public bool PickUpWeapons(GameObject munition) { int i; for (i = 6; i < 11; i++) { if (munitions.Items[i] == -1) { break; } } if (i == 11) { return(false); } for (i = 6; i < 11; i++) { if (munitions.Items[i] == -1) { munitions.Items[i] = munition.GetComponent <Item>().itemValues.number; munitions.stacks[i] = 1; break; } } Arms.GetComponent <ArmsDepiction>().Update2(i - 6); return(true); }
public void init() { //make sure nao is ready to move try { rp = new RobotPostureProxy(ip, 9559); rp.goToPosture("StandZero", 1); Console.WriteLine("Connected to Nao with IP: " + ip); } catch (Exception) { throw new Exception("Cannot connect to Proxy"); } try { mp = new MotionProxy(ip, port); } catch (Exception) { throw new Exception("Cannot connect to Proxy"); } Arms RArm = new Arms(); }
// Use this for initialization void Start () { hasTorso = false; arm = GetComponent<Arms> (); leg = GetComponent<LegObject> (); sprRend = GetComponent<SpriteRenderer> (); player = GameObject.Find ("ROLLINGHEAD_0").transform; }
void Start() { inventory = Arms.instance; inventory.onItemChanhgedCallback += UpdateUI; slots = itemsParent.GetComponentsInChildren <ShopSlot>(); }
protected Unit(GameInstance instance, UnitRecord unitRecord) { GameInstance = instance; Id = unitRecord.Id; Team = unitRecord.User?.Team ?? 0; Name = unitRecord.Name; Head = new Part(unitRecord.Head, this); Chest = new Part(unitRecord.Chest, this); Arms = new Arms(unitRecord.Arms, this); Legs = new Part(unitRecord.Legs, this); Booster = new Part(unitRecord.Backpack, this); var left = CreateWeapon(unitRecord.WeaponSet1Left, ArmIndex.Left, WeaponSetIndex.Primary); var right = unitRecord.WeaponSet1Right != null ? CreateWeapon(unitRecord.WeaponSet1Right, ArmIndex.Right, WeaponSetIndex.Primary) : new NullWeapon(this, ArmIndex.Right, WeaponSetIndex.Primary); WeaponSetPrimary = (left, right); left = CreateWeapon(unitRecord.WeaponSet2Left, ArmIndex.Left, WeaponSetIndex.Secondary); right = unitRecord.WeaponSet2Right != null ? CreateWeapon(unitRecord.WeaponSet2Right, ArmIndex.Right, WeaponSetIndex.Secondary) : new NullWeapon(this, ArmIndex.Right, WeaponSetIndex.Secondary); WeaponSetSecondary = (left, right); }
//读取数据 public static PlayerData LoadPlayer() { string path = Application.persistentDataPath + "/player.fun"; if (File.Exists(path)) { BinaryFormatter formatter = new BinaryFormatter(); FileStream stream = new FileStream(path, FileMode.Open); PlayerData data = formatter.Deserialize(stream) as PlayerData; stream.Close(); return(data); } else { PlayerData data = new PlayerData(); for (int i = 0; i < 1; i++) { Arms a = new Arms("arms" + i, "0010"); data.AllArms.Add(a); } SaveSystem.SavePlayer(data); Debug.LogWarning("Save file not found in " + path + ", Create a new data"); return(data); } }
public void Equip(Equipment equipment) { if (equipment == null) { return; } switch (equipment.Type) { case TypeEquip.Armor: Armor newArmor = equipment as Armor; EquipArmor(newArmor); break; case TypeEquip.Arms: Arms newArms = equipment as Arms; EquipWeapon(newArms); break; case TypeEquip.Shoes: Shoes newShoes = equipment as Shoes; EquipShoes(newShoes); break; } }
protected override void EquipWeapon(Arms newArms) { racialScores[arms.RacialTrait]--; base.EquipWeapon(newArms); racialScores[arms.RacialTrait]++; UpdateRace(); }
