private IEnumerable <ApiEvent> ConvertEvent(Reputation e) { yield return(new ApiEvent("setCommanderReputationMajorFaction") { Timestamp = e.Timestamp, EventData = new Dictionary <string, object>() { { "majorfactionName", nameof(e.Empire) }, { "majorfactionReputation", System.Convert.ToSingle(e.Empire) / 100.0f }, } }); yield return(new ApiEvent("setCommanderReputationMajorFaction") { Timestamp = e.Timestamp, EventData = new Dictionary <string, object>() { { "majorfactionName", nameof(e.Alliance) }, { "majorfactionReputation", System.Convert.ToSingle(e.Alliance) / 100.0f }, } }); yield return(new ApiEvent("setCommanderReputationMajorFaction") { Timestamp = e.Timestamp, EventData = new Dictionary <string, object>() { { "majorfactionName", nameof(e.Federation) }, { "majorfactionReputation", System.Convert.ToSingle(e.Federation) / 100.0f }, } }); }
public async Task <ReputationResponse> UpdateAsync(int id, Reputation reputation) { var existingReputation = await _reputationRepository.FindByIdAsync(id); if (existingReputation == null) { return(new ReputationResponse("Reputation not found.")); } var existingPersonnel = await _personnelRepository.FindByIdAsync(reputation.PersonnelId); if (existingPersonnel == null) { return(new ReputationResponse("Invalid personnel.")); } existingReputation.Points = reputation.Points; existingReputation.PersonnelId = reputation.PersonnelId; try { _reputationRepository.Update(existingReputation); await _unitOfWork.CompleteAsync(); return(new ReputationResponse(existingReputation)); } catch (Exception ex) { // Do some logging stuff return(new ReputationResponse($"An error occurred when updating the reputation: {ex.Message}")); } }
private ReputationViewModel GetReputationViewModel(Reputation reputation) { var maxValue = _reputationService.GetMaxAmount(); var minValue = _reputationService.GetMinAmount(); var threshold = _reputationService.GetThresholdValue(); var test = ((((float)reputation.Peasants - (float)minValue) / ((float)maxValue - (float)minValue)) * 100f); return(new ReputationViewModel() { MaxValue = maxValue, MinValue = minValue, Threshold = threshold, Peasants = reputation.Peasants, Church = reputation.Church, Bandits = reputation.Bandits, Nobles = reputation.Nobles, PeasantsInPercent = (((float)reputation.Peasants - (float)minValue) / ((float)maxValue - (float)minValue)) * 100f, ChurchInPercent = (((float)reputation.Church - (float)minValue) / ((float)maxValue - (float)minValue)) * 100f, BanditsInPercent = (((float)reputation.Bandits - (float)minValue) / ((float)maxValue - (float)minValue)) * 100f, NoblesInPercent = (((float)reputation.Nobles - (float)minValue) / ((float)maxValue - (float)minValue)) * 100f }); }
public PlayerData(List<ScreenObject> screens, Color col, List<StaffMember> staff, List<FilmShowing> films, int coins, int day, int popcorn, List<OtherObject> others, bool redCarpet, bool marble, Reputation rep, int boxOffice, FoodArea fa, bool[] poster, Options opt) { theScreens = screens.ToArray(); carpetColour = new float[4] { col.r, col.g, col.b, col.a }; List<SaveableStaff> staffList = new List<SaveableStaff>(); for (int i = 0; i < staff.Count; i++) { SaveableStaff s = new SaveableStaff(staff[i]); staffList.Add(s); } staffMembers = staffList.ToArray(); filmShowings = films.ToArray(); totalCoins = coins; currentDay = day; numPopcorn = popcorn; otherObjects = others.ToArray(); hasRedCarpet = redCarpet; marbleFloor = marble; reputation = rep; boxOfficeLevel = boxOffice; posters = poster; foodArea = fa; options = opt; }
