Example #1
0
        public static void ReceiveCallback(IAsyncResult ar)
        {
            UdpClient  u = (UdpClient)((UdpState)(ar.AsyncState)).u;
            IPEndPoint e = (IPEndPoint)((UdpState)(ar.AsyncState)).e;

            Byte[] receiveBytes  = u.EndReceive(ar, ref e);
            string receiveString = Encoding.ASCII.GetString(receiveBytes);

            messageReceived = true;

            UdpState s = new UdpState();

            s.e = e;
            s.u = u;

            Console.Write(receiveString);
            Console.WriteLine(" ");
            Request r   = new Request(receiveString, myUser, myBot);
            Result  res = myBot.Chat(r);

            SPS.SpeakAsync(res.Output);
            Console.WriteLine("Bot: " + res.Output);

            u.Send(Encoding.UTF8.GetBytes(res.Output), res.Output.Length, e);
            u.BeginReceive(new AsyncCallback(ReceiveCallback), s);
        }
Example #2
0
 public byte[] AllBytes()
 {
     if (IsValid)
     {
         return(SPS.BytesWithStartCode().Concat(PPS.BytesWithStartCode()).ToArray());
     }
     return(null);
 }
Example #3
0
        private void Form1_Load(object sender, EventArgs e)
        {
            txt_console.Text += "系统启动...  ...\r\n";
            ezUSB.AddUSBEventWatcher(USBEventHandler, USBEventHandler, new TimeSpan(0, 0, 3));

            Control.CheckForIllegalCrossThreadCalls = false;

            SPSinitFileLoad sfl = new SPSinitFileLoad(Environment.CurrentDirectory + "\\config.ini");

            sfl.init_get_inifile();
            sps = sfl.Sps;
            txt_console.Text += "调用配置文件成功\r\n";

            closeApps();
            txt_console.Text += "清空任务池\r\n";

            Thread threadstart = new Thread(startOnce);

            threadstart.Start();  // 只要使用Start方法,线程才会运行
            txt_console.Text += "系统启动成功\r\n";
        }
    public void selectParticleEffects(GameObject ThisGameObject, MoveData.MoveTypes moveType)
    {
        ParticleSystem PS = ThisGameObject.GetComponent <ParticleSystem>();
        AnimationCurve EmissionCurve;
        AnimationCurve SizeCurve;
        ParticleSystem SPS;
        AnimationCurve SPSCurve;

        ParticleSystem.Burst[] Bursts;
        string[] Layers = new string[] { "Players" };
        if (SubObject != null)
        {
            GameObject.Destroy(SubObject);
            SubObject = null;
        }
        SubObject = new GameObject();
        SubObject.AddComponent <ParticleSystem>();
        SubObject.transform.SetParent(PS.transform.parent);
        SubObject.transform.position = PS.transform.parent.position;
        switch (moveType)
        {
        case MoveData.MoveTypes.Fire:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 1f, 100f, 2f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            SizeCurve.AddKey(2f, 3f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 2, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 1, 0.1f, 1);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "Fire", ParticleSystemRenderMode.Mesh);

            // Velocity Settings
            PS.ParticleInheritVelocity();

            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 1, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 0f, 1f, 1f, 1f, 1f);
            SPS.ParticleNoiseSettings(true, 0, 0, 0);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Donut, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 0.1f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "nomat", "Fire", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);
            break;

        case MoveData.MoveTypes.Lightning:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 1f, 300f, 1f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 3f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 0.5f);
            SizeCurve.AddKey(2f, 0f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, true);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 6, 6, 6);

            // Light Settings
            PS.ParticleLightSettings(true, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();

            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 1, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 0f, 1f, 15f, 0.5f, 0.5f);
            SPS.ParticleNoiseSettings(true, 10, 1, 10);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Donut, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 0.1f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);

            break;

        case MoveData.MoveTypes.Ice:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 1f, 400f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 2f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "ICE", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        case MoveData.MoveTypes.Rock:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 15f, 100f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(false, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 1, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "RockMat", "RockTrailMat", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        default:
            break;
        }
    }
Example #5
0
    public void selectParticleEffects(GameObject ThisGameObject, MoveData.MoveTypes moveType, MoveData.MoveBehaviorsGeneric Behavior)
    {
        ParticleSystem PS = ThisGameObject.GetComponent <ParticleSystem>();
        AnimationCurve EmissionCurve;
        AnimationCurve SizeCurve;
        ParticleSystem SPS;
        AnimationCurve SPSCurve;

