public VisualizerCommandSet Initialization() { var set = new VisualizerCommandSet(); if (Box) { AddBox(set); } foreach (var triangle in surfaces) { var tri = new Triangle3D( UtilityFunctions.ConvertVector(triangle.Points[0]), UtilityFunctions.ConvertVector(triangle.Points[1]), UtilityFunctions.ConvertVector(triangle.Points[2]), true); var obj = new ObjectPrototype(tri, UtilityFunctions.ConvertColor(triangle.Color), triangle.IsTransparent); set.AddCommand(new AddObject(obj, counter++)); } // Add all the projectiles foreach (var projectile in projectiles) { // Start it off in the right place var obj = new ObjectPrototype(projectile.Shape, new BasicMaterial(projectile.Color), projectile.Position, new Vector3D(projectile.Size, projectile.Size, projectile.Size)); set.AddCommand(new AddObject(obj, counter)); projectileMap.Add(counter, projectile); ++counter; } // Add all the connectors foreach (var connector in connectorMap) { // Update them first so they are in the right position connector.Value.Update(); var obj = new ObjectPrototype(new VisualizerControl.Shapes.CaplessCylinder3D(), new BasicMaterial(connector.Value.Color)); set.AddCommand(new AddObject(obj, connector.Key)); set.AddCommand(connector.Value.GetTransformCommand(connector.Key)); } return(set); }
/// <summary> /// Handles input during the discovery phase of the game. /// </summary> /// <remarks> /// Escape opens the game menu. Clicking the mouse will /// attack a location. /// </remarks> public static void HandleDiscoveryInput() { if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE)) { GameController.AddNewState(GameState.ViewingGameMenu); } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { DoAttack(); } //added by jesse -- coordinate for home button to back homepage if (SwinGame.MouseClicked(MouseButton.LeftButton) & UtilityFunctions.IsMouseInRectangle (685, 70, 51, 46)) { GameController.AddNewState(GameState.ViewingGameMenu); } }
public void Givenlongegers_GenerateSubsets() { //Arrange var elements = new List <long> { 1, 2, 3 }; var expected = new List <List <long> > { new List <long> { }, new List <long> { 1 }, new List <long> { 2 }, new List <long> { 1, 2 }, new List <long> { 3 }, new List <long> { 1, 3 }, new List <long> { 2, 3 }, new List <long> { 1, 2, 3 }, }; //Act var actual = UtilityFunctions.GenerateSubsets(elements); //Assert Assert.Equal(expected.Count, actual.Count); for (int i = 0; i < actual.Count; i++) { Assert.True(Enumerable.SequenceEqual(expected[i], actual[i])); } }
/// <summary> /// Handles user input for the Deployment phase of the game. /// </summary> /// <remarks> /// Involves selecting the ships, deloying ships, changing the direction /// of the ships to add, randomising deployment, end then ending /// deployment /// </remarks> public static void HandleDeploymentInput() { if (SwinGame.KeyTyped(KeyCode.vk_ESCAPE)) { GameController.AddNewState(GameState.ViewingGameMenu); } if (SwinGame.KeyTyped(KeyCode.vk_UP) | SwinGame.KeyTyped(KeyCode.vk_DOWN)) { _currentDirection = Direction.UpDown; } if (SwinGame.KeyTyped(KeyCode.vk_LEFT) | SwinGame.KeyTyped(KeyCode.vk_RIGHT)) { _currentDirection = Direction.LeftRight; } if (SwinGame.KeyTyped(KeyCode.vk_r)) { GameController.HumanPlayer.RandomizeDeployment(); } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { ShipName selected = GetShipMouseIsOver(); if (selected != ShipName.None) { _selectedShip = selected; } else { DoDeployClick(); } if (GameController.HumanPlayer.ReadyToDeploy & UtilityFunctions.IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.EndDeployment(); } else { AdjustShipDirectionFromButtons(UtilityFunctions.IsMouseInRectangle); } } }
