void LoadGlobalUniforms(OpenGL gl, uint shaderProgram) { int KaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ka"); int KdUniformLocation = gl.GetUniformLocation(shaderProgram, "Kd"); int KsUniformLocation = gl.GetUniformLocation(shaderProgram, "Ks"); int IaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ia"); int IlUniformLocation = gl.GetUniformLocation(shaderProgram, "Il"); int IpUniformLocation = gl.GetUniformLocation(shaderProgram, "Ip"); int KUniformLocation = gl.GetUniformLocation(shaderProgram, "K"); gl.Uniform3(KaUniformLocation, 1, Ka.ToFloatArray()); gl.Uniform3(KdUniformLocation, 1, Kd.ToFloatArray()); gl.Uniform3(KsUniformLocation, 1, Ks.ToFloatArray()); gl.Uniform3(IaUniformLocation, 1, Ia.ToFloatArray()); gl.Uniform3(IlUniformLocation, 1, Il.ToFloatArray()); gl.Uniform1(IpUniformLocation, (float)Ip); gl.Uniform1(KUniformLocation, (float)K); int CameraPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "CameraPosition"); int LightPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "LightPosition"); gl.Uniform1(CameraPositionUniformLocation, (float)CameraPosition); gl.Uniform3(LightPositionUniformLocation, 1, LightPosition.ToFloatArray()); int objectColorUniformLocation = gl.GetUniformLocation(shaderProgram, "objectColor"); gl.Uniform3(objectColorUniformLocation, 1, ObjectColor.ToFloatArray()); }
protected override void Think() { IaManager im = IaManager.Instance; int idEnemiesTeam = (IdTeam + 1) % 2; int shortestDistanceToTarget = 1000000; destination = im.IaTeam(idEnemiesTeam)[0].Pos; target = im.IaTeam(idEnemiesTeam)[0]; shortestDistanceToTarget = GridData.Distance(Pos, destination); for (int i = 1; i < im.IaTeam(idEnemiesTeam).Count; i++) { if (im.IaTeam(idEnemiesTeam)[i].IsAlive) { int distanceTemp = GridData.Distance(Pos, im.IaTeam(idEnemiesTeam)[i].Pos); if (distanceTemp <= shortestDistanceToTarget) { shortestDistanceToTarget = distanceTemp; destination = im.IaTeam(idEnemiesTeam)[i].Pos; target = im.IaTeam(idEnemiesTeam)[i]; } } } destination = Dijkstra(Pos, destination, MovePoints); }
public HomeController(ILogger <HomeController> logger, Ia a, IB b, IC c) { this.a = a; this.b = b; this.c = c; _logger = logger; }
public IConstraints9ConstraintElement Create( IpIndexElement pIndexElement, Ia a, ITHR THR, ITPx x) { IConstraints9ConstraintElement constraintElement = null; try { constraintElement = new Constraints9ConstraintElement( pIndexElement, a, THR, x); } catch (Exception exception) { this.Log.Error( exception.Message, exception); } return(constraintElement); }
void Awake() { Session = this; boardInterface = GetComponentsInChildren <Text>(); ia = new Ia(this, GetIaTurnState()); secondIa = new Ia(this, GetIaTurnState(false)); }
protected override void Think() { IaManager im = IaManager.Instance; int idEnemiesTeam = (IdTeam + 1) % 2; int shortestDistanceToTarget = 1000000; destination = im.IaTeam(idEnemiesTeam)[0].Pos; target = im.IaTeam(idEnemiesTeam)[0]; shortestDistanceToTarget = GridData.Distance(Pos, destination); for (int i = 1; i < im.IaTeam(idEnemiesTeam).Count; i++) { if (im.IaTeam(idEnemiesTeam)[i].IsAlive) { int distanceTemp = GridData.Distance(Pos, im.IaTeam(idEnemiesTeam)[i].Pos); if (distanceTemp <= shortestDistanceToTarget) { shortestDistanceToTarget = distanceTemp; destination = im.IaTeam(idEnemiesTeam)[i].Pos; target = im.IaTeam(idEnemiesTeam)[i]; } } } // pour rester a distance de la target if (GridData.Distance(Pos, destination) <= 4) { List <GridData.PosGrid> pos = new List <GridData.PosGrid>(); for (int i = Pos.column - 3; i < Pos.column + 3; i++) { for (int j = Pos.line - 3; j < Pos.line + 3; j++) { GridData.PosGrid posGrid; posGrid.column = i; posGrid.line = j; if (GridData.Distance(destination, posGrid) == 3 && GridManager.Instance.IsValidPos(posGrid.column, posGrid.line)) { pos.Add(posGrid); } } } destination = pos[0]; int distance = GridData.Distance(Pos, destination); for (int i = 1; i < pos.Count; i++) { if (GridData.Distance(Pos, pos[i]) < distance) { destination = pos[i]; distance = GridData.Distance(Pos, pos[i]); } } } else { destination = Dijkstra(Pos, destination, MovePoints); } }
public virtual void LoseHp(int damage, Ia target) { Hp -= damage; if (Hp <= 0) { IsAlive = false; GridManager.Instance.SetIaRef(null, Pos.column, Pos.line); } }
