protected override void OnMouseUp(MouseEventArgs e)
 {
     base.OnMouseUp(e);
     mode |= modes.downOut;
     mode &= ~modes.downIn;
     wakeup();
 }
 protected override void OnLostFocus(EventArgs e)
 {
     base.OnLostFocus(e);
     mode |= modes.focusOut;
     mode &= ~modes.focusIn;
     wakeup();
 }
 protected override void OnKeyUp(KeyEventArgs e)
 {
     base.OnKeyUp(e);
     mode |= modes.downOut;
     mode &= ~modes.downIn;
     wakeup();
 }
        private float CalculateTakeStamina(float diff, modes mode)
        {
            if (!this.IsStaminaEnabled)
            {
                return(0.0f);
            }

            double high = 0.0;

            if (settings.sneakStuffEnabled.Value && (mode & modes.sneak) != modes.none)
            {
                if ((mode & (modes.run | modes.sprint)) != modes.none)
                {
                    high = settings.sneakRunStamina.Value;
                }
                else if ((mode & modes.walk) != modes.none)
                {
                    high = settings.sneakWalkStamina.Value;
                }
                else
                {
                    high = settings.sneakIdleStamina.Value;
                }
            }

            if (settings.runStuffEnabled.Value && (mode & modes.run) != modes.none)
            {
                high = Math.Max(high, settings.runStamina.Value);
            }

            return((float)high * diff);
        }
Example #5
0
    // switches what mode Dog AI is in
    void Update()
    {
        if (GoFetch)//to communicate with player when they click left mouse
        {
            mode = modes.Fetch;
        }
        switch (mode)
        {
        case modes.Passive:
            DogPassive();
            break;

        case modes.Fetch:
            DogFetch();
            break;

        case modes.Stay:
            DogStay();
            break;

        default:
            break;
        }
        if (Input.GetKeyDown(KeyCode.Space))
        {
            mode = modes.Passive;
            DogBark();
        }
    }
Example #6
0
    //kain minus mode
    private void KainbackMode()
    {
        if (currentMode == 0)
        {
            currentMode = currentMode + System.Enum.GetValues(typeof(modes)).Length - 1;
        }
        else
        {
            currentMode = currentMode - 1;
        }

        if ((int)currentMode == System.Enum.GetNames(typeof(modes)).Length)
        {
            currentMode = 0;
        }
        letGo();
        if (selected != null)
        {
            selected.GetComponent <atom>().bonding = false;
            selected = null;
        }
        Text.changeText(currentMode.ToString());
        Text.changeColor((int)currentMode);
        Haptic();
    }
    public void Reverse()
    {
        switch (mode)
        {
        case modes.once:
            mode = modes.reverse;
            break;

        case modes.reverse:
            mode = modes.once;
            break;

        case modes.pingPong:
            pingPongDirection = pingPongDirection == -1 ? 1 : -1;
            break;

        case modes.loop:
            mode = modes.reverseLoop;
            break;

        case modes.reverseLoop:
            mode = modes.loop;
            break;
        }
    }
 protected override void OnMouseLeave(EventArgs e)
 {
     base.OnMouseLeave(e);
     mode |= modes.mouseOut;
     mode &= ~modes.mouseIn;
     wakeup();
 }
Example #9
0
 void OnEnable()
 {
     // GoFetch = false;
     mode      = modes.Passive;
     FloorMask = LayerMask.GetMask("Floor");
     player    = GameObject.FindGameObjectWithTag("Player");
     agent     = GetComponent <NavMeshAgent>();
 }
Example #10
0
 //If nothing is found, return to Passive
 void EndSearch()
 {
     CancelInvoke();
     mode         = modes.Passive;
     agent.speed  = BaseSpeed;
     SearchTarget = Vector3.zero;
     changeTarget();
 }
Example #11
0
        public Form1()
        {
            InitializeComponent();