static void Main(string[] args) { Console.WriteLine("Введите название оружия: "); String arms = Console.ReadLine(); Factory factory = new Factory(); switch (arms) { case "Brt92FS": { Arms brt92FS = factory.create(arms); brt92FS.Shooting(); break; } case "Glock18": { Arms glock18 = factory.create(arms); glock18.Shooting(); break; } case "Ak47": { Arms ak47 = factory.create(arms); ak47.Shooting(); break; } } }
private void CreateArm(FireType type) { switch (type) { case FireType.Straight: curArms = new Straight(FirePoint, account); break; case FireType.HighSpeed: curArms = new HighSpeed(FirePoint, account); break; case FireType.Shotgun: curArms = new Shotgun(FirePoint, account); break; case FireType.Flare: curArms = new Flare(FirePoint, account); break; default: break; } fireInterval = curArms.FireInterval; defaultFireInterval = curArms.FireInterval; }
public override string ToString() { if (Head == null || Torso == null || Arms.Count < 2 || Legs.Count < 2) { return("We need more parts!"); } long totalEnergy = 0; totalEnergy += Head.EnergyConsumption; totalEnergy += Torso.EnergyConsumption; totalEnergy += Arms.Select(s => long.Parse(s.EnergyConsumption.ToString())).Sum(); totalEnergy += Legs.Select(s => long.Parse(s.EnergyConsumption.ToString())).Sum(); if (totalEnergy > Energy) { return("We need more power!"); } StringBuilder result = new StringBuilder(); result = result.Append("Jarvis:\n") .Append(Head.ToString()) .Append(Torso.ToString()); foreach (var item in Arms.OrderBy(s => s.EnergyConsumption)) { result = result.Append(item.ToString()); } foreach (var item in Legs.OrderBy(s => s.EnergyConsumption)) { result = result.Append(item.ToString()); } return(result.ToString()); }
public override string ToString() { if (RoboHead == null || RoboTorso == null || Arms.Count < 2 || Legs.Count < 2) { return("We need more parts!"); } long TotalEnergy = 0L; TotalEnergy = RoboHead.EnergyConsumption + RoboTorso.EnergyConsumption; TotalEnergy += Arms.Select(p => p.EnergyConsumption).Sum(); TotalEnergy += Legs.Select(p => p.EnergyConsumption).Sum(); if (Energy < TotalEnergy) { return("We need more power!"); } StringBuilder sb = new StringBuilder(); sb.Append("Jarvis:\n\r"); sb.Append(RoboHead.ToString()); sb.Append(RoboTorso.ToString()); sb.Append(Arms[0].ToString()); sb.Append(Arms[1].ToString()); sb.Append(Legs[0].ToString()); sb.Append(Legs[1].ToString()); return(sb.ToString()); }
public ActionResult DeleteConfirmed(int id) { Arms arms = db.Arms.Find(id); db.Arms.Remove(arms); db.SaveChanges(); return(RedirectToAction("Index")); }
// Use this for initialization void Start() { hasTorso = false; arm = GetComponent <Arms> (); leg = GetComponent <LegObject> (); sprRend = GetComponent <SpriteRenderer> (); player = GameObject.Find("ROLLINGHEAD_0").transform; }
void Start() { curArms = new Straight(FirePoint, account); fireType = FireType.Straight; if (IsLocalPlayer) { StartCoroutine(Attack()); } }
public void Awake() { if (instance != null) { Debug.LogWarning("More than one instance of Inventory found!"); return; } instance = this; }
virtual public bool Take(Arms arms) //返回是否操作成功 { if (CharacterAttribute.GetInstance().ArmsGemGroove[(int)arms].getLeftGrooveNum() <= 0) //是否有空出的槽 { return(false); } attachArms = arms; return(true); } //佩戴
// Use this for initialization void Start() { hasTorso = false; arm = GetComponent<Arms>(); leg = GetComponent<LegObject>(); sprRend = GetComponent<SpriteRenderer>(); sprRend.sprite = head; player = GameObject.Find("Player").transform; }
// Use this for initialization void Start() { hasTorso = false; arm = GetComponent <Arms>(); leg = GetComponent <LegObject>(); sprRend = GetComponent <SpriteRenderer>(); sprRend.sprite = head; player = GameObject.Find("Player").transform; }
