public static void Skip() { switch (receiveMode) { case situation.select: selectFlag = true; receiveMode = situation.attackselect; break; case situation.move: selectFlag = true; receiveMode = situation.attackselect; var(i3, j3) = DataBase.selectMove; GameObject obj1 = DataBase.objs[i3, j3]; gameManage.FlashControl(obj1, false); break; case situation.attackselect: attackFlag = true; receiveMode = situation.select; break; case situation.attack: attackFlag = true; receiveMode = situation.select; var(i4, j4) = DataBase.attackSelect; GameObject obj2 = DataBase.objs[i4, j4]; gameManage.AttackFlash(obj2, false); break; default: break; } }
/* public SeyanaVoice(Dictionary<situation, string> dict) * { * init(dict); * } */ private void playSE(situation s) { if (!isPlaying) { Task.Factory.StartNew(() => playSE_run(s)); } }
public situation AnalyzeCase(situation sit, int to) { if (_board[sit.y, sit.x] == to) { sit.consecutive += 1; } else if (_board[sit.y, sit.x] == 0 && sit.consecutive > 0) { sit.opened += 1; sit.score += calcul_score(sit); sit.consecutive = 0; sit.opened = 0; } else if (_board[sit.y, sit.x] == 0) { sit.opened = 1; } else if (sit.consecutive > 0) { sit.score += calcul_score(sit); sit.consecutive = 0; sit.opened = 0; } else { sit.opened = 0; } return(sit); }
private void Start() { state = new Free(); receiveMode = situation.select; turn = false; aiPlaying = false; }
public situation end_line(situation sit) { if (sit.consecutive > 0) { sit.score += calcul_score(sit); } sit.opened = 0; sit.consecutive = 0; return(sit); }
public situation init_situation() { situation sit = new situation(); sit.x = 0; sit.y = 0; sit.consecutive = 0; sit.opened = 0; sit.score = 0; return(sit); }
public override bool Equals(object obj) { bool result; situation s = obj as situation; if (situation != null) { result = Terminal.Equals(s.Terminal) && Pos == s.Pos; } return(result); }
public int AnalyzeVertical(int to) { situation sit = init_situation(); sit.x = -1; sit.y = -1; while (++sit.x < _width) { while (++sit.y < _height) { sit = AnalyzeCase(sit, to); } sit.y = -1; sit = end_line(sit); } return(sit.score); }
public int AnalyzeRightDiagonal(int to) { situation sit = init_situation(); sit.y = _height - 1; sit.x = _width - 1; int tmp; while (sit.y >= 0) { tmp = sit.y; while (sit.x >= 0 && sit.y < _height) { sit = AnalyzeCase(sit, to); sit.x -= 1; sit.y += 1; } sit = end_line(sit); sit.x = _width; sit.y = tmp - 1; } sit.x = _width - 2; sit.y = 0; while (sit.x >= 0) { tmp = sit.x; while (sit.y < _height && sit.x >= 0) { sit = AnalyzeCase(sit, to); sit.x -= 1; sit.y += 1; } sit = end_line(sit); sit.x = tmp - 1; sit.y = 0; } return(sit.score); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag != "situation" && collision.gameObject.tag != "player") { return; } if (collision.gameObject.tag == "player") { CurrentSit = collision.gameObject.GetComponent <situation>(); playersit(); } else if (CurrentSit != collision.gameObject.GetComponent <situation>()) { CurrentSit = collision.gameObject.GetComponent <situation>(); sortOutSit(); } interactText.gameObject.transform.gameObject.SetActive(true); canInteract = true; }
private void playSE_run(situation s) { isPlaying = true; sps[s].PlaySync(); isPlaying = false; }
public int calcul_score(situation sit) { if (sit.opened == 0 && sit.consecutive < 5) { return(0); } switch (sit.consecutive) { case 4: switch (sit.opened) { case 1: if (current_turn) { return(1000000); } return(50); case 2: if (current_turn) { return(1000000); } return(5000); } return(0); case 3: switch (sit.opened) { case 1: if (current_turn) { return(7); } return(5); case 2: if (current_turn) { return(10000); } return(50); } return(0); case 2: switch (sit.opened) { case 1: return(2); case 2: return(5); } return(0); case 1: switch (sit.opened) { case 1: return(1); case 2: return(2); } return(0); default: return(2000000); } }