            CurrentMode      = modes.Select;
            ColorB.BackColor = colorDialog1.Color;
            actions.Add(new Action("<Poczatek>"));
            listBox1.DataSource = actions;
        }
Example #12
0
 void Start()
 {
     Data.Instance.ui.SetStatus(true);
     Data.Instance.ui.ShowCapture(false);
     Data.Instance.ui.ShowBack(false);
     mode = modes.WORLD;
     Data.Instance.ui.HideTimer();
     Events.OnMap();
 }
Example #13
0
    // runs when the game starts
    void Awake()
    {
        //kain added kainmode true
        kainmode = true;

        Text        = GetComponentInChildren <UIText>();
        trackedObj  = GetComponentInParent <SteamVR_TrackedObject>();
        currentMode = modes.create;
    }
Example #14
0
    //Enter chase; go to the player while they are in sight, try to kill, then search area
    public void EnterChase(Vector3 tr)
    {
        //Cancel any current invokes, in case one is running from a previous Alert

        CancelInvoke();
        NavTarget    = null;
        SearchTarget = tr;
        mode         = modes.Chase;
        agent.speed  = ChaseSpeed;
    }
Example #15
0
 public void EnterAlert(Vector3 tr)
 {
     //Cancel any current invokes, in case one is running from a previous Alert or Chase
     CancelInvoke();
     NavTarget    = null;
     SearchTarget = tr;
     Invoke("EndSearch", AlertTime);
     mode        = modes.Alert;
     agent.speed = BaseSpeed;
 }
 protected override void OnKeyDown(KeyEventArgs e)
 {
     base.OnKeyDown(e);
     if (e.KeyCode == Keys.Space || e.KeyCode == Keys.Enter)
     {
         mode |= modes.downIn;
         mode &= ~modes.downOut;
         wakeup();
     }
 }
        private void wakeup()
        {
            bool sleep = (mode & modes.sleep) == modes.sleep;

            if (sleep)
            {
                restart();
                mode &= ~modes.sleep;
            }
        }
Example #18
0
 /// <summary>
 /// Initializes an A Major scale.
 /// </summary>
 public Scale()     //TODO do something about these constructors dude.
 {
     Key         = note.A;
     ModalKey    = note.A;
     currentMode = modes.ionian;
     Name        = note.A.ToString() + " " + scaleType.major.ToString();
     AssignUpperAndLower(ScaleBook.allScales [scaleType.major]);
     upperTetraOffset = upperTetra.Offset;
     Intervals        = CombineTetrachords(lowerTetra, upperTetra, upperTetraOffset);
     Notes            = GenerateNotes(ModalKey, Intervals);
     scaleSize        = Intervals.Length;
 }
Example #19
0
 /// <summary>
 /// Initializes a scale by key and type, adds the id to name.
 /// </summary>
 /// <param name="inKey">Desired Key.</param>
 /// <param name="type">Desired Scale Type.</param>
 /// <param name="id">Identifier.</param>
 public Scale(note inKey, scaleType type, int id)
 {
     Key         = inKey;
     ModalKey    = inKey;
     currentMode = modes.ionian;
     Name        = inKey.ToString() + " " + type.ToString() + " _" + id.ToString();
     AssignUpperAndLower(ScaleBook.allScales [type]);
     upperTetraOffset = upperTetra.Offset;
     Intervals        = CombineTetrachords(lowerTetra, upperTetra, upperTetraOffset);
     Notes            = GenerateNotes(Key, Intervals);
     scaleSize        = Intervals.Length;
 }
Example #20
0
    public void SetMode(modes newMode)
    {
        selectedPoints.Clear();
        startVolumeDraw = Vector3.zero;
        volumeDrawPoints.Clear();
        selectedPoint = -1;

        data.plan.CheckPlan();

