public override IPacketWriter BuildForceSpeed(float modifier, SpeedType type = SpeedType.Run) { var opcode = type == SpeedType.Swim ? global::Opcodes.SMSG_FORCE_SWIM_SPEED_CHANGE : global::Opcodes.SMSG_FORCE_SPEED_CHANGE; PacketWriter writer = new PacketWriter(Sandbox.Instance.Opcodes[opcode], opcode.ToString()); writer.WriteUInt64(Guid); return(this.BuildForceSpeed(writer, modifier)); }
void ChangeBGM(SpeedType destSpeed) { if (coroutineChangeBGM != null) { StopCoroutine(coroutineChangeBGM); } coroutineChangeBGM = StartCoroutine(ChangeBGMA(destSpeed)); }
public DriveComponent(SpeedType speedType, int speed) { this.SpeedType = speedType; this.Speed = speed; this.State = DriveState.Idle; this.FlowField = null; this.MovementVector = new Vector2I(); this.Destination = new XPos(); }
public DriveComponent(SpeedType speedType, int speed, DriveState state, IFlowField flowField, Vector2I movementVector, XPos destination) { this.SpeedType = speedType; this.Speed = speed; this.State = state; this.FlowField = flowField; this.MovementVector = movementVector; this.Destination = destination; }
public void UpdateSpeedometer(float v, VehicleType vehicleType, SpeedType dt = SpeedType.KPH) { if (vehicleType == VehicleType.Car) { SpeedometerText.text = v.ToString("000") + "\n<size=16>" + dt.ToString() + "/h</size>"; } else if (vehicleType == VehicleType.Jet) { SpeedometerText.text = v.ToString("000") + "\n<size=16> KMT/h</size>"; } }
public void SetDesiredSpeed(SpeedType newSpeed) { if (newSpeed != desiredSpeed) { if (NavAgent != null) { NavAgent.avoidancePriority = UnityEngine.Random.Range(0, 21) + Mathf.FloorToInt(Mathf.InverseLerp(0.8f, 5f, SpeedFromEnum(newSpeed)) * 80f); } desiredSpeed = newSpeed; } }
public void Set(SpeedType type) { if (type == SpeedType.Walk) { current = walk; } else if (type == SpeedType.Run) { current = run; } }
public bool Search(string str) { if (WorldID.ToString().Contains(str) || PathID.ToString().Contains(str) || PathIDType.ToString().Contains(str) || PatrolType.ToString().Contains(str) || SpeedType.ToString().Contains(str)) { return(true); } else { return(false); } }
/// <summary> /// Will set speed type to one of three options after each click /// </summary> public void ToggleSpeed() { if (_cSpeed == SpeedType.QuarterSpeed) { _cSpeed = SpeedType.HalfSpeed; } else if (_cSpeed == SpeedType.HalfSpeed) { _cSpeed = SpeedType.FullSpeed; } else { _cSpeed = SpeedType.QuarterSpeed; } }
public void BPMThird(GameObject go) { switch (st) { case SpeedType.Third: st = SpeedType.Default; go.GetComponent <Image>().color = new Color32(255, 255, 255, 255); break; default: st = SpeedType.Third; go.GetComponent <Image>().color -= new Color32(160, 160, 160, 0); break; } }
void Update() { if (Time.timeScale < 2f) { speedType = SpeedType.Normal; } else if (Time.timeScale >= 2f && Time.timeScale < 3f) { speedType = SpeedType.Double; } else { speedType = SpeedType.Triple; } }
private void OnEnable() { // Define when the editor opens tractionType = TractionType.none; speedType = SpeedType.none; breakType = BreakType.none; m_createVehicleIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/CreateVehicleIcon.png"); m_engineSettingsIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/EngineSettingsIcon.png"); m_bodySettingsIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/BodySettingsIcon.png"); m_sedanTemplateIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/SedanTemplateIcon.png"); m_JipTemplateIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/JipTemplateIcon.png"); m_TruckTemplateIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/TruckTemplateIcon.png"); m_BusTemplateIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/BusTemplateIcon.png"); m_CustomEngineSettingsIcon = (Texture)AssetDatabase.LoadMainAssetAtPath("Assets/VehicleSystemFree/Icon/CustomVehicleIcon.png"); }
public static string ReturnSpeedFormatted(double value, SpeedType type) { string returnValue = ""; switch (type) { case SpeedType.Kph: returnValue = String.Format("{0:0.#}", value); break; case SpeedType.Mph: returnValue = String.Format("{0:0.#}", value / 1.60934d); break; } return(returnValue); }