// Update is called once per frame void Update() { if (WayPointTarget == null) { UtilityFunctions.DebugMessage("Finding waypoint through update"); WayPointTarget = PathingScript.FindClosestWayPointToSelfAndTarget(transform, WayPointTarget, Target); if (WayPointTarget == null) { WayPointTarget = Target; } } if (!Afflictions.Any(x => x.AfflictionType == AfflictionTypes.Stun)) { if (IsFighting && FightingTarget != null) { if ((UtilityFunctions.UseUnitZPosition(transform, transform.position) - UtilityFunctions.UseUnitZPosition(transform, FightingTarget.position)).sqrMagnitude > DistanceBetweenMeleeFighters) { UtilityFunctions.DebugMessage("Moving towards melee target."); IsMovingTowardFighter = true; float unitSpeedAdjustment = GetUnitSpeedAdjustment(); float newUnitSpeed = unitSpeedAdjustment * UnitSpeed; transform.position += (UseUnitZPosition(FightingTarget.position) - transform.position).normalized * Time.deltaTime * newUnitSpeed; } else { IsMovingTowardFighter = false; Attack(); } } else if (IsFighting) { IsMovingTowardFighter = false; IsFighting = false; } else { float unitSpeedAdjustment = GetUnitSpeedAdjustment(); float newUnitSpeed = unitSpeedAdjustment * UnitSpeed; transform.position += (UseUnitZPosition(WayPointTarget.transform.position) - transform.position).normalized * Time.deltaTime * newUnitSpeed; } } Afflictions.RemoveAll(x => x.EndTime <= Time.time); }
public static List <List <Vector2> > BuildAIPaths() { // get spawn points GameObject[] spawns = GameObject.FindGameObjectsWithTag("Spawn"); // get base Transform baseBuilding = GameObject.FindGameObjectWithTag("Base").transform; var paths = new List <List <Vector2> >(); // loop and build each one foreach (GameObject spawn in spawns) { List <Vector2> path = new List <Vector2>(); Transform currentPosition = new GameObject().transform; currentPosition.position = spawn.transform.position; Transform previousWayPoint = null; currentPosition = FindClosestWayPointToSelfAndTarget(currentPosition, previousWayPoint, baseBuilding); // add nodes to path path.Add(spawn.transform.position); path.Add(currentPosition.transform.position); int loopBreak = 0; // loop till base reached, always take closest, exclude previous node while (!baseBuilding.GetComponent <Collider2D>().bounds.Contains(UtilityFunctions.UseUnitZPosition(baseBuilding, currentPosition.transform.position)) && loopBreak < 50) { loopBreak++; previousWayPoint = currentPosition; currentPosition = FindClosestWayPointToSelfAndTarget(currentPosition, previousWayPoint, baseBuilding); //add vector to path path.Add(currentPosition.transform.position); } paths.Add(path); } return(paths); }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.DrawMainMenu(); break; case GameState.ViewingGameMenu: MenuController.DrawGameMenu(); break; case GameState.AlteringSettings: MenuController.DrawSettings(); break; case GameState.AlteringAudio: MenuController.DrawAudio(); break; case GameState.Deploying: DeploymentController.DrawDeployment(); break; case GameState.Discovering: DiscoveryController.DrawDiscovery(); break; case GameState.EndingGame: EndingGameController.DrawEndOfGame(); break; case GameState.ViewingHighScores: HighScoreController.DrawHighScores(); break; } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Draws the deployment screen showing the field and the ships /// that the player can deploy. /// </summary> public static void DrawDeployment() { UtilityFunctions.DrawField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer, true); //Draw the Left/Right and Up/Down buttons if (_currentDirection == Direction.LeftRight) { SwinGame.DrawBitmap(GameResources.GameImage("LeftRightButton"), LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP); //SwinGame.DrawText("U/D", Color.Gray, GameFont("Menu"), UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP) //SwinGame.DrawText("L/R", Color.White, GameFont("Menu"), LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP) } else { SwinGame.DrawBitmap(GameResources.GameImage("UpDownButton"), LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP); //SwinGame.DrawText("U/D", Color.White, GameFont("Menu"), UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP) //SwinGame.DrawText("L/R", Color.Gray, GameFont("Menu"), LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP) } //DrawShips foreach (ShipName sn in Enum.GetValues(typeof(ShipName))) { int i = 0; i = ((int)sn) - 1; if (i >= 0) { if (sn == _selectedShip) { SwinGame.DrawBitmap(GameResources.GameImage("SelectedShip"), SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT); // SwinGame.FillRectangle(Color.LightBlue, SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT) //Else // SwinGame.FillRectangle(Color.Gray, SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT) } //SwinGame.DrawRectangle(Color.Black, SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT) //SwinGame.DrawText(sn.ToString(), Color.Black, GameFont("Courier"), SHIPS_LEFT + TEXT_OFFSET, SHIPS_TOP + i * SHIPS_HEIGHT) } } // '' <summary> // '' Gets the ship that the mouse is currently over in the selection panel. // '' </summary> // '' <returns>The ship selected or none</returns> }
public static void HandleDiscoveryInput() { if (SwinGame.KeyTyped(KeyCode.EscapeKey)) { GameController.AddNewState(GameState.ViewingGameMenu); } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { if (UtilityFunctions.IsMouseInRectangle(BACK_BUTTON_LEFT, TOP_BUTTONS_TOP, BACK_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { GameController.AddNewState(GameState.ViewingGameMenu); } else { DoAttack(); } } }
/// <summary> /// Draw the end of the game screen, shows the win/lose state /// </summary> public static void DrawEndOfGame() { UtilityFunctions.DrawField(GameController.ComputerPlayer.PlayerGrid, GameController.ComputerPlayer, true); UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer); Rectangle toDraw = new Rectangle(); toDraw.X = 0; toDraw.Y = 250; toDraw.Width = SwinGame.ScreenWidth(); toDraw.Height = SwinGame.ScreenHeight(); if (GameController.HumanPlayer.IsDestroyed) { SwinGame.DrawText("YOU LOSE!", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, toDraw); } else { SwinGame.DrawText("-- WINNER --", Color.White, Color.Transparent, GameResources.GameFont("ArialLarge"), FontAlignment.AlignCenter, toDraw); } }
void FixedUpdate() { if (LeftRight.axisValue != 0 || UpDown.axisValue != 0) { float yRot = UtilityFunctions.TrigToAngleDEG(UpDown.axisValue, LeftRight.axisValue); targetRot = Quaternion.Euler(0f, yRot, 0f); } if (smooth) { transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, smoothTime * Time.deltaTime); } else { transform.rotation = targetRot; } }
/// <summary> /// Read the user's name for their highsSwinGame. /// </summary> /// <param name="value">the player's sSwinGame.</param> /// <remarks> /// This verifies if the score is a highsSwinGame. /// </remarks> public static void ReadHighScore(int value) { const int ENTRY_TOP = 500; if (_Scores.Count == 0) { LoadScores(); } // is it a high score if (value > _Scores[_Scores.Count - 1].Value) { Score s = new Score(); s.Value = value; GameController.AddNewState(GameState.ViewingHighScores); int x = 0; x = SCORES_LEFT + SwinGame.TextWidth(GameResources.GameFont("Courier"), "Name: "); SwinGame.StartReadingText(Color.White, NAME_WIDTH, GameResources.GameFont("Courier"), x, ENTRY_TOP); // Read the text from the user while (SwinGame.ReadingText()) { SwinGame.ProcessEvents(); UtilityFunctions.DrawBackground(); DrawHighScores(); SwinGame.DrawText("Name: ", Color.White, GameResources.GameFont("Courier"), SCORES_LEFT, ENTRY_TOP); SwinGame.RefreshScreen(); } s.Name = SwinGame.TextReadAsASCII(); if (s.Name.Length < 3) { s.Name = s.Name + new string(Convert.ToChar(' '), 3 - s.Name.Length); } _Scores.RemoveAt(_Scores.Count - 1); _Scores.Add(s); _Scores.Sort(); GameController.EndCurrentState(); } }