        _mode = newMode;
        RenderFloorPlan();
    }
Example #21
0
    public void ChangeScaleMode(Scale managedScale, modes newMode)
    {
        if (newMode > modes.locrian)
        {
            newMode = modes.ionian;
        }
        managedScale.ChangeMode(newMode);

        foreach (Note n in managedScale.Notes)
        {
            n.FrequencyKey += baseNoteOffset;
        }
    }
Example #22
0
 void Start()
 {
     mode = modes.playing;
     if (GameObject.FindWithTag("makesEyeContact") != null)
     {
         makesEyeContact   = GameObject.FindWithTag("makesEyeContact").GetComponent <Transform>();
         isMakesEyeContact = true;
     }
     else
     {
         isMakesEyeContact = false;
     }
 }
        private void OnDepletedStamina(Actor actor, modes m)
        {
            if (settings.runStuffEnabled.Value && settings.runBlock.Value)
            {
                this.SetRunningEnabled(false);
            }
            if (settings.sneakStuffEnabled.Value && settings.sneakBlock.Value && actor.IsSneaking)
            {
                actor.IsSneaking = false;
            }

            this.FlashStaminaBar();
        }
Example #24
0
 public void ToogleMode()
 {
     if (mode == modes.SINGLEPLAYER)
     {
         mode = modes.MULTIPLAYER;
     }
     else
     {
         mode = modes.SINGLEPLAYER;
     }
     PlayerPrefs.SetString("mode", mode.ToString());
     Events.OnChangePlayMode(mode);
     print("ToogleMode mode: " + mode);
 }
Example #25
0
    public void CreateDiatonicChords(Scale managedScale)
    {
        int size = managedScale.ScaleSize;

        managedScale.DiatonicChords = new Chord[size - 1];
        modes currentMode = modes.ionian;

        for (int i = 0; i < size - 1; i++)
        {
            managedScale.ChangeMode(currentMode);
            managedScale.DiatonicChords [i] = new Chord(managedScale.ModalKey, managedScale.ParseRootChord());
            currentMode++;
        }
    }
Example #26
0
        private void changeMode(modes targetMode)
        {
            this.currentMode = targetMode;
            switch (this.currentMode)
            {
            case modes.Show:
                this.initShow();
                break;

            case modes.Edit:
                this.initEdit();
                break;
            }
        }
        private void sleep()
        {
            mode |= modes.sleep;
            bool downIn   = (mode & modes.downIn) == modes.downIn;
            bool downOut  = (mode & modes.downOut) == modes.downOut;
            bool focusIn  = (mode & modes.focusIn) == modes.focusIn;
            bool focusOut = (mode & modes.focusOut) == modes.focusOut;
            bool mouseIn  = (mode & modes.mouseIn) == modes.mouseIn;
            bool mouseOut = (mode & modes.mouseOut) == modes.mouseOut;

            if (!downIn && !focusIn && !mouseIn && !downOut && !focusOut && !mouseOut)
            {
                stop();
            }
        }
Example #28
0
    // Start is called before the first frame update
    void Start()
    {
        // this is for the machine learning
        // make sure vision is tagged vision
        GameObject visionObj = GameObject.FindWithTag("vision");

        //observation = observationObj.GetComponent<Text>();
        observation = visionObj.GetComponent <Examples.ARKitExample2>()._text;//ARKitExample2._text;
        certainty   = "";

        observationObj = GameObject.FindWithTag("debugText1");
        snobBogSays    = GameObject.FindWithTag("debugText0").GetComponent <Text>();
        canvas         = GameObject.FindWithTag("canvas");

        initValues();