void itemImgSetter(int val, string imgPath) { switch (val) { case 0: Gun1.Load(imgPath); break; case 1: Gun2.Load(imgPath); break; case 2: Gun3.Load(imgPath); break; case 3: Head.Load(imgPath); break; case 4: Arms.Load(imgPath); break; case 5: Chest.Load(imgPath); break; case 6: Legs.Load(imgPath); break; case 7: ClassArmour.Load(imgPath); break; case 8: Ghost.Load(imgPath); break; case 9: Sparrow.Load(imgPath); break; case 10: Ship.Load(imgPath); break; case 11: SubClass.Load(imgPath); break; case 13: Embelm.Load(imgPath); break; } }
private void colorSprites() { if (beltLess) { Belt.SetActive(false); } Color skincol = colorMe(SkinColor); Eyes.GetComponent <blink>().eyesClosed = skincol; Head.GetComponent <SpriteRenderer>().color = skincol; Arms.GetComponent <SpriteRenderer>().color = skincol; if (bareFoot) { setColor(Feet, skincol); } else { setColor(Feet, colorMe(ShoesColor)); } if (Shirtless) { setColor(Body, skincol); } else { setColor(Body, new Color(Random.Range(0.3f, 0.7f), Random.Range(0.3f, 0.7f), Random.Range(0.3f, 0.7f))); } if (Pantsless) { setColor(Pants, skincol); } else { setColor(Pants, colorMe(PantsColor)); } if (hairless) { setColor(Hair, new Color(0, 0, 0, 0)); } else { setColor(Hair, colorMe(HairColor)); } setColor(Nose, colorMe(NoseColor)); Color eyescol = colorMe(EyeColor); setColor(Eyes, eyescol); Eyes.GetComponent <blink>().eyesOpen = eyescol; }
void Start() { torso = GetComponent <Torso>(); leg = GetComponent <LegObject>(); arm = GetComponent <Arms>(); myAnimator = GetComponent <Animator>(); myController = GetComponent <Controller2D>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity * timeToJumpApex); }
void Start() { torso = GetComponent<Torso>(); leg = GetComponent<LegObject>(); arm = GetComponent<Arms>(); myAnimator = GetComponent<Animator>(); myController = GetComponent<Controller2D>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity * timeToJumpApex); }
// Use this for initialization void Start () { arm = GetComponent<Arms> (); body = GetComponent<Torso> (); oneLeg = false; twoLegs = false; legCount = 0; player = GameObject.Find ("ROLLINGHEAD_0").transform; sprRend = GetComponent<SpriteRenderer> (); goWithTag = new GameObject[100]; }
/** * 人物攻击 * */ public virtual void Attack(Transform transform) { Debug.Log("攻击"); if (currnetArm != null) { Debug.Log("当前武器攻击"); Arms arm = currnetArm.GetComponent <Arms>(); //获取当前武器上的component arm.Attack(transform); //调用component中的攻击方法 } }
static void Main(string[] args) { Console.WriteLine("Let's assemble a Lego character!"); Console.WriteLine('\n'); var head = new Head() { Name = "Mr. Lego" }; Console.WriteLine('\n'); head.Hair = "green"; Console.WriteLine($"Without {head.Name}'s hat, his {head.Hair} hair danced in the wind."); head.MagnifyVision(true); Console.WriteLine('\n'); var torso = new Torso() { }; Console.WriteLine('\n'); Parts.Torso.haveExtraSupplies(true); Console.WriteLine('\n'); var arms = new Arms(); Console.WriteLine('\n'); Console.WriteLine($"{head.Name} asked..."); arms.UseArms("rectangular"); Console.WriteLine('\n'); var legs = new Legs() { }; Console.WriteLine('\n'); Console.WriteLine($"He looked down at his {legs._legColor} legs."); legs.Walk("stubby"); }