public static void GeneratePermutationsTest() { //Arrange var elements = new List <int> { 1, 2, 3, 4 }; var expected = new List <List <int> > { new List <int> { 2, 1 }, new List <int> { 3, 1 }, new List <int> { 4, 1 }, new List <int> { 1, 2 }, new List <int> { 3, 2 }, new List <int> { 4, 2 }, new List <int> { 1, 3 }, new List <int> { 2, 3 }, new List <int> { 4, 3 }, new List <int> { 1, 4 }, new List <int> { 2, 4 }, new List <int> { 3, 4 }, }; //Act var actual = UtilityFunctions.GeneratePermutations(elements, 2); //Assert Assert.Equal(expected, actual); }
public async Task <JsonResult> UpdateVacation([FromBody] List <VacationDataViewModel> vacations) { var loggedUser = UtilityFunctions.GetLoggedUser(User.Claims); var update = await _vacationService.UpdateVacationAsync(vacations, loggedUser); if (update.Success) { var result = Json(update); result.StatusCode = ApplicationConstants.HTTP_RESPONSE_OK; return(result); } else { var result = Json(update); result.StatusCode = ApplicationConstants.HTTP_RESPONSE_UNPROCESSABLE_ENTITY; return(result); } }
protected void DdlAddMonts_SelectedIndexChanged(object Sender, EventArgs e) { try { if (TxtFromYear.Text.Length > 0)// && TxtToYear.Text.Length > 0) { DateTime selectedFromMonth = UtilityFunctions.MapValue <DateTime>(TxtFromYear.Text, typeof(DateTime)); //if (DdlAddMonths.SelectedIndex > 0) { selectedFromMonth = selectedFromMonth.AddMonths(UtilityFunctions.MapValue <int>(DdlAddMonths.SelectedValue, typeof(int))); TxtToYear.Text = selectedFromMonth.ToString("MM/dd/yyyy"); } ClassesGetByCourseID(); } } catch (Exception ex) { } }
public async Task <JsonResult> DeleteUserData([FromBody] int id) { var loggedUser = UtilityFunctions.GetLoggedUser(User.Claims); var update = await _userService.DeleteUserDataAsync(id, loggedUser); if (update.Success) { var result = Json(update); result.StatusCode = ApplicationConstants.HTTP_RESPONSE_OK; return(result); } else { var result = Json(update); result.StatusCode = ApplicationConstants.HTTP_RESPONSE_UNPROCESSABLE_ENTITY; return(result); } }
private static void AddRecipe() { var recipe = ScriptableObject.CreateInstance <Recipe>(); var recipeBR = ScriptableObject.CreateInstance <Recipe>(); var recipeBM = ScriptableObject.CreateInstance <Recipe>(); var recipeSil = ScriptableObject.CreateInstance <Recipe>(); recipe.m_item = AssetHelper.BattleaxeBlackmetalPrefab.GetComponent <ItemDrop>(); recipeBR.m_item = AssetHelper.BattleaxeBronzePrefab.GetComponent <ItemDrop>(); recipeBM.m_item = AssetHelper.GreateaxeBlackmetalPrefab.GetComponent <ItemDrop>(); recipeSil.m_item = AssetHelper.BattleaxeSilverPrefab.GetComponent <ItemDrop>(); UtilityFunctions.GetRecipe(ref recipe, balance["AxehammerBlackmetal"]); UtilityFunctions.GetRecipe(ref recipeBM, balance["BattleaxeBlackmetal"]); UtilityFunctions.GetRecipe(ref recipeBR, balance["BattleaxeBronze"]); UtilityFunctions.GetRecipe(ref recipeSil, balance["BattleaxeSilver"]); customRecipe = new CustomRecipe(recipe, true, true); customRecipeBronze = new CustomRecipe(recipeBR, true, true); customRecipeBM = new CustomRecipe(recipeBM, true, true); customRecipeSil = new CustomRecipe(recipeSil, true, true); if ((bool)balance["BattleaxeBronze"]["enabled"]) { ItemManager.Instance.AddRecipe(customRecipe); } if ((bool)balance["BattleaxeBlackmetal"]["enabled"]) { ItemManager.Instance.AddRecipe(customRecipeBronze); } if ((bool)balance["BattleaxeSilver"]["enabled"]) { ItemManager.Instance.AddRecipe(customRecipeBM); } if ((bool)balance["AxehammerBlackmetal"]["enabled"]) { ItemManager.Instance.AddRecipe(customRecipeSil); } }