        DateTime now = DateTime.Now;
        // the following line gets datetime as a string and turns it back into into datetime, but frist converting that
        // string to binary (in64) then into datetime
        DateTime startDate = DateTime.FromBinary(long.Parse((PlayerPrefs.GetString("startDate", now.ToBinary().ToString()))));

        seasonNum = PlayerPrefs.GetInt("seasonNum", 0); // whicih season to load for each characters
        double daysSince = (now - startDate).TotalDays; // TODO: figure out why this is changing from launch to launch

        if (startDate == now)
        {
            PlayerPrefs.SetString("startDate", now.ToBinary().ToString());
        }
        else if (daysSince >= daysWaitBetween)
        {
            seasonNum++;
            PlayerPrefs.SetInt("seasonNum", seasonNum);
        }
        if (seasonNum >= numSeasons)
        {
            seasonNum = 0;
            PlayerPrefs.SetInt("seasonNum", seasonNum);
        }

        startInfo = String.Format("loading seasons {0}\n {1} days left til next season loads.", seasonNum, Mathf.Round((float)(daysWaitBetween - daysSince)));

        doubleTapTimer = 0;
        tapCount       = 0;
        mode           = modes.looking;
    }
Example #29
0
    //method used to change the shotting mode
    public void ChangeMode()
    {
        if (modeText == null)
        {
            return;
        }

        if (mode == modes.ray)
        {
            mode          = modes.projectile;
            modeText.text = "Mode: Projectile";
        }
        else
        {
            mode          = modes.ray;
            modeText.text = "Mode: Ray";
        }
    }
    void initLobby()
    {
        //clear all data
        for (int i = 0; i < board.Length; i++)
        {
            for (int j = 0; j < board.Length; j++)
            {
                Destroy(board[i, j]);
            }
        }

        for (int i = 0; i < player1Pieces.Count; i++)
        {
            Destroy(player1Pieces[i]);
        }

        player1Pieces.Clear();

        for (int i = 0; i < player2Pieces.Count; i++)
        {
            Destroy(player2Pieces[i]);
        }

        player2Pieces.Clear();

        playerTurnCount = 0;
        currentGameMode = modes.LOBBY;

        if (isServer)
        {
            //is server activate ui stuff
            player1Drop.gameObject.SetActive(true);
            player2Drop.gameObject.SetActive(true);
            modeDropDown.gameObject.SetActive(true);
        }
        else
        {
            //is client
            player1Drop.gameObject.SetActive(false);
            player2Drop.gameObject.SetActive(false);
            modeDropDown.gameObject.SetActive(false);
            //show text sayign wiating on server
        }
    }
Example #31
0
 private void glControl1_MouseDown(object sender, MouseEventArgs e)
 {
     if (CurrentMode == modes.Nothing && e.Button == System.Windows.Forms.MouseButtons.Left)
     {
         CurrentMode = modes.DrawingCurve;
         currentCurve = new Boundary();
         currentCurve.pts.Add(ScreenToModel(e.X, e.Y));
     }
     else if (CurrentMode == modes.DrawingCurve && e.Button == System.Windows.Forms.MouseButtons.Left)
     {
         currentCurve.pts.Add(ScreenToModel(e.X, e.Y));
     }
     else if (CurrentMode == modes.DrawingCurve && e.Button == System.Windows.Forms.MouseButtons.Right)
     {
         // finish drawing a curve
         CurrentMode = modes.Nothing;
         model.boundaries.Add(currentCurve);
     }
     glControl1.Invalidate();
 }
        private void traiterDonneesRecues(string donneesRecues)
        {
            if (donneesRecues == ACQUITTEMENT)
            {
                supprimerPaquetEnTete();
                this.estDerniereTrameAquitee = true;
                tenterDEnvoyerLeProchainPaquet();
            }
            else
            {
                this.dernierMode = modes.JOUR;
                if (donneesRecues == REPONSE_NUIT)
                {
                    this.dernierMode = modes.NUIT;
                }

                supprimerPaquetEnTete();
                this.dernierModeRecu = true;
                this.tenterDEnvoyerLeProchainPaquet();
            }
        }
Example #33
0
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = SCREENWIDTH;
            graphics.PreferredBackBufferHeight = SCREENHEIGHT;
            graphics.IsFullScreen = false;

            graphics.PreferMultiSampling = false;
            Content.RootDirectory = "Content";