public static void offsetReputation(NetworkPlayer player, int amount) { int num = 0; while (num < NetworkUserList.users.Count) { if (NetworkUserList.users[num].player != player) { num++; } else { NetworkHandler.tool.networkView.RPC("setReputation", RPCMode.All, new object[] { player, NetworkUserList.users[num].reputation + amount }); if (amount >= 0) { NetworkManager.error(string.Concat("+", amount, " Reputation"), Reputation.getIcon(NetworkUserList.users[num].reputation), player); } else { NetworkManager.error(string.Concat(amount, " Reputation"), Reputation.getIcon(NetworkUserList.users[num].reputation), player); } Savedata.saveReputation(NetworkUserList.users[num].id, NetworkUserList.users[num].reputation.ToString()); break; } } }
public void Init(CharacterRoster characterRoster, Map map) { money = new Money(); money.Increment(10.00M); money.textRefrence = MoneyText; reputation = new Reputation(); reputation.textRefrence = ReputationText; StatsButton.StoredCommand = new ChangeEndOfDayState(this, _Stats); _Stats.ButtonForState = StatsButton; MapButton.StoredCommand = new ChangeEndOfDayState(this, _EditMap); _EditMap.ButtonForState = MapButton; _Supply.InitState(money, map); OrderSupplyButton.StoredCommand = new ChangeEndOfDayState(this, _Supply); _Supply.ButtonForState = OrderSupplyButton; startNextDay += _Supply.OnStartNextDay; _Schedule.InitState(money, characterRoster); scheduleButton.StoredCommand = new ChangeEndOfDayState(this, _Schedule); _Schedule.ButtonForState = scheduleButton; startNextDay += _Schedule.OnStartNextDay; _curState = _Stats; }
internal static Reputation ReputationViewModelToReputation(ReputationViewModel reputation) { if (reputation == null) { return(null); } Reputation result = new Reputation { Id = reputation.Id, Name = reputation.Name, Markers = new ReputationMarker[reputation.Markers.Count] }; for (int markerIndex = 0; markerIndex < result.Markers.Length; markerIndex++) { var marker = reputation.Markers[markerIndex]; var resultMarker = result.Markers[markerIndex] = new ReputationMarker(); resultMarker.Name = marker.Name; resultMarker.Value = marker.Value; } return(result); }
private void CloseAllStreams() { _logger.Info($"Closing streams"); if(!(Time is null)) { Time.RemoveCallback(TimeTag); Time.Remove(); _logger.Info($"Time Closed"); } if(!(Science is null)) { Science.RemoveCallback(ScienceTag); Science.Remove(); _logger.Info($"Science Closed"); } if(!(Funds is null)) { Funds.RemoveCallback(FundsTag); Funds.Remove(); _logger.Info($"Funds Closed"); } if(!(Reputation is null)) { Reputation.RemoveCallback(ReputationTag); Reputation.Remove(); _logger.Info($"Reputation Closed"); } if(!(GameScene is null)) { GameScene.RemoveCallback(GameSceneTag); GameScene.Remove(); _logger.Info($"GameScene Closed"); } }
void Start() { repu = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Reputation>(); money = GameObject.FindGameObjectWithTag("GameManager").GetComponent <MoneyCounter>(); passangerData = GameObject.FindGameObjectWithTag("Notepad").GetComponent <StorePassangerData>(); currentState = driverState.waiting; }
