private void SetupFloor(int floorID) { if (floorID >= 0 && floorID < _floorObjects.Count) { GameObject floorObject = _floorObjects[floorID]; if (floorObject != null) { floorObject.SetActive(true); } } if (floorID >= 0 && floorID < _floorDatas.Count) { FloorData floorData = _floorDatas[floorID]; if (floorData != null) { RenderSettings.skybox = floorData.Skybox; _sunObject.gameObject.transform.position = floorData.SunPosition; _sunObject.gameObject.transform.rotation = floorData.SunRotation; _sunObject.color = floorData.SunColor; _sunObject.intensity = floorData.SunIntensity; _flashlight.Light.intensity = floorData.LightIntensity; _flashlight.CachedLightIntensity = floorData.LightIntensity; _flashlight.Light.color = floorData.LightColor; _flashlight.SlerpFactor = floorData.LightSlerpSpeed; _flashlight.LightChangeSpeed = floorData.LightChangeSpeed; _flashlight.LightAngleChange = floorData.LightAngleChange; _flashlight.LightAngleGapChange = floorData.LightAngleGap; } } }
public ViewModelMainWindow() { m_model = new MainModel(); Floors = new ObservableCollection <FloorData>(); CurrentFloor = new FloorData(); Elevators = new ObservableCollection <ElevatorData>(); CurrentElevator = new ElevatorData(); EventsLog = new ObservableCollection <string>(); // Set starting IDs CurrentFloor.ID = 1; CurrentElevator.ID = 1; IsBuilded = false; IsShowEvents = true; AddFloorCommand = new RelayCommand(arg => AddFloorHandle()); DeleteFloorCommand = new RelayCommand(arg => DeleteFloorHandle()); ClearFloorsCommand = new RelayCommand(arg => ClearFloorsHandle()); AddElevatorCommand = new RelayCommand(arg => AddElevatorHandle()); DeleteElevatorCommand = new RelayCommand(arg => DeleteElevatorHandle()); ClearElevatorsCommand = new RelayCommand(arg => ClearElevatorsHandle()); BuildCommand = new RelayCommand(arg => BuildHandle()); ResetCommand = new RelayCommand(arg => ResetHandle()); RunCommand = new RelayCommand(arg => RunHandle()); }
public static HomeData GenerateRandom(int maxTier, int floors, float roomChance = 50) { List <FloorData> floorDataList = new List <FloorData>(); for (int i = 0; i < floors; i++) { FloorData floorData = new FloorData( ContentManager.Instance.GetRandomFloorType(Random.Range((int)1, (int)maxTier)), ContentManager.Instance.GetRandomWallType(Random.Range((int)1, (int)maxTier)) ); for (int j = 0; j < 4; j++) { if (Random.Range(0, 100) < roomChance) { floorData.HomeUpgrades[j] = ContentManager.Instance.GetRandomHomeUpgrade(Random.Range((int)1, (int)maxTier), Random.Range((int)1, (int)maxTier)); } } floorDataList.Add(floorData); floorData.UpdateStats(); } HomeData home = new HomeData(); home.Floors = floorDataList; return(home); }
public void FloorSetting(int a_nFloor) { FloorData first = a_nFloor.GetFloorData(); List <eNPC> liNPC = new List <eNPC>(); if (first.bHasDiningRoom == true) { liNPC.Add(eNPC.DungeonDining); } if (first.bHasWaeponRoom == true) { liNPC.Add(eNPC.DungeonWaepon); } if (first.nNPC != (int)eNPC.None) { liNPC.Add((eNPC)first.nNPC); } m_stDungeon.CreateDungeon(first.nID, first.nRoomCount, liNPC); // 해당 층별 방아이디나 따로 가질 수 있지만. 대충 프리펩에서 로딩하는 형태라 일단 여기서 세팅 var node = m_stDungeon.m_mapRoom.GetEnumerator(); while (node.MoveNext()) { var st = node.Current.Value; st.nRoomID = Random.Range(1, 4); // 프리팹이 1~3개밖에없음 } }