            mode = modes.splash;
            main1Camera = new Camera(PlayerIndex.One, this);
            main2Camera = new Camera(PlayerIndex.Two, this);
            p1Camera = new Camera(PlayerIndex.One, this);
            p2Camera = new Camera(PlayerIndex.Two, this);

            main1Camera.matrix = Matrix.Identity;
            main2Camera.matrix = Matrix.Identity;
            p1Camera.matrix = Matrix.Identity;
            p2Camera.matrix = Matrix.Identity;
            setCameras(null);

            debugText = false;
        }
Example #34
0
 internal void setMode(modes mode)
 {
     MediaPlayer.Stop();
     this.mode = mode;
     splashScreen = null;
     if (mode == modes.duel)
     {
         p1Screen = new DuelScreen(this, PlayerIndex.One);
         p2Screen = new DuelScreen(this, PlayerIndex.Two);
         MediaPlayer.Play(MUSIC_BG2);
     }
     else if (mode == modes.title)
     {
         mainScreen = new MenuScreen(this);
         MediaPlayer.Play(MUSIC_BG);
     }
 }
    public void SetMode(modes newMode)
    {
        selectedPoints.Clear();
        startVolumeDraw = Vector3.zero;
        volumeDrawPoints.Clear();
        selectedPoint = -1;

        data.plan.CheckPlan();

        _mode = newMode;
        RenderFloorPlan();
    }
 public void Reverse()
 {
     switch (mode)
     {
         case modes.once:
             mode = modes.reverse;
             break;
         case modes.reverse:
             mode = modes.once;
             break;
         case modes.pingPong:
             pingPongDirection = pingPongDirection == -1 ? 1 : -1;
             break;
         case modes.loop:
             mode = modes.reverseLoop;
             break;
         case modes.reverseLoop:
             mode = modes.loop;
             break;
     }
 }
Example #37
0
    // Update is called once per frame
    void Update()
    {
        if(gun.GetComponent<Animator>().GetBool("gunMode") && Input.GetMouseButtonDown(1))
        {

            gun.GetComponent<Animator>().SetBool("ADS", true);
            gun.GetComponent<Animator>().GetBool("gunMode");

        }
        if (Input.GetMouseButtonUp(1))
        {

            gun.GetComponent<Animator>().SetBool("ADS", false);

        }

        if ((Input.GetKeyDown(KeyCode.T) && !safety) || ((Input.GetKeyDown(KeyCode.I) && cheatMode)))
        {
            if (interactionMode == modes.admire)
                interactionMode = modes.annihilate;
            else
                interactionMode = modes.admire;
            safety = true;
        }

        if((interactionMode == modes.annihilate) && (currentMode == modes.admire))
        {
            currentMode = modes.annihilate;

            iPrompt.SetActive(false);
            armTime = Time.time;
            gunObj1.SetActive(true);
            handObj1.SetActive(false);
            gun.GetComponent<Animator>().SetBool("gunMode", true);
            arming = true;
        }
        if ((interactionMode == modes.admire) && (currentMode == modes.annihilate))
        {

            currentMode = modes.admire;
            gunObj2.SetActive(false);
            gunObj3.SetActive(false);
            gunObj4.SetActive(false);
            gunObj5.SetActive(false);
            handObj1.SetActive(true);
            handObj2.SetActive(true);
            print("DISARMING");
            gunObj1.GetComponent<rifleKick>().enabled = false;
            //gunObj1.GetComponent<Animator>().enabled = true;
            gun.GetComponent<Animator>().SetBool("gunMode", false);
            //gunObj1.SetActive(true);
        }
        if((Time.time > (armTime + armDelay)) && (currentMode == modes.annihilate))
        {

            //gunObj1.GetComponent<Animator>().enabled = false;
            gunObj1.GetComponent<rifleKick>().enabled = true;
            gunObj2.SetActive(true);
            gunObj3.SetActive(true);
            gunObj4.SetActive(true);
            gunObj5.SetActive(true);
            handObj2.SetActive(false);
            arming = false;
        }
    }