protected override void OnModelCreating(ModelBuilder builder) { base.OnModelCreating(builder); builder.Entity <Personnel>().ToTable("Personnels"); builder.Entity <Personnel>().HasKey(p => p.Id); builder.Entity <Personnel>().Property(p => p.Id).IsRequired(); builder.Entity <Personnel>().Property(p => p.Name).IsRequired().HasMaxLength(50); builder.Entity <Personnel>().Property(p => p.Surname).IsRequired().HasMaxLength(50); builder.Entity <Personnel>().HasOne <Reputation>(p => p.Reputation).WithOne(bp => bp.Personnel).HasForeignKey <Reputation>(bp => bp.PersonnelId); var entry = new Personnel { Id = 1, Name = "Sam", Surname = "Davidson" }; builder.Entity <Personnel>().HasData ( entry ); builder.Entity <Reputation>().ToTable("Reputations"); builder.Entity <Reputation>().HasKey(p => p.Id); builder.Entity <Reputation>().Property(p => p.Id).IsRequired(); builder.Entity <Reputation>().Property(p => p.PersonnelId).IsRequired(); builder.Entity <Reputation>().Property(p => p.Points).IsRequired(); var point = new Reputation { Id = 1, PersonnelId = entry.Id, Points = 0 }; builder.Entity <Reputation>().HasData ( point ); }
// Update is called once per frame void Update() { 레벨.text = "레벨 : " + level.ToString("0");; 경험치.text = "경험치 : " + exp.ToString("0") + "/" + nextexp[level];; 평판.text = "평판 : " + Reputation.ToString("0") + "점"; }
public Villager(string name, Reputation reputation, List <string> prompts) { Name = name; Attributes = AttributeFactory.GetInstance("Villager"); Reputation = reputation; Prompts = prompts; InteractionTriggered += OnInteractionTriggered; }
public Villager(string name, Reputation reputation, List<string> prompts) { Name = name; Attributes = AttributeFactory.GetInstance("Villager"); Reputation = reputation; Prompts = prompts; InteractionTriggered += OnInteractionTriggered; }
internal ReputationEvent InvokeEvent(ReputationEvent arg) { if (_api.ValidateEvent(arg)) { Reputation?.Invoke(_api, arg); } return(arg); }
public int addReputation(Reputation rep) { object obj2 = (" " + "insert into pt_reputation (") + " requtBh,requtBgbh, dwId, productMc, makeNl,serviceSh,reputSh,productJc,procedtSy,materialFs, " + " qualityFS , projectFS , tryFS , prjDeptFS , appraise ,appraJg ,manager, appreDate ,tablePeo ) "; object obj3 = string.Concat(new object[] { obj2, " values ('", rep.RequtBh, "' , '", rep.RequtBgbh, "',", rep.DwId, " , '", rep.ProductMc, "' , '", rep.MakeNl, "','", rep.ServiceSh, "' ,'" }); object obj4 = string.Concat(new object[] { obj3, rep.ReputSh, "' ,'", rep.ProductJc, "' ,'", rep.ProcedtSy, "' , ", rep.MaterialFs, " , ", rep.QualityFS, " , " }); string str2 = string.Concat(new object[] { obj4, rep.ProjectFS, " , ", rep.TryFS, " , ", rep.PrjDeptFS, " , '", rep.Appraise, "' , ", rep.AppraJg, " , '" }); return(publicDbOpClass.ExecSqlString(str2 + rep.Manager + "' , '" + rep.AppreDate + "' , '" + rep.TablePeo + "')")); }
/// <summary> /// Lets player know they are at war with a certain faction. /// </summary> public static void SendSetAtWar(IPacketReceiver client, Reputation rep) { using (RealmPacketOut packet = new RealmPacketOut(RealmServerOpCode.SMSG_SET_FACTION_ATWAR, 5)) { packet.Write((int)rep.Faction.ReputationIndex); packet.Write((byte)rep.Flags); client.Send(packet, false); } }
public ReputationServices() { _reputation = new Reputation(); _reputation.Peasants = 0; _reputation.Church = 0; _reputation.Bandits = 0; _reputation.Nobles = 0; CorrectReputation(); }
public void SetDefaultReputation() { _reputation = new Reputation { Peasants = 0, Church = 0, Bandits = 0, Nobles = 0 }; }
public ActionResult TakeRep(string target) { Reputation rep = new Reputation() { Amount = -1, Receiver = repo.Get(target), Sender = repo.Get(Session["CurrentUser-Username"].ToString()) }; repRepo.Add(rep); return(new EmptyResult()); }