// нажатие кнопки переключения на следующий этаж private void OnStepedUp(object sender, EventArgs args) { if (FloorPicker.ItemsSource.Count == 0) { DependencyService.Get <IToast>().Show("Здание не загружено"); return; } int?nextlevel = FloorData.CurrentFloor?.Level + 1; if (nextlevel == 0) { nextlevel++; } Floor Nextfloor = FloorData.GetFloor(nextlevel); if (Nextfloor != null) { FloorData.CurrentFloor = Nextfloor; FloorPicker.SelectedItem = FloorData.CurrentFloor; } else { DependencyService.Get <IToast>().Show("Вы на последнем этаже"); } }
private bool DetectLane(OscMessage message, out FloorData input) { // Calculate center of pressure CenterOfPressure(message, out window[counter]); // Upgrade the counter counter++; // Check if we get the desired number of values if (counter == windowSize) { int i = 0; input.x_value = 0; input.y_value = 0; input.tot = 0; for (; i < windowSize; i++) { if (window[i].tot > input.tot) { input.x_value = window[i].x_value; input.y_value = window[i].y_value; input.tot = window[i].tot; } } counter = 0; return(true); } input = new FloorData(); return(false); }
public void Start() { if (homeData != null) { Floor prevFloor = null; for (int i = 0; i < homeData.Floors.Count; i++) { FloorData fd = homeData.Floors[i]; Floor floor = GameObject.Instantiate(FloorPrefab, transform).GetComponent <Floor>(); floor.FloorData = fd; floor.Index = i; floor.FloorLower = prevFloor; floor.MyHome = this; Floors.Add(floor); if (prevFloor != null) { prevFloor.FloorUpper = floor; } prevFloor = floor; } prevFloor.RoofSprite = RoofSprite; } }
public void UpdateHome() { if (homeData != null) { Floor prevFloor = null; foreach (Floor f in Floors) { Destroy(f.gameObject); } Floors.Clear(); for (int i = 0; i < homeData.Floors.Count; i++) { FloorData fd = homeData.Floors[i]; Floor floor = GameObject.Instantiate(FloorPrefab, transform).GetComponent <Floor>(); floor.FloorData = fd; floor.Index = i; floor.FloorLower = prevFloor; Floors.Add(floor); if (prevFloor != null) { prevFloor.FloorUpper = floor; } prevFloor = floor; } prevFloor.RoofSprite = RoofSprite; } }
void HandleCallElevatorRequest(CallElevatorRequest rq) { // Handle it FloorData floor = GetFloorData(rq.level); if (floor != null) { bool isSuccess = floor.ProcessRequest(rq.direction); CallElevatorResponse rs = new CallElevatorResponse(isSuccess ? ResultCode.Succeeded : ResultCode.Failed, floor); // Send Response to Floor SendCallElevatorResponse(rs); if (isSuccess) { // Update Elevator UpdateElevator(); } } else { // Send Response to Floor CallElevatorResponse response = new CallElevatorResponse(ResultCode.Failed, null); SendCallElevatorResponse(response); } }
private static ILevelElement InstantiateFloor(FloorData data, Transform parent) { Floor floor = new Floor(); floor.InitPos(data.pos); return(floor); }
void HandleUpdateElevatorPositionRequest(UpdateElevatorPositionRequest request) { uint nextFloor = elevatorData.curFloorLevel; if (elevatorData.status == ElevatorStatus.MovingDown) { nextFloor = elevatorData.curFloorLevel - 1; FloorController floorController = GetFloorController(nextFloor); if (floorController) { if (request.positionY <= floorController.GetFittedElevatorAnchoredPositionY()) { elevatorData.curFloorLevel = nextFloor; // Update elevator status SendElevatorStatusResponseToAllFloor(); } } } else if (elevatorData.status == ElevatorStatus.MovingUp) { nextFloor = elevatorData.curFloorLevel + 1; FloorController floorController = GetFloorController(nextFloor); if (floorController) { if (request.positionY >= floorController.GetFittedElevatorAnchoredPositionY()) { elevatorData.curFloorLevel = nextFloor; // Update elevator status SendElevatorStatusResponseToAllFloor(); } } } // Elevator