public override void SetEnablePositions(ISituation situation, out Positions enableMovein, out Positions enableCapture) { enableCapture = new Positions(); enableMovein = new Positions(); Position aPos = this.Position.ShiftWestNorth(); Position bPos = this.Position.ShiftEastNorth(); Position cPos = this.Position.ShiftWestSouth(); Position dPos = this.Position.ShiftEastSouth(); if (aPos != Position.Empty) { Position.Shift(this.GameSide, situation, aPos.ShiftNorth(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, aPos.ShiftWest(), enableMovein, enableCapture); } if (bPos != Position.Empty) { Position.Shift(this.GameSide, situation, bPos.ShiftNorth(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, bPos.ShiftEast(), enableMovein, enableCapture); } if (cPos != Position.Empty) { Position.Shift(this.GameSide, situation, cPos.ShiftWest(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, cPos.ShiftSouth(), enableMovein, enableCapture); } if (dPos != Position.Empty) { Position.Shift(this.GameSide, situation, dPos.ShiftEast(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, dPos.ShiftSouth(), enableMovein, enableCapture); } }
public void moveNewton(Positions newPosition) { if( newPosition == Positions.LEVEL1 ){ transform.position = new Vector3(-77.31179f, 1.984234f, 1.453054f); } newtonPosition = newPosition; }
/// <summary> /// Vérifie si une variable de type Position est en cours ou à déjà été clôturée /// </summary> /// <param name="position">Used position</param> /// <returns>true si la position est active, false sinon</returns> public static bool isAlive(this Position position, Positions positions) { var request = from p in positions select p.Id==position.Id ; return request!=null; }
void movePlatform() { stepCount++; if(stepCount >=stepTimer) { switch(platformDirection) { case Positions.LEFT: offSet = new Vector3(-stepSize, 0,0); platformPosition--; break; case Positions.RIGHT: offSet = new Vector3(stepSize, 0,0); platformPosition++; break; } this.transform.position += offSet; //Cambio de direccion if(platformDirection.Equals(platformPosition)) { if(platformDirection.Equals(Positions.RIGHT)) { platformDirection = Positions.LEFT; } else { platformDirection = Positions.RIGHT; } } } }
public override void SetEnablePositions(ISituation situation, out Positions enableMovein, out Positions enableCapture) { enableMovein = new Positions(); enableCapture = new Positions(); PieceRook.RookShift(this.GameSide, situation, this.Position, enableMovein, enableCapture); PieceBishop.BishopShift(this.GameSide, situation, this.Position, enableMovein, enableCapture); }
public AddVToPosCommand(Graph gr,Positions pos,int x, int y) { innGraph = gr; _pos = pos; _x = x; _y = y; }
public IHttpActionResult Post([FromBody]AddNewPositionModel model) { var term = termManager.GetById(model.termId); ClientTermViewModel result = null; var product = productManager.GetById(model.productId); var user = userManager.GetByLogin(model.Login); if (user != null && user.Token == model.Token && product != null && term != null) { var newPosition = new Positions() { Amount = 1, //TODO Description = product.Name, ProductId = product.Id, Price = product.Price, OrderId = term.OrderId, }; positionsManager.AddEntity(newPosition); var newTermPosition = new TermPositions() { TermId = term.Id, Amount = 1, //TODO Positions = newPosition, TermPositionMaterialRsps = new List<TermPositionMaterialRsp>() }; term.TermPositions.Add(newTermPosition); //add linked material to position foreach (var material in product.ProductMaterialRsps.Where(o => !o.DeleteDate.HasValue)) { newTermPosition.TermPositionMaterialRsps.Add(new TermPositionMaterialRsp() { Amount = material.Amount, MaterialId = material.MaterialId, TermPositions = newTermPosition }); } positionsManager.SaveChanges(); if (term != null) { result = TermViewModelHelper.ToModel(term, true, false); } return Ok(result); } return BadRequest(); }
/// <summary> /// Returns Positions.Left if the position is Positions.Right, /// Positions.Right if the position is Left, or the position /// otherwise. /// </summary> /// <param name="position"></param> public static Positions Opposite(Positions position) { if (position == Positions.Left) return Positions.Right; if (position == Positions.Right) return Positions.Left; return position; }
public Worker(string Name, int Age, Positions Position, double Wage, int BranchID) { this.Name = Name; this.Age = Age; this.Position = Position; this.Wage = Wage; this.BranchID = BranchID; }