IEnumerator ChangeBGMA(SpeedType destSpeed) { //bool isFinishFadeOut = false; bool isFinishFadeIn = false; //대상 속도 음악 재생 audioSourceList[(int)destSpeed].Play(); //기존 음악, 새로 재생한 음악 크로스페이드 while (!isFinishFadeIn) { for (int i = 0; i < audioSourceList.Count; i++) { AudioSource audio = audioSourceList[i]; //목표 속도 음악은 볼륨 업 if (i == (int)destSpeed) { audio.volume += CrossFadeSpeed * Time.deltaTime; if (audio.volume > 1f) { isFinishFadeIn = true; audio.volume = 1f; } } //목표 속도 음악 아닌 애들은 볼륨 다운 else if (i != (int)destSpeed) { audio.volume -= CrossFadeSpeed * Time.deltaTime; } } yield return(null); } for (int i = 0; i < audioSourceList.Count; i++) { if (i != (int)destSpeed) { audioSourceList[i].volume = 0f; audioSourceList[i].Stop(); } } coroutineChangeBGM = null; }
public SpeedPowerUp(Vector2 spritePosition, SpeedType speedType) : base(spritePosition, "speedUp") { if (speedType == SpeedType.UP) { speedIncrement = 2f; Type = PowerUpType.SpeedUp; timeToDeactivePowerUp = 15f; } else { Type = PowerUpType.SpeedDown; speedIncrement = -2f; texture = GfxManager.GetSpritesheet("speedDown").Item1; timeToDeactivePowerUp = 10f; clipOnPicked = AudioManager.GetAudioClip("powerUp2"); } }
public void SetSpeedType(SpeedType type) { if (type == SpeedType.Accel) { if (_speedType == SpeedType.Deaccel) { _speedType = SpeedType.None; } else if (_speedType == SpeedType.None) { _speedType = SpeedType.Accel; } } if (type == SpeedType.Deaccel) { if (_speedType == SpeedType.Accel) { _speedType = SpeedType.None; } else if (_speedType == SpeedType.None) { _speedType = SpeedType.Deaccel; } } switch (_speedType) { case SpeedType.None: _desiredFOV = _normalFov; break; case SpeedType.Accel: _desiredFOV = _accelFov; break; case SpeedType.Deaccel: _desiredFOV = _normalFov; break; default: throw new ArgumentOutOfRangeException(nameof(type), type, null); } }
public float SpeedFromEnum(SpeedType newSpeed) { switch (newSpeed) { case SpeedType.Crouch: return(0.8f); case SpeedType.SlowWalk: return(1.5f); case SpeedType.Walk: return(2.5f); case SpeedType.Sprint: return(5f); default: return(0f); } }
public bool MoveY(double pos, SpeedType speedType) { bool result = false; MotionMgr.GetInstace().AbsMove(AxisY, pos, (double)speedType); Stopwatch stopwatch = new Stopwatch(); stopwatch.Restart(); do { if (stopwatch.ElapsedMilliseconds > 30000) { return(false); } if (MotionMgr.GetInstace().IsAxisNormalStop(AxisY) == AxisState.NormalStop) { return(true); } Thread.Sleep(10); }while (true); }
public SetSpeed(SpeedType speedType, float value) : base(EventType.SetSpeed) { SpeedType = speedType; switch (speedType) { case SpeedType.Bpm: BeatsPerMinute = value; BpmMultiplier = 1.0f; break; case SpeedType.Multiplier: BeatsPerMinute = 100; BpmMultiplier = value; break; case SpeedType.NotAvailable: break; default: throw new ArgumentOutOfRangeException(nameof(speedType), speedType, null); } }
public bool PayMovementAllowance(int cost, SpeedType type) { Speed speed = speedArray[(int)type]; // if (cost > speed.currentValue && speed.currentValue != speed.baseSpeed) if (cost > speed.GetMoveLeft() && speed.HasSpentMovePoints()) { //noMoveLeft = true; //this means we cannot move because we cannot pay the price! return(false); } //TODO , as we pay the price we should reduce all movement types speed.PaySpeed(cost); /* * if (speed.currentValue <= 0) * { * speed.currentValue = 0; * //noMoveLeft = true; * }*/ return(true); }
public void SetSpeed(int speedPercent) { if (_current != speedPercent) { if (speedPercent == 80) { _type = SpeedType.Fixed; } else if (speedPercent < 80) { _type = SpeedType.Skip; _frequency = 80 / (80 - speedPercent); } else { _type = SpeedType.Extra; _frequency = 80 / (speedPercent - 80); } _current = speedPercent; } }
public static float convert_from_mps(SpeedType t, float mps, Vessel v) { switch (t) { case SpeedType.MetersPerSecond: return(mps); case SpeedType.Mach: return((float)(mps / v.speedOfSound)); case SpeedType.Knots: return(mps * mps2kts); case SpeedType.IAS: return(Mathf.Sqrt(mps * mps * (float)v.atmDensity)); case SpeedType.KIAS: return(Mathf.Sqrt(mps * mps * mps2kts * mps2kts * (float)v.atmDensity)); default: return(0.0f); } }
public string ToString(SpeedType speedType) { double value = 0; switch (speedType) { case SpeedType.BytePerSeconds: value = InBytesPerSeconds; break; case SpeedType.KiloBytesPerSeconds: value = InKiloBytesPerSeconds; break; case SpeedType.MegaBytesPerSeconds: value = InMegaBytesPerSeconds; break; } var result = String.Format(" {0:F} {1}", value, speedType.ToDescription()); return(result); }