// Update is called once per frame void Update() { if (enemyController.freezeEnemy) { // add anything here to happen while frozen i.e. time compensations // path start time for bezier curve gets annihilated when frozen - compensate pathTimeStart += Time.deltaTime; return; } // play animation animator.Play("KillerBomb_Flying"); // calculate next travel path when previous is completed if (!isFollowingPath) { // distance/length to the next end point, get start point from rigidbody position, // end point is calculated by adding the distance to start point // middle point is calculated and the height is applied to form the curve // start time is needed to determine the point in the curve we want // i.e. this is just like LERPing float distance = (isFacingRight) ? bezierDistance : -bezierDistance; pathStartPoint = rb2d.transform.position; pathEndPoint = new Vector3(pathStartPoint.x + distance, pathStartPoint.y, pathStartPoint.z); pathMidPoint = pathStartPoint + (((pathEndPoint - pathStartPoint) / 2) + bezierHeight); pathTimeStart = Time.time; isFollowingPath = true; } else { // percentage is the point in the curve we want and update our rigidbody position float percentage = (Time.time - pathTimeStart) / bezierTime; rb2d.transform.position = UtilityFunctions.CalculateQuadraticBezierPoint(pathStartPoint, pathMidPoint, pathEndPoint, percentage); // end of the curve has been reach if (percentage >= 1f) { // invert the height - this is what creates the flying wave effect bezierHeight *= -1; isFollowingPath = false; } } }
public BaseEntity(MyObjectBuilder_EntityBase baseEntity, Object backingObject) : base(baseEntity, backingObject) { if (baseEntity != null) { m_entityId = baseEntity.EntityId; if (baseEntity.PositionAndOrientation != null) { m_positionOrientation = baseEntity.PositionAndOrientation.GetValueOrDefault( ); } else { m_positionOrientation = new MyPositionAndOrientation( ); m_positionOrientation.Position = UtilityFunctions.GenerateRandomBorderPosition(new Vector3(-500000, -500000, -500000), new Vector3(500000, 500000, 500000)); m_positionOrientation.Forward = new Vector3(0, 0, 1); m_positionOrientation.Up = new Vector3(0, 1, 0); } } else { m_entityId = 0; m_positionOrientation = new MyPositionAndOrientation( ); m_positionOrientation.Position = UtilityFunctions.GenerateRandomBorderPosition(new Vector3(-500000, -500000, -500000), new Vector3(500000, 500000, 500000)); m_positionOrientation.Forward = new Vector3(0, 0, 1); m_positionOrientation.Up = new Vector3(0, 1, 0); } m_networkManager = new BaseEntityNetworkManager(this, GetEntityNetworkManager(BackingObject)); m_linearVelocity = new Vector3(0, 0, 0); m_angularVelocity = new Vector3(0, 0, 0); m_maxLinearVelocity = (float)104.7; if (EntityId != 0) { GameEntityManager.AddEntity(EntityId, this); } Action action = InternalRegisterEntityMovedEvent; SandboxGameAssemblyWrapper.Instance.EnqueueMainGameAction(action); }
/// <summary> /// Handles the user SwinGame. /// </summary> /// <remarks> /// Reads key and mouse input and converts these into /// actions for the game to perform. The actions /// performed depend upon the state of the game. /// </remarks> public static void HandleUserInput() { // Read incoming input events SwinGame.ProcessEvents(); switch (CurrentState) { case GameState.ViewingMainMenu: MenuController.HandleMainMenuInput(); break; case GameState.ViewingGameMenu: MenuController.HandleGameMenuInput(); break; case GameState.AlteringSettings: MenuController.HandleSetupMenuInput(); break; case GameState.AlteringAudio: MenuController.HandleAudioMenuInput(); break; case GameState.Deploying: DeploymentController.HandleDeploymentInput(); break; case GameState.Discovering: DiscoveryController.HandleDiscoveryInput(countdown); break; case GameState.EndingGame: EndingGameController.HandleEndOfGameInput(); break; case GameState.ViewingHighScores: HighScoreController.HandleHighScoreInput(); break; } UtilityFunctions.UpdateAnimations(); }
