy.posibleExtraMonsters.Length); spawnMonster(actualConvoy.posibleExtraMonsters[indxPXMonster], indexSpawn); } yield return(new WaitForSeconds(CurWave.spawnTime + (CurWave.spawnTime * Random.Range(-0.35f, 0.4f)))); } else { yield return(new WaitForSeconds(CurWave.spawnTimeConvoys + (CurWave.spawnTimeConvoys * Random.Range(-0.35f, 0.4f)))); // Cuando se acaba el convoy } } } spawnear = false; } yield return(new WaitForSeconds(8f)); // esperando a comenzar a volver a spawnear } }
public void Setup() { Game = new(); Agent = (Convoy)Game.Agents[nameof(Convoy)]; }