arrived if (elevatorData.curFloorLevel == curDestFloor) { // Remove cur floor from list requesting listFloorsRequesting.Remove(curDestFloor); // Update floor status using elevator status if (elevatorData.status == ElevatorStatus.MovingDown || elevatorData.status == ElevatorStatus.MovingUp) { FloorData floorData = GetFloorData(elevatorData.curFloorLevel); floorData.OnElevatorArrived(curElevatorDirection); ElevatorArrivedResponse elevatorArrivedResponse = new ElevatorArrivedResponse(floorData); SendElevatorArrivedResponse(elevatorArrivedResponse); } elevatorData.status = ElevatorStatus.Arrived; UpdateElevatorResponse response = new UpdateElevatorResponse(elevatorData, 0); SendUpdateElevatorResponse(response); } else { UpdateElevatorPositionResponse response = new UpdateElevatorPositionResponse(ResultCode.Succeeded, elevatorData.curFloorLevel); SendUpdateElevatorPositionResponse(response); } }
private static void LoadFloors(XmlDocument document) { XmlNodeList entities = document.GetElementsByTagName("floor"); foreach (XmlElement element in entities) { string name = element.GetAttribute("name"); string shortName = element.GetAttribute("shortname"); Debug.Log("Loading floor " + name); bool unique = VerifyShortName(shortName); if (!unique) { Debug.LogWarning("Shortname " + shortName + " already exists, aborting"); continue; } Model model = null; List <string[]> categories = new List <string[]>(); bool opening = false; Materials materials = null; foreach (XmlElement child in element) { switch (child.LocalName) { case "model": model = new Model(child, LayerMasks.FloorRoofLayer); break; case "category": categories.Add(child.InnerText.Split('/')); break; case "opening": opening = true; break; case "materials": materials = new Materials(child); break; } } if (model == null) { Debug.LogWarning("No model loaded, aborting"); } FloorData data = ScriptableObject.CreateInstance <FloorData>(); data.Initialize(model, name, shortName, opening, materials); Database.Floors[shortName] = data; foreach (string[] category in categories) { GuiManager.Instance.FloorsTree.Add(data, category); } } }
public void OnGetCallElevatorResponse(CallElevatorResponse response) { if (response.resultCode == ResultCode.Succeeded) { floorData = response.floorData; UpdateUI(); } }
public async void FloorEditSucess(string resultHostel) { updateFloorData = new UpdateFloorData(); FloorModelData = new FloorData(); await App.Current.MainPage.DisplayAlert("HMS", resultHostel, "OK"); OnPropertyChanged("FloorModelData"); }
void Awake() { if (_data == null) { _data = new FloorData(); _data.ID = GetInstanceID(); } }
public Direction requestableDirection; // Control if this floor can request to go up, down, or not at all public FloorData DeepCopy() { FloorData other = (FloorData)this.MemberwiseClone(); other.level = level; other.status = status; other.requestableDirection = requestableDirection; return(other); }
public FloorData getFloorData(int num) { FloorData fd = null; if (!FloorConfigList.TryGetValue(num, out fd)) { fd = null; } return(fd); }
public Floor(FloorData data) { this.id = data.id; this.shortName = data.floorShortName; this.description = data.floorDescription; this.floorHeight = data.floorHeight; this.rooms = data.rooms; HotelController.Instance.CreateFloor(this); }