/// <summary> /// Draws the game during the attack phase. /// </summary>s public static void DrawDiscovery() { const int SCORES_LEFT = 172; const int SHOTS_TOP = 157; const int HITS_TOP = 206; const int SPLASH_TOP = 256; //Added By Jesse const int SCORE_TOP = 306; if (((SwinGame.KeyDown(KeyCode.vk_LSHIFT) | SwinGame.KeyDown(KeyCode.vk_RSHIFT)) & SwinGame.KeyDown(KeyCode.vk_c))) { UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, true); } else { UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, false); } UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer); UtilityFunctions.DrawMessage(); //Added by Voon. //Draw Destroyed Ships. UtilityFunctions.DrawDestroyField(GameController.ComputerPlayer.PlayerGrid, GameController.ComputerPlayer, true); SwinGame.DrawText(GameController.HumanPlayer.Shots.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SHOTS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Hits.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, HITS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Missed.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SPLASH_TOP); //Added by Jesse SwinGame.DrawText(GameController.HumanPlayer.Score.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SCORE_TOP); //Added by Voon. //Draw the number of ships left that need to destroy. SwinGame.DrawText("Number of Ships left: ", Color.White, GameResources.GameFont("Menu"), 350, 90); SwinGame.DrawText((5 - GameController.ComputerPlayer.PlayerGrid.ShipsKilled).ToString(), Color.Yellow, GameResources.GameFont("Menu"), 515, 90); //added by jesse -- gaming page with home button to return home page SwinGame.DrawBitmap(GameResources.GameImage("HomeButton"), 685, 70); }
protected virtual void InternalRefreshBackingDataList() { try { if (m_rawDataListResourceLock.Owned) { return; } if (WorldManager.Instance.IsWorldSaving) { return; } if (WorldManager.Instance.InternalGetResourceLock() == null) { return; } if (WorldManager.Instance.InternalGetResourceLock().Owned) { return; } m_rawDataListResourceLock.AcquireExclusive(); if (m_backingObject == null) { return; } var rawValue = BaseObject.InvokeEntityMethod(m_backingObject, m_backingSourceMethod); if (rawValue == null) { return; } m_rawDataList = UtilityFunctions.ConvertList(rawValue); m_rawDataListResourceLock.ReleaseExclusive(); } catch (Exception ex) { LogManager.ErrorLog.WriteLine(ex); m_rawDataListResourceLock.ReleaseExclusive(); } }
void AddNitrousAmt(float amt) { nitrousAmt = Mathf.Clamp(nitrousAmt + amt, 0, 100); float arcVal = UtilityFunctions.Remap(nitrousAmt, 0, 100, -110, 0); Vector3 rot = nitrousPivot.transform.localEulerAngles; rot.z = arcVal; Ease easeType = Ease.OutSine; if (amt < 0) { easeType = Ease.Unset; } nitrousPivot.transform.DOLocalRotate(rot, 1.5f).SetEase(easeType); //nitrousText.text = "Nitrous \n" + Mathf.RoundToInt(nitrousAmt).ToString() + "/100"; }
/// <summary> /// Rotates the view by two angles based on mouse movement /// </summary> private void Rotate(double leftRightAngle, double upDownAngle) // in radians { var middle = Center(); var midpoint = new Point3D(middle.X, middle.Y, middle.Z); var axisLR = -Camera.UpDirection; var axisUD = Vector3D.CrossProduct(Camera.LookDirection, axisLR); var rotationLR = new RotateTransform3D(new AxisAngleRotation3D(axisLR, UtilityFunctions.RadiansToDegrees(leftRightAngle)), midpoint); var rotationUD = new RotateTransform3D(new AxisAngleRotation3D(axisUD, UtilityFunctions.RadiansToDegrees(upDownAngle)), midpoint); var rotation = new Transform3DGroup() { Children = new Transform3DCollection() { currentTransform, rotationLR, rotationUD } }; Camera.Transform = rotation; Camera.LookDirection = middle - new Vector3D(Camera.Position.X, Camera.Position.Y, Camera.Position.Z); }
