/// <summary> /// Returns true if InventoryOrderStatistic instances are equal /// </summary> /// <param name="other">Instance of InventoryOrderStatistic to be compared</param> /// <returns>Boolean</returns> public bool Equals(InventoryOrderStatistic other) { if (ReferenceEquals(null, other)) { return(false); } if (ReferenceEquals(this, other)) { return(true); } return (( Id == other.Id || Id != null && Id.Equals(other.Id) ) && ( Total == other.Total || Total != null && Total.Equals(other.Total) ) && ( Default == other.Default || Default != null && Default.Equals(other.Default) ) && ( Missed == other.Missed || Missed != null && Missed.Equals(other.Missed) ) && ( Broken == other.Broken || Broken != null && Broken.Equals(other.Broken) ) && ( Active == other.Active || Active != null && Active.Equals(other.Active) ) && ( Remaining == other.Remaining || Remaining != null && Remaining.Equals(other.Remaining) ) && ( Research == other.Research || Research != null && Research.Equals(other.Research) ) && ( Transferred == other.Transferred || Transferred != null && Transferred.Equals(other.Transferred) )); }
public virtual bool OnMissed() { if (Resolved) { return(false); } Missed?.Invoke(this, EventArgs.Empty); return(Resolved = true); }
private static bool ContainsMissed(string Line) { if (Multithread) { return(Missed.Contains(Line)); } PipeWriter.Write((byte)PipeCommands.FindMissed); PipeWriter.Write(Line); PipeWriter.Flush(); return(PipeReader.ReadByte() == (byte)PipeCommands.True); }
private static void AddMissed(string Line) { if (Multithread) { if (!Missed.Contains(Line)) { Missed.Add(Line); } return; } PipeWriter.Write((byte)PipeCommands.AddMissed); PipeWriter.Write(Line); PipeWriter.Flush(); }
/// <summary> /// Gets the hash code /// </summary> /// <returns>Hash code</returns> public override int GetHashCode() { unchecked // Overflow is fine, just wrap { var hashCode = 41; // Suitable nullity checks etc, of course :) if (Id != null) { hashCode = hashCode * 59 + Id.GetHashCode(); } if (Total != null) { hashCode = hashCode * 59 + Total.GetHashCode(); } if (Default != null) { hashCode = hashCode * 59 + Default.GetHashCode(); } if (Missed != null) { hashCode = hashCode * 59 + Missed.GetHashCode(); } if (Broken != null) { hashCode = hashCode * 59 + Broken.GetHashCode(); } if (Active != null) { hashCode = hashCode * 59 + Active.GetHashCode(); } if (Remaining != null) { hashCode = hashCode * 59 + Remaining.GetHashCode(); } if (Research != null) { hashCode = hashCode * 59 + Research.GetHashCode(); } if (Transferred != null) { hashCode = hashCode * 59 + Transferred.GetHashCode(); } return(hashCode); } }
/// <summary> /// /// </summary> /// <returns></returns> public string ToString(string delimeter) { string[] values = new string[] { Group, RTTgt.ToString(), RTMed.ToString(), Found.ToString(), Missed.ToString(), ScoreMFEMax.ToString(), HeightMed.ToString(), MassAvg.ToString(), RTAvg.ToString(), MassMedian.ToString(), TargetMass.ToString() }; return(String.Join(delimeter, values)); }
void Update() { // Check if the player has pressed the fire button and if enough time has elapsed since they last fired if (Input.GetButtonDown("Fire1") && Time.time > nextFire && counter < LimitShot) { // Update the time when our player can fire next nextFire = Time.time + fireRate; counter++; // Start our ShotEffect coroutine to turn our laser line on and off StartCoroutine(ShotEffect()); // Create a vector at the center of our camera's viewport Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f)); // Declare a raycast hit to store information about what our raycast has hit RaycastHit hit; // Set the start position for our visual effect for our laser to the position of gunEnd laserLine.SetPosition(0, gunEnd.position); // Check if our raycast has hit anything if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange)) { // Set the end position for our laser line laserLine.SetPosition(1, hit.point); // Get a reference to a health script attached to the collider we hit //target 1 ShootableBox health = hit.collider.GetComponent <ShootableBox>(); twoPoints health2 = hit.collider.GetComponent <twoPoints>(); threePoints health3 = hit.collider.GetComponent <threePoints>(); fourPoints health4 = hit.collider.GetComponent <fourPoints>(); fivePoints health5 = hit.collider.GetComponent <fivePoints>(); //missed bullet