private void ResetGame() { // Debug.Log("Game Reseted My PlayerID: " + _localPlayerIndex); _lockStepTurnID = firstLockStepTurnID; _pendingActions.Reset(); _confirmedActions.Reset(); _actionsToSend.Clear(); _gameTurnSW.Reset(); _currentGameFrameRuntime = 0; if (_networkRollingAverage == null) { _networkRollingAverage = new RollingAverage(_numberOfPlayers, _initialLockStepTurnLength); } else { _networkRollingAverage.Reset(); } if (_runtimeRollingAverage == null) { _runtimeRollingAverage = new RollingAverage(_numberOfPlayers, _initialLockStepTurnLength); } else { _runtimeRollingAverage.Reset(); } }
public LockTumblerLiftingStage(string label, Toolkit toolkit, Tumbler tgtTumbler, AngleAxisProvider oProvider = null) : base(label, toolkit, Tumbler.PinMoveTarget, oProvider) { Log.Debug("Lockpicking|TumblerLifting", $"Lifting {label}"); AngleRateOfChange = new RollingAverage <float>(5, 0f); tumblerUnderway = tgtTumbler; }
public TumblerFindingStage(string label, Toolkit toolkit, Tumbler tgtTumbler, AngleAxisProvider provider) : base(label) { Kit = toolkit; targetTumbler = tgtTumbler; AttitudeProvider = provider; SetUpProvider(AttitudeProvider, allowProviderToPersist: true); LastAngle = Angle = AttitudeProvider.Angle; Log.Debug("TumblerStage|Ctor", $"Initial angle: {Angle}"); TargetAngle = tgtTumbler.Angle; RequiredDirection = tgtTumbler.Direction; // Certain special tumblers - like ResetToZero - have a designated direction of zero, meaning "opposite to current setting." if (tgtTumbler.Direction == 0) { RequiredDirection = -1 * Math.Sign(provider.Angle); } // CurrentDirection is based on AngleTrend. AngleTrend = new RollingAverage <double>(5); InterimInterval = TimeSpan.FromMilliseconds(20); Activate(); }
public void GetAverageTest4() { RollingAverage target = new RollingAverage(); double expected = 0F; double actual; actual = target.GetAverage(); Assert.AreEqual(expected, actual); }
public void Awake() { this.timeAwake = System.DateTime.Now; this.Log("Awake at {0}", this.timeAwake); this.avgUpdate = new RollingAverage(); this.avgLateUpdate = new RollingAverage(); this.avgFixedUpdate = new RollingAverage(); }
public void GetAverageTest1() { RollingAverage target = new RollingAverage(); double expected = 2F; double actual; target.Add(1); target.Add(2); target.Add(3); actual = target.GetAverage(); Assert.AreEqual(expected, actual); }
public override void AgentReset() { if (_bodyManager == null) { _bodyManager = GetComponent <BodyManager002>(); } _bodyManager.OnAgentReset(); _episodeMaxDistance = 0f; if (rollingAverage == null) { rollingAverage = new RollingAverage(100); } }
public void Add_N_Values_Returns_Average(double expectedaverage, params int[] sampleset) { var average = new RollingAverage(10); foreach (int value in sampleset) { average.Add(value); } var result = average.CurrentAverage; Assert.Equal(expectedaverage, result); }
public void GetAverageTest3() { RollingAverage target = new RollingAverage(16); double expected = 100F; double actual; for (int i = 0; i < 10000; i++) { target.Add(100F); } actual = target.GetAverage(); Assert.AreEqual(expected, actual); }
void Start() { _rb = GetComponent <Rigidbody>(); _indexStr = Index.ToString(); _trajectoryPlane = Instantiate(TrajectoryPlanePrefab); _trajectoryPlaneMesh = _trajectoryPlane.GetComponentInChildren <MeshRenderer>(); _trajectoryPlane.SetActive(false); _averageInteractStickLength = new RollingAverage(); _averageInteractStickLength.Create(10); _averageInteractDirection = new RollingAverage(); _averageInteractDirection.Create(6); }
public override void AgentReset() { if (!_hasLazyInitialized) { _bodyManager = GetComponent <BodyManager002>(); _bodyManager.BodyConfig = MarathonManAgent.BodyConfig; _bodyManager.OnInitializeAgent(); _hasLazyInitialized = true; } _isDone = true; _bodyManager.OnAgentReset(); _episodeMaxDistance = 0f; if (rollingAverage == null) { rollingAverage = new RollingAverage(100); } }