protected void ShowAfterSerializationXml_Click(object sender, EventArgs e) { //Call DeserializeXml() method to serialize Student deserializedStud = UtilityFunctions.DeserializeXml(Server.MapPath(Strings.XmlFilePath)); //check the status if (deserializedStud == null) { Response.Write(Strings.DeserializationFailed); } else { //show object state before serialization Response.Write("<h2>Student Object state after XML serialization</h2>"); Response.Write(string.Format("<br /> Roll No. : {0}", deserializedStud.RollNo)); Response.Write(string.Format("<br /> Name : {0}", deserializedStud.Name)); Response.Write(string.Format("<br /> Total Marks : {0}", deserializedStud.TotalMarks)); Response.Write(string.Format("<br /> Grade : {0}", deserializedStud.Grade)); } }
private void createOutputFile() { string ext = Path.GetExtension(OutputFile); if (ext == ".xlsx") { CreateExcelFile.CreateExcelDocument(bag.ToList(), OutputFile); } else { var xmlOutput = UtilityFunctions.ListToXml(bag.ToList(), "resources"); File.WriteAllText(OutputFile, xmlOutput.InnerXml, UTF8Encoding.UTF8); } if (File.Exists(OutputFile) && OpenOutputFileAfterProcess) { Console.Out.WriteLine("Opening result Excel file (" + OutputFile + ")"); Process.Start(OutputFile); } }
public bool WriteRequiredReleasNotes(bool?releaseNoteRequired, string fileName) { var assets = LinqReleaseNotes.GetAssetsWithReleaseNoteRequired( Dictionary.RefinedDictionary, releaseNoteRequired); IEnumerable <CReleaseNoteAsset> cReleaseNoteAssets = assets as CReleaseNoteAsset[] ?? assets.ToArray(); if (!UtilityFunctions.IsAny(cReleaseNoteAssets)) { NoAssetsAvailableToPrint(fileName); return(false); } using (System.Xml.XmlWriter writer = System.Xml.XmlWriter.Create(fileName + ".xml")) { writer.WriteStartDocument(); writer.WriteStartElement("AllReleaseNotes"); foreach (CReleaseNoteAsset cReleaseNoteAsset in cReleaseNoteAssets) { writer.WriteStartElement("ReleaseNote"); writer.WriteElementString("ID", cReleaseNoteAsset.Id.ToString()); writer.WriteElementString("Name", cReleaseNoteAsset.Name.ToString()); writer.WriteElementString("URL", cReleaseNoteAsset.URL.ToString()); writer.WriteElementString("ReleaseNoteRequired", cReleaseNoteAsset.ReleaseNoteRequired.ToString()); writer.WriteStartElement("Categories"); foreach (int i in Dictionary.RefinedDictionary[cReleaseNoteAsset].Keys) { writer.WriteElementString("Category", Dictionary.RefinedDictionary[cReleaseNoteAsset][i]); } writer.WriteEndElement(); writer.WriteEndElement(); } writer.WriteEndElement(); writer.WriteEndDocument(); } return(true); }
/// <summary> /// Calibrate module temperature by setting offset registers. /// Offsets are subtracted from the measured value to create the reported value. /// Example: module is actually @ 25C. /// The reported temperature is 35C. /// You would call this method CalibrateModuleTemperature(10.0,10.0) /// </summary> /// <param name="offsetAt0C"></param> /// <param name="offsetAt75C"></param> public async Task <bool> CalibrateModuleTemperatureAsync(double offsetAt0C, double offsetAt75C) { return(await Task.Run(async() => { //scale offset temperatures to counts var offset0C = BitConverter .GetBytes((short)(offsetAt0C / Qsfp100GRegister.Page4.TemperatureOffset0C.Register.Scale)) .Reverse().ToArray(); var offset75C = BitConverter .GetBytes((short)(offsetAt75C / Qsfp100GRegister.Page4.TemperatureOffset75C.Register.Scale)) .Reverse().ToArray(); // write values and update cal await Device.SetRegAsync(Qsfp100GRegister.Page4.TemperatureOffset0C, offset0C); await Device.SetRegAsync(Qsfp100GRegister.Page4.TemperatureOffset75C, offset75C); await Update_CalibrationAsync().ConfigureAwait(false); const