private void LoadFloor() /* Load and Create Floor, floorPlane with material */ { string floorFileJsonName = fileToLoadName[(int)StctType.Floor]; InitReading(floorFileJsonName); Vector3 planePosition = new Vector3(500, 0, 500); Quaternion planeRotation = Quaternion.Euler(new Vector3(0, 180, 0)); Vector3 planeScale = new Vector3(100, 1, 100); JFloor[] floors; try { floors = JsonHelper.FromJson <JFloor>(jsonString); Debug.Log("Loading Floor total:" + floors.Length); foreach (JFloor floor in floors) { GameObject emptyobj = new GameObject(structTag[(int)StctType.Floor] + floor.floorID); emptyobj.tag = structTag[(int)StctType.Floor]; // add floor data emptyobj.AddComponent <FloorData>(); FloorData fdt = emptyobj.GetComponent <FloorData>(); fdt.floorID = floor.floorID; fdt.floorName = floor.floorName; fdt.floorIndex = Mathf.CeilToInt(floor.floorIndex); fdt.fkBuildingID = floor.fkBuildingID; //find building parent and set localpos FindObjectToAttract(emptyobj, StctType.Building, fdt.fkBuildingID); emptyobj.transform.localPosition = new Vector3(Mathf.CeilToInt(floor.floorIndex) * 1000, 0, 0); // create plane child GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane); Transform planeTransform = plane.transform; planeTransform.SetParent(emptyobj.transform); planeTransform.localPosition = planePosition; planeTransform.localRotation = planeRotation; planeTransform.localScale = planeScale; ChangeMat(plane, floor.floorImageName); } } catch (ArgumentException age) { Debug.Log("Floor Error: " + age.Message); readState = ReadState.FloorError; } catch (System.Exception) { Debug.Log("Floor Error other exception"); readState = ReadState.FloorError; } }
public void Prune() { for (int i = Floors.Count - 1; i >= 0; i--) { FloorData data = Floors[i]; if (data.Health <= 0) { Floors.RemoveAt(i); } } }
private void OnSelectedFloorItem(object sender, ItemTappedEventArgs e) { FloorData md = (FloorData)lv_floor.SelectedItem; int cnt = Vm.FloorModelList.IndexOf(md); if (cnt >= 0) { Vm.FloorSelection(cnt); } ((ListView)sender).SelectedItem = null; }
static FloorTable() { FloorData data = null; data = new FloorData(1, 15, true, true, 0, (int)eNPC.Waepon); m_mapFloor.Add(data.nID, data); data = new FloorData(2, 12, true, true, 0, (int)eNPC.SkillPoint); m_mapFloor.Add(data.nID, data); data = new FloorData(3, 3, false, false, (StatTable.nCategoryGap * (int)eStatCategory.Boss) + 1, (int)eNPC.None); m_mapFloor.Add(data.nID, data); }
private void Awake() { _waveController.OnWaveEnded += HandleWaveEnded; _floorData = GetComponent <FloorData>(); _transfomTakeDictionary = new Dictionary <Transform, bool>(); _userIsActiveDictionaty = new Dictionary <GameObject, bool>(); foreach (var user in _userInActivity) { user.SetActive(false); _transfomTakeDictionary.Add(user.transform, false); _userIsActiveDictionaty.Add(user, false); } }
private void Awake() { curDestFloor = GameConfig.kFloorInvalid; curElevatorDirection = Direction.Down; floorData = new Dictionary <uint, FloorData>(); for (uint i = 0; i < GameConfig.NumFloor; i++) { FloorData data = new FloorData(i + 1); floorData[data.level] = data; } elevatorData = new ElevatorData(); listFloorsRequesting = new HashSet <uint>(); }
/* return gemeobject of cycled floor if not found return null */ public GameObject GetNextFloor(string floorName) { for (int i = 0; i < floorList.Count; i++) { FloorData fl = floorList[i].GetComponent <FloorData>(); if (floorName == fl.floorName && i >= floorList.Count - 1) // last index return first { return(floorList[0]); } else if (floorName == fl.floorName) //name ard equal return next index { return(floorList[i + 1]); } } return(null); //not found return null }