public void moveNewton(Positions newPosition) { if( newPosition == Positions.LAB ){ transform.position = new Vector3(-4.748125f, 1.238406f, -8.060616f); } else if ( newPosition == Positions.LEVEL1 ){ transform.position = new Vector3(-35.4f, 1.238406f, -26.3f); } newtonPosition = newPosition; }
public VertexVievModel(Vertex v, Graph g, Positions p, Names n) { vertex= v; graph = g; positionedGraph = p; namedGraph = n; }
void Start() { state = States.INTRO; newtonPosition = Positions.LAB; fpsInput = GameObject.Find("Player").GetComponent("FPSInputController") as FPSInputController; consoleController = GameObject.Find("console").GetComponent("ConsoleController") as ConsoleController; gameController = GameObject.Find("Controller").GetComponent("GameController") as GameController; ramTrigger = GameObject.Find("ram").GetComponent("RamTrigger") as RamTrigger; Player = GameObject.Find("Player"); }
/// <summary> /// Calls GetDepth and SetDepth. /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <returns></returns> public int this[int geomIndex, Positions posIndex] { get { return GetDepth(geomIndex, posIndex); } set { SetDepth(geomIndex, posIndex, value); } }
public void LoadWindow(Control control, Positions position) { if (position == Positions.Main) { flowLayoutPanelMain.Controls.Clear(); flowLayoutPanelMain.Controls.Add(control); } else if(position == Positions.Navigation) { flowLayoutPanelWest.Controls.Clear(); flowLayoutPanelWest.Controls.Add(control); } }
public override void SetEnablePositions(ISituation situation, out Positions enableMovein, out Positions enableCapture) { enableMovein = new Positions(); enableCapture = new Positions(); Position.Shift(this.GameSide, situation, this.Position.ShiftEast(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, this.Position.ShiftSouth(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, this.Position.ShiftWest(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, this.Position.ShiftNorth(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, this.Position.ShiftEastNorth(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, this.Position.ShiftEastSouth(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, this.Position.ShiftWestNorth(), enableMovein, enableCapture); Position.Shift(this.GameSide, situation, this.Position.ShiftWestSouth(), enableMovein, enableCapture); }
public Player(Positions pos, String name, int ID, int Salary, double points) { mPosition = pos; mName = name; mID = ID; mSalary = Salary; mAvgFantasyPoints = points; if (mAvgFantasyPoints > 0) { mDollarsPerPoint = (mSalary / mAvgFantasyPoints); } else { mDollarsPerPoint = 0; } }
private void Awake() { theTransform = transform; anim = GetComponent<Animator>(); playerH = GetComponent<PlayerHealth>(); rigid = GetComponent<Rigidbody2D>(); positions = GameObject.FindWithTag("Scripts").GetComponent<Positions>(); reset = GameObject.FindWithTag("Scripts").GetComponent<Reset>(); enemies = GameObject.FindGameObjectsWithTag("Enemy"); tips = GameObject.FindWithTag("UI").GetComponent<HelpfulTips>(); showPanels = GameObject.FindWithTag("UI").GetComponent<ShowPanels>(); scenes = GameObject.FindWithTag("Scripts").GetComponent<Scenes>(); if (!isRight) reset.ResetHelmet(); rigid.gravityScale = 0f; GetComponentInChildren<SpriteRenderer>().enabled = false; }
public IHttpActionResult Put(OrdersModel model) { var order = manager.GetById(model.Id); var newOrder = new Orders() { AutoBill = order.AutoBill, City = order.City, Comment = order.Comment, CommunicationPartnerId = order.CommunicationPartnerId, CustomerId = order.CustomerId, Discount = order.Discount, Street = order.Street, Status = (int)OrderStatusTypes.Open, Zip = order.Zip, IsOffer = false, OrderNumber = numberProvider.GetNextOrderNumber(), Positions = new List<Positions>(), CreateDate = DateTime.Now, ChangeDate = DateTime.Now, }; manager.AddEntity(newOrder); foreach(var position in order.Positions.Where(o => o.MaterialId.HasValue && !o.DeleteDate.HasValue).ToList()) { var newPosition = new Positions() { MaterialId = position.MaterialId.Value, IsAlternative = position.IsAlternative, IsMaterialPosition = position.IsMaterialPosition, Amount = position.Amount, Price = position.Price, PaymentType = position.PaymentType, Orders = newOrder }; positionManager.AddEntity(newPosition); newOrder.Positions.Add(newPosition); } manager.SaveChanges(); return Ok(new { id = newOrder.Id }); }
// Use this for initialization void Start () { stepCount = 0; stepSize = platform.GetComponent<Renderer>().bounds.size.x; offSet = new Vector3(0, 0,0); InvokeRepeating("movePlatform", 0, stepTimer); if (platformDirection.Equals(platformPosition)) { if (platformDirection.Equals(Positions.RIGHT)) { platformDirection = Positions.LEFT; } else { platformDirection = Positions.RIGHT; } } }