public int UpReputation(Reputation rep, int reputID) { object obj2 = ((" " + " update pt_reputation ") + " set requtBh = '" + rep.RequtBh + "',") + " requtBgbh = '" + rep.RequtBgbh + "',"; object obj3 = (((((string.Concat(new object[] { obj2, " dwId = ", rep.DwId, "," }) + " productMc = '" + rep.ProductMc + "',") + " makeNl = '" + rep.MakeNl + "',") + " serviceSh = '" + rep.ServiceSh + "',") + " reputSh ='" + rep.ReputSh + "',") + " productJc = '" + rep.ProductJc + "',") + " procedtSy = '" + rep.ProcedtSy + "',"; object obj4 = string.Concat(new object[] { obj3, " materialFs =", rep.MaterialFs, "," }); object obj5 = string.Concat(new object[] { obj4, " qualityFS = ", rep.QualityFS, " ," }); object obj6 = string.Concat(new object[] { obj5, " projectFS = ", rep.ProjectFS, "," }); object obj7 = string.Concat(new object[] { obj6, " tryFS=", rep.TryFS, "," }); object obj8 = string.Concat(new object[] { obj7, " prjDeptFS = ", rep.PrjDeptFS, "," }) + " appraise = '" + rep.Appraise + "',"; return(publicDbOpClass.ExecSqlString((((string.Concat(new object[] { obj8, " appraJg = ", rep.AppraJg, "," }) + " manager = '" + rep.Manager + "',") + " appreDate = '" + rep.AppreDate + "',") + " tablePeo = '" + rep.TablePeo + "'") + " where reputID = " + reputID)); }
public ReputationViewItem(Reputation reputation) { Reputation = reputation; Text = reputation.Username; SubItems.AddRange(new[] { reputation.Number.ToString("+#;-#;0"), reputation.Comment, reputation.Time }); }
/// <summary> /// Sends a reputation update. /// </summary> public static void SendReputationStandingUpdate(IPacketReceiver client, Reputation rep) { using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_SET_FACTION_STANDING, 16)) { packet.Write(0f); // Refer-A-Friend bonus reputation packet.Write((byte)0); packet.Write(1); // count (we only ever send 1) packet.Write((uint)rep.Faction.ReputationIndex); packet.Write(rep.Value); client.Send(packet); } }
/// <summary>Sends a reputation update.</summary> public static void SendReputationStandingUpdate(IPacketReceiver client, Reputation rep) { using (RealmPacketOut packet = new RealmPacketOut(RealmServerOpCode.SMSG_SET_FACTION_STANDING, 16)) { packet.Write(0.0f); packet.Write((byte)0); packet.Write(1); packet.Write((uint)rep.Faction.ReputationIndex); packet.Write(rep.Value); client.Send(packet, false); } }
public void AddReputation(Reputation additive) { UnderThreshold beforeSumm = GetMaxUnderThreshold(); int[] thresholdArr = GetThresholCorrectingdArr(beforeSumm); AddPeasants(additive.Peasants, thresholdArr[0]); AddChurch(additive.Church, thresholdArr[1]); AddBandits(additive.Bandits, thresholdArr[2]); AddNobles(additive.Nobles, thresholdArr[3]); CorrectReputation(); }
public Faction() { Religions = new Dictionary <string, int>(); EntitiesWithFluff = new List <Entity>(); Name = FactionTemplateLoader.Instance.GenerateFactionName(); GeneratePopulation(); CreateLeader(); FactionReputation = new Reputation(EntityGroupType.Faction, Name); WorldData.Instance.EntityGroupRelationships.Add(Name, FactionReputation); }