public static string Speed(this ActivityDto activity, SpeedType speedType) { if (activity.Distance > 0) { if (speedType == SpeedType.KmPerHour) { return Decimal.Divide(activity.Distance, Convert.ToDecimal(activity.Duration.TotalHours)) .ToString("F2"); } else { return Decimal.Divide(Convert.ToDecimal(activity.Duration.TotalMinutes), activity.Distance) .ToString("F2"); } } else { return ""; } }
private UInt16 GetFrameDelayCommon(SpeedType speedType, Single percentage, UInt16 enemyFrameDelay, UInt16 enemyFrameRange, UInt16 enemyFrameMinim) { // 360 degrees in sine wave. UInt16 index = (Byte)MyGame.Manager.RandomManager.Next(DEGREES_PER_CIRCLE); Single value = DelayWaves[index]; if (SpeedType.Fast == speedType) { value = Math.Abs(value); value += percentage; } Int16 multi = (Int16)(value * enemyFrameRange); Int16 delay = (Int16)(enemyFrameDelay - multi); // Prevent from too fast...! if (delay < enemyFrameMinim) { delay = (Int16)enemyFrameMinim; } return((UInt16)delay); }
public static (string, float) SpeedTypeConverter(SpeedType SpeedType) { float SpeedCoefficient = 1.0f; string SpeedString = "m/s"; switch (SpeedType) { case SpeedType.MPH: SpeedString = " MPH"; SpeedCoefficient = 2.23693629f; break; case SpeedType.KPH: SpeedString = " km/h"; SpeedCoefficient = 3.6f; break; case SpeedType.MPS: SpeedString = " m/s"; SpeedCoefficient = 1.0f; break; } return(SpeedString, SpeedCoefficient); }
/// <summary> /// Standard speed control GUI block to integrate in other controllers /// </summary> /// <returns>true if speed control is enabled</returns> public bool SpeedCtrlGUIBlock() { spd_control_enabled = GUILayout.Toggle(spd_control_enabled, "Speed control", GUIStyles.toggleButtonStyle); GUILayout.BeginHorizontal(); for (int i = 1; i < 6; i++) { if (GUILayout.Toggle(chosen_spd_mode == i, spd_str_arr[i], GUIStyles.toggleButtonStyle)) { chosen_spd_mode = i; } } GUILayout.EndHorizontal(); SpeedType newtype = type; if (chosen_spd_mode != 0) { newtype = (SpeedType)(chosen_spd_mode - 1); } setpoint_field.DisplayLayout(GUIStyles.textBoxStyle); if (newtype != type) { // need to convert old setpoint to new format setpoint_field.Value = setpoint.convert(newtype); setpoint = new SpeedSetpoint(newtype, setpoint_field, vessel); type = newtype; } else { setpoint = new SpeedSetpoint(type, setpoint_field, vessel); } return(spd_control_enabled); }
private void radioButton1_CheckedChanged(object sender, EventArgs e) { SpeedType speedtype = SpeedType.RealSpeed; if (radioButton1.Checked) { speedtype = SpeedType.RealSpeed; } else if (radioButton2.Checked) { speedtype = SpeedType.SingleTripSpeed; } else if (radioButton3.Checked) { speedtype = SpeedType.AvgSpeedperPacket; } else if (radioButton4.Checked) { speedtype = SpeedType.RealCountSpeed; } else if (radioButton5.Checked) { speedtype = SpeedType.SingleTripCountSpeed; } else if (radioButton6.Checked) { speedtype = SpeedType.AvgCountSpeedperPacket; } lock (sendreports) { foreach (var v in sendreports) { v.Value.speedtype = speedtype; } } }
public void SetLightSpeed(SpeedType speed) { if (speed == SpeedType.Fast) { lightSpeed = FAST_SPEED; } else { lightSpeed = NORMAL_SPEED; } }
public override void LoadRules(FileFormats.IniFile.IniSection rules) { base.LoadRules(rules); LandTargeting = rules.ReadInt("LandTargeting"); NavalTargeting = rules.ReadInt("NavalTargeting"); SpeedType = rules.ReadEnum<SpeedType>("SpeedType", SpeedType.Clear); TypeImmune = rules.ReadBool("TypeImmune"); WalkRate = rules.ReadFloat("WalkRate", 1); MoveRate = rules.ReadFloat("MoveRate"); MoveToShroud = rules.ReadBool("MoveToShroud", true); IsTrain = rules.ReadBool("IsTrain"); DoubleOwned = rules.ReadBool("DoubleOwned"); GuardRange = (int)rules.ReadFloat("GuardRange"); Explodes = rules.ReadBool("Explodes"); DeathWeapon = TypesRepository.GetWeaponType(rules.ReadString("DeathWeapon")); DeathWeaponDamageModifier = rules.ReadFloat("DeathWeaponDamageModifier", 1); FlightLevel = rules.ReadInt("FlightLevel", -1); IsDropship = rules.ReadBool("IsDropship"); PitchAngle = rules.ReadFloat("PitchAngle", 0.349066f); RollAngle = rules.ReadFloat("RollAngle", 0.523599f); PitchSpeed = rules.ReadFloat("PitchSpeed", 0.25f); Locomotor = Guid.Parse(rules.ReadString("Locomotor", "{4A582747-9839-11d1-B709-00A024DDAFD1}")); CloakingSpeed = rules.ReadInt("CloakingSpeed", 7); ThreatAvoidanceCoefficient = rules.ReadFloat("ThreatAvoidanceCoefficient"); SlowdownDistance = rules.ReadInt("SlowdownDistance", 500); DeaccelerationFactor = rules.ReadFloat("DeaccelerationFactor", 0.002f); AccelerationFactor = rules.ReadFloat("AccelerationFactor", 0.03f); Weight = rules.ReadFloat("Weight", 1); PhysicalSize = rules.ReadFloat("PhysicalSize", 2); Size = rules.ReadFloat("Size", 1); SizeLimit = rules.ReadFloat("SizeLimit"); HoverAttack = rules.ReadBool("HoverAttack"); VHPScan = rules.ReadEnum<VHPScan>("VHPScan", VHPScan.None); MaxDebris = rules.ReadInt("MaxDebris"); MinDebris = rules.ReadInt("MinDebris"); DebrisTypes = GetList<VoxelAnimation>(rules.ReadList("DebrisTypes")); DebrisMaximums = rules.ReadList("DebrisMaximums").Select(int.Parse).ToList(); DebrisAnims = GetList<VoxelAnimation>(rules.ReadList("DebrisAnims")); HasTurretTooltips = rules.ReadBool("HasTurretTooltips"); TurretCount = rules.ReadInt("TurretCount"); WeaponCount = rules.ReadInt("WeaponCount"); IsChargeTurret = rules.ReadBool("IsChargeTurret"); ClearAllWeapons = rules.ReadBool("ClearAllWeapons"); Primary = TypesRepository.GetWeaponType(rules.ReadString("Primary")); Secondary = TypesRepository.GetWeaponType(rules.ReadString("Secondary")); ElitePrimary = TypesRepository.GetWeaponType(rules.ReadString("ElitePrimary")); EliteSecondary = TypesRepository.GetWeaponType(rules.ReadString("EliteSecondary")); WeaponX = TypesRepository.GetWeaponType(rules.ReadString("WeaponX")); EliteWeaponX = TypesRepository.GetWeaponType(rules.ReadString("EliteWeaponX")); VoiceMove = GetList<Sound>(rules.ReadList("VoiceMove")); VoiceSelect =GetList<Sound>( rules.ReadList("VoiceSelect")); VoiceSelectEnslaved = GetList<Sound>( rules.ReadList("VoiceSelectEnslaved")); VoiceSelectDeactivated = GetList<Sound>( rules.ReadList("VoiceSelectDeactivated")); VoiceAttack = GetList<Sound>( rules.ReadList("VoiceAttack")); VoiceSpecialAttack = GetList<Sound>( rules.ReadList("VoiceSpecialAttack")); VoiceDie = GetList<Sound>( rules.ReadList("VoiceDie")); VoiceFeedback = GetList<Sound>( rules.ReadList("VoiceFeedback")); AuxSound1 = TypesRepository.GetSound(rules.ReadString("AuxSound1")); AuxSound2 = TypesRepository.GetSound(rules.ReadString("AuxSound2")); CreateSound = TypesRepository.GetSound(rules.ReadString("CreateSound")); DamageSound = TypesRepository.GetSound(rules.ReadString("DamageSound")); ImpactWaterSound = TypesRepository.GetSound(rules.ReadString("ImpactWaterSound")); ImpactLandSound = TypesRepository.GetSound(rules.ReadString("ImpactLandSound")); CrashingSound = TypesRepository.GetSound(rules.ReadString("CrashingSound")); SinkingSound = TypesRepository.GetSound(rules.ReadString("SinkingSound")); VoiceFalling = TypesRepository.GetSound(rules.ReadString("VoiceFalling")); VoiceCrashing = TypesRepository.GetSound(rules.ReadString("VoiceCrashing")); VoiceSinking = TypesRepository.GetSound(rules.ReadString("VoiceSinking")); VoiceEnter = TypesRepository.GetSound(rules.ReadString("VoiceEnter")); VoiceCapture = TypesRepository.GetSound(rules.ReadString("VoiceCapture")); CloakStop = rules.ReadBool("CloakStop"); Storage = rules.ReadInt("Storage"); BuildLimit = rules.ReadInt("BuildLimit", 2147483647); Category = rules.ReadEnum<Category>("Category", Category.None); Dock = GetList<BuildingType>(rules.ReadList("Dock")); DeploysInto = Get<BuildingType>("DeploysInto"); UndeploysInto = Get<VehicleType>("UndeploysInto"); PowersUnit = Get<VehicleType>(rules.ReadString("PowersUnit")); PoweredUnit = rules.ReadBool("PoweredUnit"); LightningRod = rules.ReadBool("LightningRod"); ManualReload = rules.ReadBool("ManualReload"); TurretSpins = rules.ReadBool("TurretSpins"); TiltCrashJumpjet = rules.ReadBool("TiltCrashJumpjet"); Turret = rules.ReadBool("Turret"); TurretRotateSound = TypesRepository.GetSound(rules.ReadString("TurretRotateSound")); EnterTransportSound = TypesRepository.GetSound(rules.ReadString("EnterTransportSound")); LeaveTransportSound = TypesRepository.GetSound(rules.ReadString("LeaveTransportSound")); MoveSound = GetList<Sound>(rules.ReadList("MoveSound")); DieSound = GetList<Sound>(rules.ReadList("DieSound")); DeploySound = TypesRepository.GetSound(rules.ReadString("DeploySound")); UndeploySound = TypesRepository.GetSound(rules.ReadString("UndeploySound")); ChronoInSound = TypesRepository.GetSound(rules.ReadString("ChronoInSound")); ChronoOutSound = TypesRepository.GetSound(rules.ReadString("ChronoOutSound")); VoiceHarvest = TypesRepository.GetSound(rules.ReadString("VoiceHarvest")); VoicePrimaryWeaponAttack = TypesRepository.GetSound(rules.ReadString("VoicePrimaryWeaponAttack")); VoicePrimaryEliteWeaponAttack = TypesRepository.GetSound(rules.ReadString("VoicePrimaryEliteWeaponAttack")); VoiceSecondaryWeaponAttack = TypesRepository.GetSound(rules.ReadString("VoiceSecondaryWeaponAttack")); VoiceSecondaryEliteWeaponAttack = TypesRepository.GetSound(rules.ReadString("VoiceSecondaryEliteWeaponAttack")); VoiceDeploy = TypesRepository.GetSound(rules.ReadString("VoiceDeploy")); VoiceUndeploy = TypesRepository.GetSound(rules.ReadString("VoiceUndeploy")); EnterGrinderSound = TypesRepository.GetSound(rules.ReadString("EnterGrinderSound")); LeaveGrinderSound = TypesRepository.GetSound(rules.ReadString("LeaveGrinderSound")); EnterBioReactorSound = TypesRepository.GetSound(rules.ReadString("EnterBioReactorSound")); LeaveBioReactorSound = TypesRepository.GetSound(rules.ReadString("LeaveBioReactorSound")); ActivateSound = TypesRepository.GetSound(rules.ReadString("ActivateSound")); DeactivateSound = TypesRepository.GetSound(rules.ReadString("DeactivateSound")); MindClearedSound = TypesRepository.GetSound(rules.ReadString("MindClearedSound")); Explosion = GetList<Animation>(rules.ReadList("Explosion")); DestroyAnim = GetList<Animation>(rules.ReadList("DestroyAnim")); NaturalParticleSystem = Get<ParticleSystem>(rules.ReadString("NaturalParticleSystem")); RefinerySmokeParticleSystem = Get<ParticleSystem>(rules.ReadString("RefinerySmokeParticleSystem")); NaturalParticleLocation = rules.ReadXYZ("NaturalPrules.cleLocation"); DamageParticleSystems = GetList<ParticleSystem>(rules.ReadList("DamageParticleSystems")); DestroyParticleSystems = GetList<ParticleSystem>(rules.ReadList("DestroyParticleSystems")); DamageSmokeOffset = rules.ReadXYZ("DamageSmokeOffset"); DamSmkOffScrnRel = rules.ReadBool("DamSmkOffScrnRel"); DestroySmokeOffset = rules.ReadXYZ("DestroySmokeOffset"); RefinerySmokeOffsetOne = rules.ReadXYZ("RefinerySmokeOffsetOne"); RefinerySmokeOffsetTwo = rules.ReadXYZ("RefinerySmokeOffsetTwo"); RefinerySmokeOffsetThree = rules.ReadXYZ("RefinerySmokeOffsetThree"); RefinerySmokeOffsetFour = rules.ReadXYZ("RefinerySmokeOffsetFour"); Nominal = rules.ReadBool("Nominal"); DontScore = rules.ReadBool("DontScore"); DamageSelf = rules.ReadBool("DamageSelf"); Cloakable = rules.ReadBool("Cloakable"); GapGenerator = rules.ReadBool("GapGenerator"); GapRadiusInCells = rules.ReadInt("GapRadiusInCells"); SuperGapRadiusInCells = rules.ReadInt("SuperGapRadiusInCells"); Teleporter = rules.ReadBool("Teleporter"); Sensors = rules.ReadBool("Sensors"); IsGattling = rules.ReadBool("IsGattling"); WeaponStages = rules.ReadInt("WeaponStages"); RateUp = rules.ReadInt("RateUp"); RateDown = rules.ReadInt("RateDown"); StageX = rules.ReadInt("StageX"); EliteStageX = rules.ReadInt("EliteStageX"); PipScale = rules.ReadEnum("PipScale", PipScale.none); PipsDrawForAll = rules.ReadBool("PipsDrawForAll"); LeptonMindControlOffset = rules.ReadInt("LeptonMindControlOffset", 70); PixelSelectionBracketDelta = rules.ReadBool("PixelSelectionBracketDelta"); PipWrap = rules.ReadInt("PipWrap"); Prerequisite = GetList<Prerequisite>(rules.ReadList("Prerequisite")); PrerequisiteOverride = GetList<Prerequisite>(rules.ReadList("PrerequisiteOverride")); Sight = rules.ReadInt("Sight"); ReselectIfLimboed = rules.ReadBool("ReselectIfLimboed"); RejoinTeamIfLimboed = rules.ReadBool("RejoinTeamIfLimboed"); SensorsSight = rules.ReadInt("SensorsSight"); DetectDisguiseRange = rules.ReadInt("DetectDisguiseRange"); BombSight = rules.ReadInt("BombSight"); LeadershipRating = rules.ReadInt("LeadershipRating", 5); MindControlRingOffset = rules.ReadInt("MindControlRingOffset", 140); BuildTimeMultiplier = rules.ReadFloat("BuildTimeMultiplier", 1); RevealToAll = rules.ReadBool("RevealToAll"); Drainable = rules.ReadBool("Drainable"); OpenTopped = rules.ReadBool("OpenTopped"); ResourceGatherer = rules.ReadBool("ResourceGatherer"); ResourceDestination = rules.ReadBool("ResourceDestination"); CanDisguise = rules.ReadBool("CanDisguise"); PermaDisguise = rules.ReadBool("PermaDisguise"); DetectDisguise = rules.ReadBool("DetectDisguise"); DisguiseWhenStill = rules.ReadBool("DisguiseWhenStill"); CanPassiveAquire = rules.ReadBool("CanPassiveAquire", true); CanRetaliate = rules.ReadBool("CanRetaliate", true); CanApproachTarget = rules.ReadBool("CanApproachTarget", true); CanRecalcApproachTarget = rules.ReadBool("CanRecalcApproachTarget", true); RequiresStolenThirdTech = rules.ReadBool("RequiresStolenThirdTech"); RequiresStolenSovietTech = rules.ReadBool("RequiresStolenSovietTech"); RequiresStolenAlliedTech = rules.ReadBool("RequiresStolenAlliedTech"); RequiredHouses = GetList<House>(rules.ReadList("RequiredHouses")); SecretHouses = GetList<House>(rules.ReadList("SecretHouses")); ForbiddenHouses = GetList<House>(rules.ReadList("ForbiddenHouses")); TechLevel = rules.ReadInt("TechLevel", 255); AirstrikeTeam = rules.ReadInt("AirstrikeTeam"); EliteAirstrikeTeam = rules.ReadInt("EliteAirstrikeTeam"); AirstrikeTeamType = Get<AircraftType>(rules.ReadString("AirstrikeTeamType")); EliteAirstrikeTeamType = Get<AircraftType>(rules.ReadString("EliteAirstrikeTeamType")); AirstrikeRechargeTime = rules.ReadInt("AirstrikeRechargeTime"); EliteAirstrikeRechargeTime = rules.ReadInt("EliteAirstrikeRechargeTime"); Speed = rules.ReadInt("Speed"); Cost = rules.ReadInt("Cost"); Soylent = rules.ReadInt("Soylent"); UnloadingClass = Get<VehicleType>(rules.ReadString("UnloadingClass")); DeployingAnim = Get<Animation>(rules.ReadString("DeployingAnim")); InitialAmmo = rules.ReadInt("InitialAmmo", -1); Ammo = rules.ReadInt("Ammo", -1); IFVMode = rules.ReadInt("IFVMode"); AirRangeBonus = rules.ReadFloat("AirRangeBonus"); RadialFireSegments = rules.ReadInt("RadialFireSegments"); DeployFireWeapon = rules.ReadInt("DeployFireWeapon", 1); DeployFire = rules.ReadBool("DeployFire"); DeployToLand = rules.ReadBool("DeployToLand"); MobileFire = rules.ReadBool("MobileFire", true); OpportunityFire = rules.ReadBool("OpportunityFire"); DistributedFire = rules.ReadBool("DistributedFire"); Reload = rules.ReadInt("Reload"); EmptyReload = rules.ReadInt("EmptyReload", -1); ReloadIncrement = rules.ReadInt("ReloadIncrement"); DamageReducesReadiness = rules.ReadBool("DamageReducesReadiness"); ReadinessReductionMultiplier = rules.ReadFloat("ReadinessReductionMultiplier"); BerserkFriendly = rules.ReadBool("BerserkFriendly"); SprayAttack = rules.ReadBool("SprayAttack"); Pushy = rules.ReadBool("Pushy"); Natural = rules.ReadBool("Natural"); Unnatural = rules.ReadBool("Unnatural"); CloseRange = rules.ReadBool("CloseRange"); PreventAttackMove = rules.ReadBool("PreventAttackMove"); Points = rules.ReadInt("Points"); ThreatPosed = rules.ReadInt("ThreatPosed"); Owner = GetList<House>(rules.ReadList("Owner")); AIBasePlanningSide = rules.ReadInt("AIBasePlanningSide", -1); Trainable = rules.ReadBool("Trainable", true); Crewed = rules.ReadBool("Crewed"); Gunner = rules.ReadBool("Gunner"); Naval = rules.ReadBool("Naval"); Repairable = rules.ReadBool("Repairable", true); Invisible = rules.ReadBool("Invisible"); RadarVisible = rules.ReadBool("RadarVisible"); SelfHealing = rules.ReadBool("SelfHealing"); NoAutoFire = rules.ReadBool("NoAutoFire"); ROT = rules.ReadInt("ROT"); Passengers = rules.ReadInt("Passengers"); FireAngle = rules.ReadInt("FireAngle", 8); DeployTime = rules.ReadFloat("DeployTime"); UndeployDelay = rules.ReadInt("UndeployDelay", -1); Disableable = rules.ReadBool("Disableable", true); ToProtect = rules.ReadBool("ToProtect"); TiberiumHeal = rules.ReadBool("TiberiumHeal"); ImmuneToVeins = rules.ReadBool("ImmuneToVeins"); AllowedToStartInMultiplayer = rules.ReadBool("AllowedToStrules.nMultiplayer", true); StupidHunt = rules.ReadBool("StupidHunt"); TargetLaser = rules.ReadBool("TargetLaser"); HunterSeeker = rules.ReadBool("HunterSeeker"); Crusher = rules.ReadBool("Crusher"); OmniCrusher = rules.ReadBool("OmniCrusher"); OmniCrushResistant = rules.ReadBool("OmniCrushResistant"); AutoCrush = rules.ReadBool("AutoCrush"); ImmuneToRadiation = rules.ReadBool("ImmuneToRadiation"); Underwater = rules.ReadBool("Underwater"); BalloonHover = rules.ReadBool("BalloonHover"); Slaved = rules.ReadBool("Slaved"); Enslaves = TypesRepository.GetInfantryType(rules.ReadString("Enslaves")); SlaveRegenRate = rules.ReadInt("SlaveRegenRate"); SlavesNumber = rules.ReadInt("SlavesNumber"); SlaveReloadRate = rules.ReadInt("SlaveReloadRate"); OpenTransportWeapon = rules.ReadInt("OpenTransportWeapon", -1); Spawned = rules.ReadInt("Spawned"); Spawns = TypesRepository.GetAircraftType(rules.ReadString("Spawns")); SpawnRegenRate = rules.ReadInt("SpawnRegenRate"); SpawnsNumber = rules.ReadInt("SpawnsNumber"); SpawnReloadRate = rules.ReadInt("SpawnReloadRate"); MissileSpawn = rules.ReadBool("MissileSpawn"); DefaultToGuardArea = rules.ReadBool("DefaultToGuardArea"); Warpable = rules.ReadBool("Warpable", true); Parasiteable = rules.ReadBool("Parasiteable"); ImmuneToPsionics = rules.ReadBool("ImmuneToPsionics"); ImmuneToPsionicWeapons = rules.ReadBool("ImmuneToPsionicWeapons"); ConsideredAircraft = rules.ReadBool("ConsideredAircraft"); Bunkerable = rules.ReadBool("Bunkerable"); Organic = rules.ReadBool("Organic"); ImmuneToPoison = rules.ReadBool("ImmuneToPoison"); SuppressionThreshold = rules.ReadFloat("SuppressionThreshold"); NoShadow = rules.ReadBool("NoShadow"); JumpjetTurnRate = rules.ReadInt("JumpjetTurnRate", 4); JumpjetSpeed = rules.ReadFloat("JumpjetSpeed", 14); JumpjetClimb = rules.ReadFloat("JumpjetClimb", 5); JumpjetCrash = rules.ReadFloat("JumpjetCrash", 5); JumpjetHeight = rules.ReadInt("JumpjetHeight", 500); JumpjetAccel = rules.ReadFloat("JumpjetAccel", 2); JumpjetWobbles = rules.ReadFloat("JumpjetWobbles", 0.15f); JumpjetNoWobbles = rules.ReadBool("JumpjetNoWobbles"); JumpjetDeviation = rules.ReadInt("JumpjetDeviation", 40); JumpJet = rules.ReadBool("JumpJet"); Crashable = rules.ReadBool("Crashable"); AttackFriendlies = rules.ReadBool("AttackFriendlies"); AttackCursorOnFriendlies = rules.ReadBool("AttackCursorOnFriendlies"); TurretRecoil = rules.ReadBool("TurretRecoil"); TurretTravel = rules.ReadInt("TurretTravel", 2); TurretCompressFrames = rules.ReadInt("TurretCompressFrames", 1); TurretHoldFrames = rules.ReadInt("TurretHoldFrames", 1); TurretRecoverFrames = rules.ReadInt("TurretRecoverFrames", 1); BarrelTravel = rules.ReadInt("BarrelTravel", 2); BarrelCompressFrames = rules.ReadInt("BarrelCompressFrames", 1); BarrelHoldFrames = rules.ReadInt("BarrelHoldFrames", 1); BarrelRecoverFrames = rules.ReadInt("BarrelRecoverFrames", 1); TiltsWhenCrushes = rules.ReadBool("TiltsWhenCrushes", true); Accelerates = rules.ReadBool("Accelerates", true); ZFudgeCliff = rules.ReadInt("ZFudgeCliff", 10); ZFudgeColumn = rules.ReadInt("ZFudgeColumn", 5); ZFudgeTunnel = rules.ReadInt("ZFudgeTunnel", 10); ZFudgeBridge = rules.ReadInt("ZFudgeBridge"); VeteranAbilities = ReadFlags<Abilities>(rules.ReadList("VeteranAbilities")); EliteAbilities = ReadFlags<Abilities>(rules.ReadList("EliteAbilities")); MyEffectivenessCoefficient = rules.ReadFloat("MyEffectivenessCoefficient"); TargetEffectivenessCoefficient = rules.ReadFloat("TargetEffectivenessCoefficient"); TargetSpecialThreatCoefficient = rules.ReadFloat("TargetSpecialThreatCoefficient"); TargetStrengthCoefficient = rules.ReadFloat("TargetStrengthCoefficient"); TargetDistanceCoefficient = rules.ReadFloat("TargetDistanceCoefficient"); SpecialThreatValue = rules.ReadFloat("SpecialThreatValue"); IsSelectableCombatant = rules.ReadBool("IsSelectableCombatant"); MovementZone = rules.ReadEnum<MovementZone>("MovementZone", MovementZone.Normal); }
public CodeSpeed(SpeedType type) { this.Type = type; this.speedTable = new Dictionary<SpeedType, float>(); speedTable[SpeedType.Speed01] = 0.4f; speedTable[SpeedType.Speed05] = 3.0f; speedTable[SpeedType.Speed10] = 10.0f; }
public MoveTool(Vector3 target, SpeedType speed) { this.target = target; this.speed = speed; }
/// <summary> /// Initialize the creature. /// </summary> private void Initialize() { //Initialize the class. _Gender = Gender.Male; _Types = new List<PokemonType>(); _Moves = new List<Move>(); _Sprite = new SpriteManager(); _MaxEnergy = 100; _CurrentEnergy = _MaxEnergy; _Position = Vector2.Zero; _Velocity = Vector2.Zero; _TimeBetweenMoving = .01f; _ElapsedMovementTime = 0; _ElapsedEnergyTime = 0; _EnergyRecoverySpeed = .1f; _BattleState = BattleState.Idle; _FacingDirection = Direction.Down; _MovementSpeed = InsipidusEngine.SpeedType.Still; }
