private void MyAttack() { if (true) //TODO: if shooting is done { m_state = EnumStates.Waiting; } }
private static void ExecuteBuySell(MimeMessage message) { CurrencyPair currencyPair = null; // Enlève ceci: "TradingView Alert: " var valueSplit = message.Subject.Remove(0, 19).Split(','); currencyPair = new CurrencyPair(valueSplit[0].Trim().ToUpper()); if (lastState == EnumStates.WAITING && message.Subject.Contains("sell")) { return; } else if (lastState == EnumStates.WAITING && message.Subject.Contains("buy")) { lastState = EnumStates.SOLD; } if (lastState == EnumStates.SOLD && message.Subject.Contains("buy")) { Console.WriteLine($"{DateTime.Now} - {message.Date.LocalDateTime} - {message.Subject.Remove(0, 19)}"); lastState = EnumStates.BOUGHT; Buy(currencyPair); } else if (lastState == EnumStates.BOUGHT && message.Subject.Contains("sell")) { Console.WriteLine($"{DateTime.Now} - {message.Date.LocalDateTime} - {message.Subject.Remove(0, 19)}"); lastState = EnumStates.SOLD; Sell(currencyPair); } }
public Enemy(int x, int y, int _radius, int _height, EnumStates currState, bool toRight, uint[] _textures, int _texCount) : base(x, y, _height, 5, currState, _textures, _texCount) { radius = _radius; startingX = x; if (toRight) { moveRight = true; } else { moveLeft = true; } }
public MoveableObject(int x, int y, int _height, EnumStates currState, int maxVX = 0) { heightOfObject = _height; form = new Tile[heightOfObject]; for (int i = 0; i < heightOfObject; i++) { form[i] = new Tile(x, y + i * Tile.Size, currState); } position.X = form[0].X; position.Y = form[0].Y; maxVelocity.X = maxVX; //maxVelocity.Y = maxVY; }
private void MyToOnRoute() { // Check if waypoint is reached if ((m_waypoint - transform.position).sqrMagnitude < 1) { // Get new waypoint var nextWaypoint = GameManager.GetInstance().GetNpcManager().GetLandNpcNextWaypoint(m_routeId, m_waypointId, m_direction); m_waypoint = nextWaypoint.waypoint; m_waypointId = nextWaypoint.waypointId; m_direction = nextWaypoint.direction; } // Either way continue movement m_state = EnumStates.OnRoute; }
private void MyPrepareAttack() { // Check if we are looking at player Vector3 playerDirection = (player.position - transform.position).normalized; playerDirection.y = 0; Vector3 forwardDirection = transform.forward; forwardDirection.y = 0; if (Vector3.Angle(playerDirection, forwardDirection) > 5) { MyRotateTowards(player.position); } else { MyShoot(); m_state = EnumStates.Attacking; } }
private void MyMove() { // Check if waypoint is reached if ((m_waypoint - transform.position).sqrMagnitude < 1) { // Wait for orders m_state = EnumStates.Waiting; } else { // Movement // Check for obstacles if ((m_controller.collisionFlags & CollisionFlags.CollidedSides) == CollisionFlags.CollidedSides) { transform.Rotate(transform.up, rotationSpeed * Time.deltaTime); // obstacle, avoid by turning } else { // no obstacle, turn towards waypoint MyRotateTowards(m_waypoint); } m_controller.SimpleMove(transform.forward * moveSpeed); } if (UnityEngine.Random.Range(0, 1200) == 0) //TODO: different attack randomization { // Check if we can see player. If so, attack. If not, keep moving. RaycastHit hit; if (Physics.Raycast(transform.position, player.position - transform.position, out hit)) { if ((null != hit.collider) && (hit.collider.gameObject.tag == "Player")) { m_state = EnumStates.PrepareAttack; } } } }
private static void GetBalance(CurrencyPair currencyPair, bool showBalance) { IList <BalanceModel> balances = (from x in BIZ.GetBalances() select x).ToList(); var balanceBase = (from x in balances where x.Type == currencyPair.BaseCurrency select x.QuoteAvailable).SingleOrDefault(); var balanceQuote = (from x in balances where x.Type == currencyPair.QuoteCurrency select x.USDT_Value).SingleOrDefault(); if (showBalance) { Console.WriteLine($"Balance USDT : {balanceBase} USDT"); Console.WriteLine($"Balance {currencyPair}: {balanceQuote} USDT"); } if (balanceQuote < 1) { lastState = EnumStates.SOLD; } else { lastState = EnumStates.BOUGHT; } //Console.WriteLine($"lastState: {lastState}\n"); }
public void ChangeState(EnumStates newState, params object[] parameters) { switch (newState) { case EnumStates.Move: if (parameters != null && parameters.Length == 2) { Move((float)parameters[0], (float)parameters[1]); } else { throw new ArgumentException("MoveState nécessite l'utilisation de deux paramètres DirX et DirY"); } break; case EnumStates.Attack: Attack(); break; default: Idle(); break; } }
public Tile(int x, int y, EnumStates _state) { begin.X = x; begin.Y = y; state = _state; }
public Character(int x, int y, int _height, int maxVX, EnumStates state, uint[] _textures, int _texCount) : base(x, y, _height, state, maxVX) { textures = _textures; texCount = _texCount; k = 0; }