public Faction(FactionSdo sdo) { Religions = new Dictionary <string, int>(); EntitiesWithFluff = new List <Entity>(); PopType = sdo.PopType; FactionReputation = sdo.FactionReputation; Citizens = new List <Entity>(); EntitiesWithFluff = new List <Entity>(); Name = sdo.Name; Population = sdo.Population; Leader = EntitySdo.ConvertToEntity(sdo.Leader); if (Leader == null) { Debug.Log($@"Leader missing for faction {Name}"); } foreach (var id in sdo.CitizenIds) { if (!WorldData.Instance.Entities.ContainsKey(id)) { continue; } var citizen = WorldData.Instance.Entities[id]; citizen.Faction = this; Citizens.Add(citizen); } foreach (var id in sdo.EntitiesWithFluffIds) { if (!WorldData.Instance.Entities.ContainsKey(id)) { continue; } var entity = WorldData.Instance.Entities[id]; EntitiesWithFluff.Add(entity); } if (Leader != null && !WorldData.Instance.Entities.ContainsKey(Leader.Id)) { WorldData.Instance.Entities[Leader.Id] = Leader; } if (!EntitiesWithFluff.Contains(Leader)) { EntitiesWithFluff.Add(Leader); } }
/*Function called from the EventManager.cs using the attackTargetEVT delegate event * Determines if this ship is allowed to attack a target and sets hostility */ private void AttackTarget(EVTData data_) { //Does nothing if this ship isn't player controlled. Can't have the player control enemy ships now can we? if (GetComponent <HealthTracker>().reputationStanding != Reputation.PlayerControlled) { return; } //Does nothing if this object is not selected if (!MouseData.objectSelected.Contains(this.gameObject)) { return; } this.targetObj = data_.objectSelected.objectSelected; //Can't attack object's unless certain parameters are met if (this.targetObj.GetComponent <HealthTracker>() != null && !this.weaponless) { Reputation thisShip = this.gameObject.GetComponent <HealthTracker>().reputationStanding; Reputation otherShip = this.targetObj.GetComponent <HealthTracker>().reputationStanding; //If this ship is non-hostile and non-chaotic, it won't attack other non-hostile/non-chaotic ships if ((thisShip != Reputation.Hostile && thisShip != Reputation.Chaotic) && (otherShip != Reputation.Hostile && otherShip != Reputation.Chaotic)) { this.hostile = false; } //If this ship is hostile, it won't attack other hostile ships else if (thisShip == Reputation.Hostile && otherShip == Reputation.Hostile) { this.hostile = false; } //If this ship is chaotic, it won't attack other chaotic ships else if (thisShip == Reputation.Chaotic && otherShip == Reputation.Chaotic) { this.hostile = false; } //Otherwise the ships are enemies and will attack else { this.hostile = true; } } else { this.hostile = false; } this.movePos = new Vector3(1, 1, 1); }
public void TestInitialReputations() { Setup.EnsureDBSetup(); FactionMgr.Initialize(); var stormWind = FactionMgr.Get(FactionId.Stormwind); var bootyBay = FactionMgr.Get(FactionId.BootyBay); Assert.IsNotNull(bootyBay); var reputation = new Reputation(new ReputationRecord(), bootyBay, 1000, ReputationFlags.None); Asser.FlatNotSet(reputation.Flags, ReputationFlags.AtWar); }
/// <summary> /// 获取最近的NPC并接近和他对话 /// </summary> private void getNPC() { Obj_NPC TargetNpc = null; List <Obj_NPC> npcList = new List <Obj_NPC>(); float minDistance = float.PositiveInfinity; Vector3 mainPlayerPos; mainPlayerPos = Singleton <ObjManager> .GetInstance().MainPlayer.Position; foreach (string strName in Singleton <ObjManager> .GetInstance().ObjPools.Keys) {//遍历场景中的npc Obj_Character objChar = Singleton <ObjManager> .GetInstance().ObjPools[strName] as Obj_Character; if (null == objChar) { continue; } TargetNpc = objChar as Obj_NPC; if (TargetNpc == null) { continue; } if (Reputation.IsFriend(TargetNpc)) {//如果是友好NPC则添加进npc列表 npcList.Add(TargetNpc); } } for (int i = 0; i < npcList.Count; i++) {//比较距离,得到最近的那个npc float curDistance = Vector3.Distance(mainPlayerPos, npcList[i].Position); if (curDistance < minDistance) { minDistance = curDistance; TargetNpc = npcList[i]; } } if (TargetNpc == null) { return; } if (null != Singleton <ObjManager> .GetInstance().MainPlayer) { Singleton <ObjManager> .GetInstance().MainPlayer.SelectTarget = TargetNpc; Singleton <ObjManager> .GetInstance().MainPlayer.OnSelectTarget(TargetNpc.gameObject); } }