public GameObject GetPreviousFloor(string floorName) { for (int i = floorList.Count - 1; i >= 0; i--) { FloorData fl = floorList[i].GetComponent <FloorData>(); if (floorName == fl.floorName && i <= 0) { return(floorList[floorList.Count - 1]); } else if (floorName == fl.floorName) //name ard equal return previous index { return(floorList[i - 1]); } } return(null); //not found return null }
/* return gemeobject of cycled floor if not found return null */ public GameObject GetNextFloor(string floorName) { for (int i = 0; i < floorList.Count; i++) { FloorData fl = floorList[i].GetComponent <FloorData>(); if (floorName == fl.floorName && i >= floorList.Count - 1) // last index return first //Debug.Log(i + ">" + (floorList.Count-1) +" is Last index RETURN " + floorList[0].GetComponent<FloorData>().floorName + " @"+floorList[0].GetComponent<FloorData>().floorIndex); { return(floorList[0]); } else if (floorName == fl.floorName) //name ard equal return next index //Debug.Log(i + "=" + fl.floorName +" name equal RETURN " + floorList[i+1].GetComponent<FloorData>().floorName + " @"+floorList[i+1].GetComponent<FloorData>().floorIndex); { return(floorList[i + 1]); } } return(null); //not found return null }
public override void Spawn(FloorData currentFloor, FloorData desiredFloor, ElevatorController elevator, Material material, GameManager gm) { gm.OnElevatorStoped += ElevatorStoped; gm.OnFloorChanged += ElevatorMoved; gm.OnFailedToGetPosition += HandleCrowdedFloor; _gameManager = gm; _elevator = elevator; _currentFloor = currentFloor; DesiredFloor = desiredFloor; MeshRenderer.material = material; _meshRendererRagDoll.material = material; _animator = GetComponent <UserAnimator>(); _rigidbody = GetComponent <Rigidbody>(); _uiColorChanger = FindObjectOfType <UICcolorsChanger>(); _animator.Run(); RunToDeath(); }
private void FillTilesWithFloor() { Vector2Int levelSize = level.GetLevelSize(); for (int x = 0; x < levelSize.x; ++x) { for (int y = 0; y < levelSize.y; ++y) { Vector2Int pos = new Vector2Int(x, y); ILevelTile tile = level.GetTileAtPos(pos); FloorData floorData = new FloorData(pos); ILevelElement floor = LevelElementFactory.InstantiateLevelElement(floorData, transform); levelDataManager.AddLevelElement(floor); } } }
public GameObject GetPreviousFloor(string floorName) { for (int i = floorList.Count - 1; i >= 0; i--) { FloorData fl = floorList[i].GetComponent <FloorData>(); if (floorName == fl.floorName && i <= 0) { //Debug.Log(i + "<" + 0 +" is First index RETURN " + floorList[floorList.Count-1].GetComponent<FloorData>().floorName + " @"+floorList[floorList.Count-1].GetComponent<FloorData>().floorIndex); return(floorList[floorList.Count - 1]); } else if (floorName == fl.floorName) //name ard equal return previous index //Debug.Log(i + "=" + fl.floorName +" name equal RETURN " + floorList[i-1].GetComponent<FloorData>().floorName + " @"+floorList[i-1].GetComponent<FloorData>().floorIndex); { return(floorList[i - 1]); } } return(null); //not found return null }
public Floor(FloorData data) { FloorRect = data.FloorRect; Rooms = new List<Room>(); //Debug.Log("RoomCount1: "+data.Rooms.Length); foreach (RoomData room in data.Rooms) { Room r = new Room(room); this.Rooms.Add(r); } //Debug.Log("RoomCount2: " + this.Rooms.Count); Pathways = new List<Pathway>(); foreach (PathWayData pw in data.Pathways) { Pathways.Add(new Pathway(pw)); } BlindMode = data.BlindMode; EnemySpawnEnabled = data.EnemySpwanEnabled; DetectedMonsterHouse = data.DetectedMonasterHouse; ConnectionCheckEnd = false; }