Missed health6 = hit.collider.GetComponent <Missed>(); //target 2 Target2PointOne target2_point1 = hit.collider.GetComponent <Target2PointOne>(); Target2PointTwo target2_point2 = hit.collider.GetComponent <Target2PointTwo>(); Target2PointThree target2_point3 = hit.collider.GetComponent <Target2PointThree>(); Target2Point4 target2_point4 = hit.collider.GetComponent <Target2Point4>(); Target2Point5 target2_point5 = hit.collider.GetComponent <Target2Point5>(); //target 3 Target3Point1 target3_point1 = hit.collider.GetComponent <Target3Point1>(); Target3Point2 target3_point2 = hit.collider.GetComponent <Target3Point2>(); Target3Point3 target3_point3 = hit.collider.GetComponent <Target3Point3>(); Target3Point4 target3_point4 = hit.collider.GetComponent <Target3Point4>(); Target3Point5 target3_point5 = hit.collider.GetComponent <Target3Point5>(); //target 1 // If there was a health script attached if (health != null) { // Call the damage function of that script, passing in our gunDamage variable health.Damage(gunDamage); } // If there was a health script attached if (health2 != null) { // Call the damage function of that script, passing in our gunDamage variable health2.Damage(gunDamage); } // If there was a health script attached if (health3 != null) { // Call the damage function of that script, passing in our gunDamage variable health3.Damage(gunDamage); } // If there was a health script attached if (health4 != null) { // Call the damage function of that script, passing in our gunDamage variable health4.Damage(gunDamage); } // If there was a health script attached if (health5 != null) { // Call the damage function of that script, passing in our gunDamage variable health5.Damage(gunDamage); } //missed target // If there was a health script attached if (health6 != null) { // Call the damage function of that script, passing in our gunDamage variable health6.Damage(gunDamage); } // target 2 // If there was a health script attached if (target2_point1 != null) { // Call the damage function of that script, passing in our gunDamage variable target2_point1.Damage(gunDamage); } // If there was a health script attached if (target2_point2 != null) { // Call the damage function of that script, passing in our gunDamage variable target2_point2.Damage(gunDamage); } // If there was a health script attached if (target2_point3 != null) { // Call the damage function of that script, passing in our gunDamage variable target2_point3.Damage(gunDamage); } // If there was a health script attached if (target2_point4 != null) { // Call the damage function of that script, passing in our gunDamage variable target2_point4.Damage(gunDamage); } // If there was a health script attached if (target2_point5 != null) { // Call the damage function of that script, passing in our gunDamage variable target2_point5.Damage(gunDamage); } //target 3 // If there was a health script attached if (target3_point1 != null) { // Call the damage function of that script, passing in our gunDamage variable target3_point1.Damage(gunDamage); } // If there was a health script attached if (target3_point2 != null) { // Call the damage function of that script, passing in our gunDamage variable target3_point2.Damage(gunDamage); } // If there was a health script attached if (target3_point3 != null) { // Call the damage function of that script, passing in our gunDamage variable target3_point3.Damage(gunDamage); } // If there was a health script attached if (target3_point4 != null) { // Call the damage function of that script, passing in our gunDamage variable target3_point4.Damage(gunDamage); } // If there was a health script attached if (target3_point5 != null) { // Call the damage function of that script, passing in our gunDamage variable target3_point5.Damage(gunDamage); } // Check if the object we hit has a rigidbody attached if (hit.rigidbody != null) { // Add force to the rigidbody we hit, in the direction from which it was hit hit.rigidbody.AddForce(-hit.normal * hitForce); } } else { // If we did not hit anything, set the end of the line to a position directly in front of the camera at the distance of weaponRange laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * weaponRange)); } } }
private void OnMissed() { Missed?.Invoke(this, new EventArgs()); }
private void OnMissed() { Missed?.Invoke(this, new MissedEventArgs(_model.MissesLeft)); }