int startConfigAddress = 192; const int endConfigAddress = 254; var writeData = new byte[Qsfp100GRegister.Page4.CiscoSpecificNvr.EndAddress - Qsfp100GRegister.Page4.CiscoSpecificNvr.StartAddress + 1]; var readBackData = new byte[Qsfp100GRegister.Page4.CiscoSpecificNvr.EndAddress - Qsfp100GRegister.Page4.CiscoSpecificNvr.StartAddress + 1]; var page4Data = GetPage(Memory.Pages.NonVolatile.P4Upper); Array.Copy(page4Data, startConfigAddress - 128, writeData, 0, endConfigAddress - startConfigAddress); var checkSum = UtilityFunctions.ComputeCheckSum(writeData); _ = await Device.SetRegAsync(Qsfp100GRegister.Page4.ModuleConfigCheckSum, checkSum).ConfigureAwait(false); await Update_CalibrationAsync().ConfigureAwait(false); // validate page 4 upper NVR after device reset. // var res = await DutGpio.Reset(TimeSpan.FromMilliseconds(50), TimeSpan.FromMilliseconds(2500)); page4Data = GetPage(Memory.Pages.NonVolatile.P4Upper); Array.Copy(page4Data, startConfigAddress - 128, readBackData, 0, endConfigAddress - startConfigAddress); return readBackData.SequenceEqual(writeData); })); }
/// <summary> /// Draws the game during the attack phase. /// </summary>s public static void DrawDiscovery() { const int SCORES_LEFT = 172; const int SHOTS_TOP = 157; const int HITS_TOP = 206; const int SPLASH_TOP = 256; const int SCORE_TOP = 306; const int TIMER_LEFT = 440; const int TIMER_TOP = 85; //Show enemy ships if ((SwinGame.KeyDown(KeyCode.vk_LCTRL) && SwinGame.KeyDown(KeyCode.vk_v))) { UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, true); } //Terminate the game directly if ((SwinGame.KeyDown(KeyCode.vk_LCTRL) && SwinGame.KeyDown(KeyCode.vk_t))) { GameController.SwitchState(GameState.EndingGame); } else { UtilityFunctions.DrawField(GameController.HumanPlayer.EnemyGrid, GameController.ComputerPlayer, false); } UtilityFunctions.DrawSmallField(GameController.HumanPlayer.PlayerGrid, GameController.HumanPlayer); UtilityFunctions.DrawMessage(); SwinGame.DrawBitmap(GameResources.GameImage("PauseButton"), 722, 72); SwinGame.DrawText(GameController.HumanPlayer.Shots.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SHOTS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Hits.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, HITS_TOP); SwinGame.DrawText(GameController.HumanPlayer.Missed.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SPLASH_TOP); SwinGame.DrawText(GameController.HumanPlayer.Score.ToString(), Color.White, GameResources.GameFont("Menu"), SCORES_LEFT, SCORE_TOP); SwinGame.DrawText("Time left: ", Color.White, GameResources.GameFont("Menu"), TIMER_LEFT, TIMER_TOP); SwinGame.DrawText(GameController.timeCount(480000), Color.White, GameResources.GameFont("MenuMedium"), TIMER_LEFT + 135, TIMER_TOP - 4); }
public virtual void Update() { if (Input.GetMouseButtonDown(0)) { RaycastHit2D[] hit = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (hit.Any(x => x.collider is BoxCollider2D && x.transform == transform)) { UtilityFunctions.DebugMessage("Tower selector hit"); if (IsTowerSelected) { IsTowerSelected = false; } else { CloseOtherWindows(); IsTowerSelected = true; TowerChoices = GameObject.FindObjectOfType <TowerTreeScript>().GetUpgradeOptions(TowerType); UtilityFunctions.DebugMessage("TowerChoices: " + TowerChoices.Count); } } } if (Target != null) { if (Time.time >= NextFireTime) { Fire(); NextFireTime = Time.time + AttackCooldown; } } else if (Targets.Count > 0) { Targets.Remove(Target); } if (Target == null && Targets.Count > 0) { UtilityFunctions.DebugMessage("Searching for target through update"); List <Transform> targets = FindClosestTargetsToBase(1); Target = targets.Any() ? targets[0] : null; } }
private void Start() { if (!Instance) { Instance = this; } errorGroup.Deactivate(); leaveGroup.Deactivate(); }