        ParticleSystem.Burst[] Bursts;
        string[] Layers = new string[] { "Players" };
        if (SubObject != null)
        {
            GameObject.Destroy(SubObject);
            SubObject = null;
        }
        SubObject = new GameObject();
        SubObject.AddComponent <ParticleSystem>();
        SubObject.transform.SetParent(PS.transform.parent);
        SubObject.transform.position   = PS.transform.parent.position;
        SubObject.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
        switch (moveType)
        {
        case MoveData.MoveTypes.Fire:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 2f, 25f, 7f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 3f);
            SizeCurve.AddKey(2f, 10f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.DistributePerSegment, 2, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0f, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "FireTrail", "nomat", ParticleSystemRenderMode.Mesh);

            // Velocity Settings
            PS.ParticleInheritVelocity();

            // Rotation Settings
            PS.ParticleRotationSettings(true, 1, 50f);
            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 5, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 1f, 1f, 20f, 2f, 1f);
            SPS.ParticleNoiseSettings(true, 1, 0, 0);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Sphere, ParticleSystemShapeMultiModeValue.PingPong, false, 0f, 1f, 1f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 2f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "Fire", "SMK", ParticleSystemRenderMode.Billboard);

            PS.ParticleSubSettings(true, SubObject);
            break;

        case MoveData.MoveTypes.Lightning:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 1f, 300f, 1f);

            // Emission Settings
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(0f, 1, 1, 0.01f)
            };
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, false, true, Bursts, null);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 4f);
            SizeCurve.AddKey(2f, 0f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, true);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 6, 6, 6);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");



            // Rotation Settings:
            PS.ParticleRotationSettings();

            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 1, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 0f, 1f, 1f, 0.5f, 3f);
            SPS.ParticleNoiseSettings(true, 10, 1, 10);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Donut, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 0.1f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Mesh);
            break;

        case MoveData.MoveTypes.Ice:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 1f, 400f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 2f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "ICE", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        case MoveData.MoveTypes.Rock:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 15f, 100f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(false, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 1, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "RockMat", "RockTrailMat", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        case MoveData.MoveTypes.Storm:
            // Main Settings
            PS.ParticleMainSettings(false, 0f, 15f, 3f, 6f);

            // Emission Settings
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(0.0f, 3),
                new ParticleSystem.Burst(0.1f, 2),
                new ParticleSystem.Burst(0.2f, 1)
            };
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 3f);
            PS.ParticleEmissionSettings(true, 1f, true, true, Bursts);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 0f);
            SizeCurve.AddKey(0.5f, 30f);
            SizeCurve.AddKey(1f, 0f);

            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 1f, 0f, 0f, 100f);

            // Trail Settings
            PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 2, true, true);

            // Collision Settings
            PS.ParticleCollisionSettings(false, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(false, 6, 6, 6);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");



            // Sub Particle Settings
            SPS = SubObject.GetComponent <ParticleSystem>();
            selectParticleEffects(SubObject, MoveData.MoveTypes.Rock, MoveData.MoveBehaviorsGeneric.Ball);
            //SPSCurve = new AnimationCurve();
            //SPSCurve.AddKey(0f, 10f);
            //Bursts = new ParticleSystem.Burst[]
            //{
            //        new ParticleSystem.Burst(1f,1,1,1f)
            //};
            //SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            //SPS.ParticleMainSettings(true, 2f, 1f, 0f, 2f, 3f);
            //SPS.ParticleNoiseSettings(true, 10, 15f, 10);
            //SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Circle, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 5f);
            //SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 2f, false, false);
            //SPS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);

            //// Rotation Settings
            PS.ParticleRotationSettings(true, 1, 0f, ParticleSystemCurveMode.TwoConstants);

            //// Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "Smoke", "nomat", ParticleSystemRenderMode.HorizontalBillboard);
            break;

        default:
            break;
        }
    }