public void FilterAndJoin() { //filter subjects by arms if (Arms.Any()) { Subjects = Subjects.FindAll(s => Arms.Select(a => a.Id).Contains(s.StudyArmId)).ToList(); } Debug.WriteLine(Subjects.Count, " AFTER ARMS"); //filter subjects by studies if (Studies.Any()) { Subjects = Subjects.FindAll(subj => Studies.Select(st => st.Id).Contains(subj.StudyId)).ToList(); } Debug.WriteLine(Subjects.Count, " AFTER Studies"); //filter subjects by subCharacteristics if (SubjChars.Any()) { Subjects = Subjects.FindAll(s => SubjChars.Select(sc => sc.SubjectId).Contains(s.Id)).ToList(); } Debug.WriteLine(Subjects.Count, " AFTER SubjChars"); //filter by visits //TODO //TODO : WILL RETRIEVE SUBJECTS THAT HAVE SAME UNIQUE IDS ACROSS PROJECTS (i.e. need to load observations to Mongo with //TODO: DB subjectId //filter observations for filtered subjects Observations = Observations?.FindAll(o => Subjects.Select(s => s.UniqueSubjectId).Contains(o.USubjId)); //filter subjects by selected observations if (Observations.Any() && ObservationsFiltered) { Subjects = Subjects.FindAll(s => Observations.Select(o => o.USubjId).Contains(s.UniqueSubjectId)); } Debug.WriteLine(Subjects.Count, " AFTER syncing with observations"); //FILTER SAMPLES BY SELECTED AND FILTERED SAMPLE CHARACTERISTICS if (SampleCharacteristics.Any()) { Samples = Samples.FindAll(s => SampleCharacteristics.Select(sc => sc.SampleId).Contains(s.Id)).ToList(); } //TODO: TEMP FILTERING BY COLLECTION STUDY DAY //SYNCHRONIZE SAMPLES AND SUBJECTS if (Samples.Any()) { Samples = Samples.FindAll(s => Subjects.Select(sc => sc.Id).Contains(s.SubjectId)).ToList(); Subjects = Subjects.FindAll(sb => Samples.Select(sp => sp.SubjectId).Contains(sb.Id)).ToList(); } }
private void InsertUpdate() { Arms objArms = new Arms(); objArms.ArmsId = ID; objArms.ArmsName = tbxName.Text; objArms.Description = tbxDescription.Text; new bllArms().InsertUpdate(objArms); new bllAudit().Insert("Setup", "InsertUpdate Arms", "Arms: " + tbxName.Text, User.Identity.Name); MessageController.Show("Saved successfully.", MessageType.Information, Page); }
public void ArmsPowerIsOneHundredAndFifty() { // Arrange var arms = new Arms(); // Act var power = arms.Power(); // Assert Assert.Equal(150, power); }
// Use this for initialization void Start() { arm = GetComponent <Arms>(); body = GetComponent <Torso>(); oneLeg = false; twoLegs = false; legCount = 0; player = GameObject.Find("Player").transform; sprRend = GetComponent <SpriteRenderer>(); goWithTag = new GameObject[100]; }
void Start() { controller = GetComponent <CharacterController>(); myTransform = transform; speed = walkSpeed; rayDistance = controller.height * .5f + controller.radius; slideLimit = controller.slopeLimit - .1f; jumpTimer = antiBunnyHopFactor; arms = GetComponentInChildren <Arms>(); jumpSound = GetComponent <AudioSource>(); }
public ActionResult Edit([Bind(Include = "Arms_id,ArmsName,ArmsPicture,ArmsVideo,ArmsDes,ArmsSection_id,ArmsTechnical,BigSection_id,BigSection2_id,BigSection3_id,Manu,Stime,Ctime")] Arms arms) { if (ModelState.IsValid) { db.Entry(arms).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } ViewBag.ArmsSection_id = new SelectList(db.ArmsSection, "ArmsSection_id", "ArmsSectionName", arms.ArmsSection_id); return(View(arms)); }
public void LoadAll() { Floors.LoadAll(); Items.LoadAll(); Creatures.LoadAll(); Templates.LoadAll(); Animations.LoadAll(); Heads.LoadAll(); Chests.LoadAll(); Legs.LoadAll(); Arms.LoadAll(); Weapons.LoadAll(); Shields.LoadAll(); }
public void NewGame() { Sound(); PlayerData data = new PlayerData(); for (int i = 0; i < 1; i++) { Arms a = new Arms("arms" + i, "0010"); data.AllArms.Add(a); } SaveSystem.SavePlayer(data); SceneManager.LoadScene("MenuScene"); }