protected override void Setup() { CreateInputKeywordAsObservable("snax") .Subscribe(_ => IsActive = !IsActive); IsActiveAsObservable .Where(x => x) .Subscribe(x => { DrawText($"SpeedMax:{IsActive}[Type:{(currentSpeedType)}][Exclude:{excludeMissionVehicle}]"); vehicleHashSet.Clear(); }); IsActiveAsObservable .Skip(1) .Where(x => !x) .Subscribe(x => { DrawText($"SpeedMax:{IsActive}"); vehicleHashSet.Clear(); }); //ミッション開始直後に一瞬動作を止めるフラグ var suspednFlag = false; OnThinnedTickAsObservable .Where(_ => IsActive && !suspednFlag) .Subscribe(_ => { foreach (var v in CachedVehicles .Where(x => x.IsSafeExist() && x.IsInRangeOf(PlayerPed.Position, 100.0f) && !vehicleHashSet.Contains(x.Handle) && !(excludeMissionVehicle && x.IsPersistent) )) { vehicleHashSet.Add(v.Handle); if (currentSpeedType == SpeedType.Original) { StartCoroutine(OriginalSpeedMaxCoroutine(v)); } else { StartCoroutine(VehicleSpeedMaxCorutine(v)); } } }); var nextType = currentSpeedType; OnKeyDownAsObservable .Where(x => IsActive && x.KeyCode == Keys.F6) .Do(_ => { nextType = GetNextSpeedType(nextType); DrawText($"SpeedMax:[Type:{nextType}]", 1.0f); }) .Throttle(TimeSpan.FromSeconds(1)) .Subscribe(_ => { currentSpeedType = nextType; DrawText($"SpeedMax:[Type:{(currentSpeedType)}][OK]", 2.0f); StopAllCoroutine(); vehicleHashSet.Clear(); }); OnKeyDownAsObservable .Where(x => IsActive && x.KeyCode == Keys.F5) .Subscribe(_ => { excludeMissionVehicle = !excludeMissionVehicle; vehicleHashSet.Clear(); StopAllCoroutine(); DrawText($"SpeedMax:ExcludeMissionVehicles[{excludeMissionVehicle}]"); }); OnThinnedTickAsObservable .Where(_ => IsActive) .Select(_ => PlayerPed.IsAlive) .DistinctUntilChanged() .Where(x => x) .Subscribe(_ => vehicleHashSet.Clear()); //ミッションが始まった時にしばらく動作を止める OnThinnedTickAsObservable .Where(_ => IsActive) .Select(_ => Game.MissionFlag) .DistinctUntilChanged() .Where(x => x) .Do(_ => suspednFlag = true) .Delay(TimeSpan.FromSeconds(3)) .Subscribe(_ => suspednFlag = false); }
private SpeedType GetNextSpeedType(SpeedType current) { return((SpeedType)(((int)current + 1) % Enum.GetNames(typeof(SpeedType)).Length)); }
public int GetCostToEnter(DataEntry targetData, int dirX, int dirY, float distance, SpeedType speedType) { //TODO tänne voisi laittaa monta vaihtehtoista speedtypeä ja niistä sitten valitaan se mikä on halvin liikkujalle, ja käytetään sitä. char code; int index = ConvertToNumber(dirX, dirY); Debug.Log(dirX + "," + dirY + "=>" + index); if (targetData != null && targetData.code != null && index < targetData.code.Length) { code = targetData.code[index]; } else { code = '_';//this means clear } Debug.Log("distance=" + distance + " and movecode=" + code); //now if we got code S then it means solid wall, no pass. This might be made better too. S is also used in drawing the maps if (code == 'X') { //negative number means we cannot pass. return(-1); } //easy way, but maybe we could change it a little if it gives strange numbers. float cost = 5F * distance; return((int)cost); }
/// <summary> /// Update the creature's movement. /// </summary> private void UpdateMovement() { //Whether it is time to move. if (_ElapsedMovementTime >= _TimeBetweenMoving) { //Try to keep our distance. //KeepDistance(); //Update the velocity and clamp it if needed. Also update the position. UpdateVelocity(); _Position += _Velocity; //Begin the cycle anew. _ElapsedMovementTime -= _TimeBetweenMoving; } //Determine which direction to face based upon velocity. float dir = Calculator.VectorToRadians(_Velocity / _Velocity.Length()) / Calculator.RadiansToDegreesRatio; //If the direction is not valid, ie. NaN, keep the previous facing direction. if (!float.IsNaN(dir)) { //Determine the facing direction. if (dir >= -30 && dir <= 30) { _FacingDirection = Direction.Up; } else if ((dir >= 150 && dir <= 180) || (dir >= -180 && dir <= -120)) { _FacingDirection = Direction.Down; } else if (dir >= 60 && dir <= 120) { _FacingDirection = Direction.Right; } else if (dir >= -120 && dir <= -30) { _FacingDirection = Direction.Left; } } //The current speed. float speed = _Velocity.LengthSquared(); //Determine the movement speed. if (speed > 4) { _MovementSpeed = SpeedType.Fast; } else if (speed > 1.5f) { _MovementSpeed = SpeedType.Normal; } else if (speed > .5f) { _MovementSpeed = SpeedType.Slow; } else { _MovementSpeed = SpeedType.Still; } }