public void PrepGameStart() { log.Debug("GameStart called. My PlayerID: " + Network.player.ToString()); LockStepTurnID = FirstLockStepTurnID; numberOfPlayers = gameSetup.NumberOfPlayers; pendingActions = new PendingActions(this); confirmedActions = new ConfirmedActions(this); actionsToSend = new Queue <Action>(); gameTurnSW = new Stopwatch(); currentGameFrameRuntime = 0; networkAverage = new RollingAverage(numberOfPlayers, initialLockStepTurnLength); runtimeAverage = new RollingAverage(numberOfPlayers, initialGameFrameTurnLength); InitGameStartLists(); nv.RPC("ReadyToStart", RPCMode.AllBuffered, Network.player.ToString()); }
void Start() { _players = new PlayerController[2]; _players[0] = GameObject.Find("Player 0").GetComponent <PlayerController>(); _players[1] = GameObject.Find("Player 1").GetComponent <PlayerController>(); _indexStrings = new string[2] { "0", "1" }; _defaultPlayerMaterials = new Material[2]; _defaultPlayerMaterials[0] = _players[0].GetComponent <Renderer>().material; _defaultPlayerMaterials[1] = _players[1].GetComponent <Renderer>().material; RollingAverage p1a = new RollingAverage(); p1a.Create(8); RollingAverage p2a = new RollingAverage(); p2a.Create(8); _playerStickAvgs = new RollingAverage[2] { p1a, p2a }; _outputTransformsStartRot = new Quaternion[OutputTransforms.Length]; for (int i = 0; i < OutputTransforms.Length; ++i) { _outputTransformsStartRot[i] = OutputTransforms[i].rotation; } _startingRot = transform.rotation; if (StartCW) { _lastInteractCW = 1; } else { _lastInteractCW = -1; } // Start fully cooled-down _secondsSinceAction = _turnPathMatCoolDown; }
public AveragingStage(string Label) : base(Label) { Averager = new RollingAverage <T>(); }
private void Window_Loaded(object sender, RoutedEventArgs e) { Debug.WriteLine("Window Loaded"); // Look through all sensors and start the first connected one. // This requires that a Kinect is connected at the time of app startup. // To make your app robust against plug/unplug, // it is recommended to use KinectSensorChooser provided in Microsoft.Kinect.Toolkit foreach (var potentialSensor in KinectSensor.KinectSensors) { if (potentialSensor.Status == KinectStatus.Connected) { this.sensor = potentialSensor; break; } } if (null != this.sensor) { // Turn on the depth stream to receive depth frames this.sensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30); // Allocate space to put the depth pixels we'll receive this.depthPixels = new short[this.sensor.DepthStream.FramePixelDataLength]; // Allocate space to put the color pixels we'll create this.colorPixels = new byte[this.sensor.DepthStream.FramePixelDataLength * sizeof(int)]; // This is the bitmap we'll display on-screen this.colorBitmap = new WriteableBitmap(this.sensor.DepthStream.FrameWidth, this.sensor.DepthStream.FrameHeight, 96.0, 96.0, PixelFormats.Bgr32, null); // Set the image we display to point to the bitmap where we'll put the image data //this.Image.Source = this.colorBitmap; // Add an event handler to be called whenever there is new depth frame data this.sensor.DepthFrameReady += this.SensorDepthFrameReady; this.sensor.DepthStream.Range = DepthRange.Near; xPositionAverage = new RollingAverage(5); // Start the sensor! try { this.sensor.Start(); } catch (IOException) { this.sensor = null; Debug.WriteLine("no kinect"); MessageBox.Show("Kinect Error"); } } else MessageBox.Show("No Kinect"); intAirAct = IAIntAirAct.New(); intAirAct.Start(); }
public void RollingAverageConstructorTest() { int capacity = -1; RollingAverage target = new RollingAverage(capacity); }
public void Add_One_Value_Over_maxCapacity_Average_RollsOver() { var average = new RollingAverage(3); }
public void PrepGameStart() { log.Debug ("GameStart called. My PlayerID: " + Network.player.ToString()); LockStepTurnID = FirstLockStepTurnID; numberOfPlayers = gameSetup.NumberOfPlayers; pendingActions = new PendingActions(this); confirmedActions = new ConfirmedActions(this); actionsToSend = new Queue<Action>(); gameTurnSW = new Stopwatch(); currentGameFrameRuntime = 0; networkAverage = new RollingAverage(numberOfPlayers, initialLockStepTurnLength); runtimeAverage = new RollingAverage(numberOfPlayers, initialGameFrameTurnLength); InitGameStartLists(); nv.RPC ("ReadyToStart", RPCMode.AllBuffered, Network.player.ToString()); }