/// <summary> /// 象的基本路线(即斜向) /// </summary> internal static void BishopShift( Enums.GameSide side, ISituation situation, Position position, Positions moveInPs, Positions capturePs) { bool canContine = true; Position tgtPos = Position.Empty; canContine = true; tgtPos = position; while (canContine) { tgtPos = tgtPos.ShiftEastNorth(); canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs); } canContine = true; tgtPos = position; while (canContine) { tgtPos = tgtPos.ShiftEastSouth(); canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs); } canContine = true; tgtPos = position; while (canContine) { tgtPos = tgtPos.ShiftWestNorth(); canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs); } canContine = true; tgtPos = position; while (canContine) { tgtPos = tgtPos.ShiftWestSouth(); canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs); } }
public IHttpActionResult Post([FromBody]AddNewMaterialModel model) { var term = termManager.GetById(model.termId); ClientTermViewModel result = null; var material = materialManager.GetById(model.materialId); var user = userManager.GetByLogin(model.Login); if (user != null && user.Token == model.Token && material != null && term != null) { var newPosition = new Positions() { Amount = 1, //TODO Description = material.Name, MaterialId = material.Id, Price = material.Price, OrderId = term.OrderId, IsMaterialPosition = true, TermId = term.Id, CreateDate = DateTime.Now, ChangeDate = DateTime.Now, }; positionsManager.AddEntity(newPosition); positionsManager.SaveChanges(); if (term != null) { result = TermViewModelHelper.ToModel(term, false, true); } return Ok(result); } return BadRequest(); }
private void ComputeRingBufferCurve(Coordinate[] inputPts, Positions side, OffsetSegmentGenerator segGen) { // simplify input line to improve performance var distTol = SimplifyTolerance(_distance); // ensure that correct side is simplified if (side == Positions.Right) distTol = -distTol; var simp = BufferInputLineSimplifier.Simplify(inputPts, distTol); // MD - used for testing only (to eliminate simplification) // Coordinate[] simp = inputPts; var n = simp.Length - 1; segGen.InitSideSegments(simp[n - 1], simp[0], side); for (var i = 1; i <= n; i++) { var addStartPoint = i != 1; segGen.AddNextSegment(simp[i], addStartPoint); } segGen.CloseRing(); }
/// <summary> /// This method handles the degenerate cases of single points and lines, /// as well as rings. /// </summary> /// <returns>A Coordinate array representing the curve<br/> /// or <c>null</c> if the curve is empty</returns> public Coordinate[] GetRingCurve(Coordinate[] inputPts, Positions side, double distance) { _distance = distance; if (inputPts.Length <= 2) return GetLineCurve(inputPts, distance); // optimize creating ring for for zero distance if (distance == 0.0) { return CopyCoordinates(inputPts); } OffsetSegmentGenerator segGen = GetSegmentGenerator(distance); ComputeRingBufferCurve(inputPts, side, segGen); return segGen.GetCoordinates(); }
/// <summary> /// /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <param name="_location"></param> public void SetLocation(int geomIndex, Positions posIndex, Location _location) { elt[geomIndex].SetLocation(posIndex, _location); }
/// <summary> /// /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <returns></returns> public Location GetLocation(int geomIndex, Positions posIndex) { return elt[geomIndex].Get(posIndex); }
/// <summary> /// /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <returns></returns> public Locations GetLocation(int geomIndex, Positions posIndex) { if (depth[geomIndex, (int)posIndex] <= 0) return Locations.Exterior; return Locations.Interior; }
/// <summary> /// /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <param name="depthValue"></param> public void SetDepth(int geomIndex, Positions posIndex, int depthValue) { depth[geomIndex, (int)posIndex] = depthValue; }
/// <summary> /// /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <returns></returns> public int GetDepth(int geomIndex, Positions posIndex) { return depth[geomIndex, (int)posIndex]; }
/// <summary> /// /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <returns></returns> public bool IsNull(int geomIndex, Positions posIndex) { return depth[geomIndex,(int)posIndex] == Null; }
/// <summary> /// /// </summary> /// <param name="geomIndex"></param> /// <param name="posIndex"></param> /// <param name="location"></param> public void Add(int geomIndex, Positions posIndex, Locations location) { if (location == Locations.Interior) depth[geomIndex, (int)posIndex]++; }