public void Drop(Reputation rep) { using (var context = new BoardContext()) { context.Database.Log = Console.WriteLine; var dRep = context.Reputations.Single(u => u.Id == rep.Id); if (dRep != null) { context.Reputations.Remove(dRep); } context.SaveChanges(); } }
// 寻路找怪处理 void FindEnamyTick() { if (m_bNotEnamyNpcFlag != 0) { return; } //如果有目标名字则寻找该目标,进行交互 if (m_Path.AutoSearchTargetName != "") { Obj_Character obj = Singleton <ObjManager> .GetInstance().FindObjCharacterInSceneByName(m_Path.AutoSearchTargetName); if (obj && obj.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_NPC) { Obj_NPC objNpc = obj as Obj_NPC; //根据目标NPC的势力确认是对话还是攻击 if (Reputation.IsEnemy(objNpc) || Reputation.IsNeutral(objNpc)) { Singleton <ObjManager> .GetInstance().MainPlayer.StopMove(); m_Path.AutoSearchPosCache.Clear(); m_Path.ResetPath(); IsAutoSearching = false; m_EndPointCache.Clean(); //如果是地方NPC,则开始攻击 Singleton <ObjManager> .GetInstance().MainPlayer.OnSelectTarget(objNpc.gameObject); Singleton <ObjManager> .GetInstance().MainPlayer.OnEnterCombat(objNpc.GetComponent <Obj_Character>()); m_bNotEnamyNpcFlag = 1; // 杀怪任务寻路结束,如果没在自动战斗状态,则进入自动战斗 Obj_MainPlayer mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; if (null != mainPlayer && !mainPlayer.GetAutoCombatState() && Singleton <ObjManager> .Instance.MainPlayer.IsOpenCabalAuto) { mainPlayer.EnterAutoCombat(); GameManager.gameManager.MissionManager.MissionAutoCombat = true; } } else { m_bNotEnamyNpcFlag = 2; return; } } } }
public static Caravan CaravanArrival(Caravan car) { car.current_step = null; car.location = null; car.directions = null; using (var db = new MinionWarsEntities()) { Camp source = db.Camp.Find(car.source_id); Camp destination = db.Camp.Find(car.destination_id); source.richness++; destination.richness++; if (source.owner_id != null) { Reputation rep = null; List <Reputation> list = db.Reputation.Where(x => x.user_id == source.owner_id && x.camp_id == destination.id).ToList(); if (list.Count > 0) { rep = list.First(); rep.value++; db.Reputation.Attach(rep); db.Entry(rep).State = System.Data.Entity.EntityState.Modified; } else { rep = new Reputation(); rep.value = 1; db.Reputation.Add(rep); } } db.Caravan.Attach(car); db.Entry(car).State = System.Data.Entity.EntityState.Modified; db.Camp.Attach(source); db.Entry(source).State = System.Data.Entity.EntityState.Modified; db.Camp.Attach(destination); db.Entry(destination).State = System.Data.Entity.EntityState.Modified; db.SaveChanges(); } return(car); }
internal static ReputationViewModel ReputationToReputationViewModel(Reputation reputation) { if (reputation == null) { return null; } ReputationViewModel result = new ReputationViewModel { Id = reputation.Id, Name = reputation.Name }; foreach (var marker in reputation.Markers) { result.AddMarker(new ReputationMarkerViewModel { Name = marker.Name, Value = marker.Value }); } return result; }