public void SetIaRef(Ia ia, int column, int line) { Grid[column, line].ia = ia; if (ia == null) { Grid[column, line].state = STATE.EMPTY; } else { Grid[column, line].state = STATE.IA; } }
public override int GetHashCode() { unchecked { var hashCode = Label.GetHashCode(); hashCode = (hashCode * 397) ^ Instr.GetHashCode(); hashCode = (hashCode * 397) ^ Pc.GetHashCode(); hashCode = (hashCode * 397) ^ RawBytes.GetHashCode(); hashCode = (hashCode * 397) ^ Ia.GetHashCode(); hashCode = (hashCode * 397) ^ RealComment.GetHashCode(); return(hashCode); } }
public Ennemi(int id, string nom, int lvl, int exp, EnumTypePersonnage tp, Equipement eq, CaracteristiquesPersonnage cp, EnumStatusEnnemi st, Ia ia) { _id = id; _nom = nom; _lvl = lvl; _exp = exp; _sort = new Sort[20]; _typePersonnage = tp; _equipement = eq; _CPersonnage = cp; _status = st; _ia = ia; }
static void Main(string[] args) { MyClass mc = new MyClass(); mc.Output(); mc.print(); Ia ia = mc as Ia; ia.Output(); Ib ib = mc as Ib; ib.print(); }
public Monster(GameScreen game, Texture2D texture, int horizontal, int vertical) : base(game) { InitTexture(texture, horizontal, vertical); Speed = 1.0f; MovingScope = 500; VisionSight = 200; xp = 100; Life = 100; LifeMax = 100; VisionSight = 200; ia = new Ia(game.MapFirst.Data, this); }
public Constraints9ConstraintElement( IpIndexElement pIndexElement, Ia a, ITHR THR, ITPx x) { Expression LHS = Expression.Sum( a.Value .Select( i => x.Value[pIndexElement, i])); int RHS = THR.GetElementAtAsint( pIndexElement); this.Value = LHS == RHS; }
public Constraints6LConstraintElement( IpIndexElement pIndexElement, Ia a, ILB LB, ISPx x) { int LHS = LB.GetElementAtAsint( pIndexElement); Expression RHS = Expression.Sum( a.Value .Select( i => x.Value[pIndexElement, i])); this.Value = LHS <= RHS; }
public Constraints6UConstraintElement( IpIndexElement pIndexElement, Ia a, IUB UB, ISPx x) { Expression LHS = Expression.Sum( a.Value .Select( i => x.Value[pIndexElement, i])); int RHS = UB.GetElementAtAsint( pIndexElement); this.Value = LHS <= RHS; }
void LoadGlobalUniforms(OpenGL gl, uint shaderProgram) { int KaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ka"); int KdUniformLocation = gl.GetUniformLocation(shaderProgram, "Kd"); int KsUniformLocation = gl.GetUniformLocation(shaderProgram, "Ks"); int IaUniformLocation = gl.GetUniformLocation(shaderProgram, "Ia"); int IlUniformLocation = gl.GetUniformLocation(shaderProgram, "Il"); int IpUniformLocation = gl.GetUniformLocation(shaderProgram, "Ip"); int KUniformLocation = gl.GetUniformLocation(shaderProgram, "K"); gl.Uniform3(KaUniformLocation, 1, Ka.ToFloatArray()); gl.Uniform3(KdUniformLocation, 1, Kd.ToFloatArray()); gl.Uniform3(KsUniformLocation, 1, Ks.ToFloatArray()); gl.Uniform3(IaUniformLocation, 1, Ia.ToFloatArray()); gl.Uniform3(IlUniformLocation, 1, Il.ToFloatArray()); gl.Uniform1(IpUniformLocation, (float)Ip); gl.Uniform1(KUniformLocation, (float)K); int MagicCoefUniformLocation = gl.GetUniformLocation(shaderProgram, "magicCoef"); int DistToFragUniformLocation = gl.GetUniformLocation(shaderProgram, "distToFrag"); gl.Uniform1(MagicCoefUniformLocation, MagicCoef); if (EffectMode == Mode.FRAG) { gl.Uniform1(DistToFragUniformLocation, 1); } else { gl.Uniform1(DistToFragUniformLocation, 0); } int CameraPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "CameraPosition"); int LightPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "LightPosition"); int magicPointPositionUniformLocation = gl.GetUniformLocation(shaderProgram, "magicPointPosition"); gl.Uniform1(CameraPositionUniformLocation, (float)CameraPosition); gl.Uniform3(LightPositionUniformLocation, 1, LightPosition.ToFloatArray()); gl.Uniform3(magicPointPositionUniformLocation, 1, magicPointPosition.ToFloatArray()); int objectColorUniformLocation = gl.GetUniformLocation(shaderProgram, "objectColor"); gl.Uniform3(objectColorUniformLocation, 1, ObjectColor.ToFloatArray()); }
public Ia Create( ImmutableList <IaIndexElement> value) { Ia index = null; try { index = new a( value); } catch (Exception exception) { this.Log.Error( exception.Message, exception); } return(index); }
public void SetIaRef(Ia ia, int column, int line) { rootTree.SetIaRef(ia, column, line); }
public IActionResult Index([FromServices] Ia a) { return(View()); }
public B(Ia _a) { this.a = _a; }
public B(Ia ia) { date = ia; }
public void setIa(Ia ia) { _ia = ia; }