// This walks through fullHashCache, and if it finds the hash, this changes that entry to include the new reputation value private void UpdateFullHashCache(byte[] hash, Reputation newReputation) { Reputation reputationFromCache = Reputation.None; for (int index = 0; index < fullHashCache.Count; index++) { // Compare the byte array of the hash if (true == fullHashCache[index].hash.SequenceEqual(hash)) { // There was a match. Extract the stored reputation and delete the entry reputationFromCache = fullHashCache[index].reputation; fullHashCache.RemoveAt(index); break; } } // Create a new entry with the merged reputation value byte[] newHash = (byte[])hash.Clone(); fullHashCache.Add(new HashAndReputation(newHash, (reputationFromCache | newReputation))); }
// Returns true if there is a match to a cached list (e.g. the entry is malicious) private static void CompareEntry(ref Reputation result, byte[] compareHash) { // The following code uses the quickLookupCache UInt32 hash = GetLittleEndianUintFromByteArray(ref compareHash); if (quickLookupCache.ContainsKey(hash)) { result = quickLookupCache[hash]; } else { result = Reputation.None; } /* * The following code uses the master lists. This code is much slower than using the quickLookupCache, * but it is compatible with whitelists and hash prefixes that aren't 32 bits. * To use this code you'll need to change this method signature to include ref MasterList[] masterLists { // For each master list (e.g. malware blacklist) // Shortcut: Skipping checks on whitelists. for (int index = 0; masterLists.Length > index; index += 2) { if (0 != (result & (Reputation)(0x1 << (index / 2)))) { continue; } // Iterate through all chunks in the list foreach (KeyValuePair<uint, Chunk> kvp in masterLists[index].e) { // In each chunk, check for a match uint compareHashNumber = GetLittleEndianUintFromByteArray(ref compareHash); if (true == kvp.Value.e.ContainsKey(compareHashNumber)) { result |= (Reputation)(0x1 << (index / 2)); break; } } } } * */ }
void Awake() { name = gameObject.name; reputation = GetComponent<Reputation>(); position = transform.position; personSprite = GetComponent<PersonSprite>(); schedule = GetComponent<Schedule>(); if(gameObject.GetComponent<Collider>()){ currentBound = gameObject.GetComponent<Collider>().bounds; } personMovement = GetComponent<PersonMovement>(); }
public XamlReputation(Reputation reputation) { this.Id = reputation.Id; this.Name = reputation.Name; this.Markers.CopyFrom(reputation.Markers, mark => new XamlReputationMarker(mark)); }
// If the hash exists in the fullHashCache, then this returns true and the associated reputation // If it does not exist, then it returns false and Reputation.None private bool IsEntryInFullHashCache(byte[] hash, out Reputation reputationFromCache) { bool fFound = false; reputationFromCache = Reputation.None; for (int index = 0; index < fullHashCache.Count; index++) { // Compare the byte array of the hash if (true == fullHashCache[index].hash.SequenceEqual(hash)) { // There was a match. Extract the stored reputation and delete the entry reputationFromCache = fullHashCache[index].reputation; fFound = true; break; } } return fFound; }
public HashAndReputation(byte[] newHash, Reputation newReputation) { hash = newHash; reputation = newReputation; }
internal static Reputation ReputationViewModelToReputation(ReputationViewModel reputation) { if (reputation == null) { return null; } Reputation result = new Reputation { Id = reputation.Id, Name = reputation.Name, Markers = new ReputationMarker[reputation.Markers.Count] }; for (int markerIndex = 0; markerIndex < result.Markers.Length; markerIndex++) { var marker = reputation.Markers[markerIndex]; var resultMarker = result.Markers[markerIndex] = new ReputationMarker(); resultMarker.Name = marker.Name; resultMarker.Value = marker.Value; } return result; }