public FloorList getfloorlist(string id) { FloorList floorlist = new FloorList(); XmlDocument response = GameUtil.getfloor(id); try { XmlNodeList nodelist = response.SelectNodes( "/response/body/exploration_floor/floor_info_list/floor_info"); foreach (XmlNode child in nodelist) { Areafloor floor = new Areafloor(); floor.id = child["id"].InnerText; floor.cost = child["cost"].InnerText; floor.prog = child["progress"].InnerText; floorlist.floorlist.Add(floor); debugstring = child.InnerText; } return(floorlist); } catch (System.NullReferenceException) { return(getfloorlist(id)); } }
private void BoardSetUp(LevelData level) { this.boardSize = level.stage.size; this.blockList = new BlockList(this.boardSize); this.floorList = new FloorList(this.boardSize); GetComponent <RectTransform> ().sizeDelta = this.boardSize * Constants.PANEL_SIZE; this.boardSize.Foreach((x, y) => { SetPanel(x, y, level.stage[x, y]); }); }
private void timer1_Tick(object sender, EventArgs e) { list = updater.updateFairyInfo(); playerinfo = updater.updateInfo(); area = updater.updateArea(); updater.settingRecovery(useAP, useBC); if (aid != null) { floor = updater.updatefloor(aid); } }
private void ClearBoard() { foreach (Transform b in this.blockLayer) { Destroy(b.gameObject); } foreach (Transform f in this.floorLayer) { Destroy(f.gameObject); } this.blockList = null; this.floorList = null; }
private void updateFloor() { if (aid != null) { comboBoxfloor.Items.Clear(); floor = updater.updatefloor(aid); int count1 = floor.floorlist.Count; for (int i = 0; i < count1; i++) { ComboxItem flooritem = new ComboxItem { Text = "区域" + floor.floorlist[i].id + "|进度:" + floor.floorlist[i].prog, Value = floor.floorlist[i].id }; comboBoxfloor.Items.Add(flooritem); } } }
static void Main(string[] args) { var floorListBuilder = new FloorListBuilder(new FloorFactory()); IFloorList floorList = new FloorList(floorListBuilder, 2); var floors = floorList.Floors; floors[0].Panel.Up.Press(); floors[0].Panel.Down.Press(); floors[1].Panel.Down.Press(); var callPanelListButtonStates = new CallPanelListButtonStates(); floorList.Accept(callPanelListButtonStates); Console.WriteLine($"Engaged Down: {string.Join(", ", callPanelListButtonStates.EngagedDownButtons)}"); Console.WriteLine($"Engaged Up: {string.Join(", ", callPanelListButtonStates.EngagedUpButtons)}"); ElevatorPanel elevatorPanel = new ElevatorPanel(35); elevatorPanel.FloorButtons[0].Press(); elevatorPanel.FloorButtons[12].Press(); elevatorPanel.FloorButtons[17].Press(); elevatorPanel.FloorButtons[30].Press(); Console.WriteLine($"SelectedFloors: {string.Join(", ", elevatorPanel.SelectedFloors())}"); var moveable = new Elevator.Elevator("Elevator 1", new ElevatorPanel(35), new StandardMovementSpeed()); var controller = new ElevatorController(); controller.AddMoveable(moveable); moveable.MoveTo(10); Console.ReadLine(); }
/// <summary> /// Pass tree by its floors /// </summary> /// <param name="Node">Leaf to start pass from</param> /// <param name="FloorList"> /// <para>Final list of tree floors</para> /// <para>Should be null on method call!</para> /// </param> /// <returns>List of tree leafs ordered by floors</returns> private List <List <BinaryTreeNode <T> > > FloorPass(BinaryTreeNode <T> Node, List <List <BinaryTreeNode <T> > > FloorList = null) { if (FloorList == null) { FloorList = new List <List <BinaryTreeNode <T> > >(); if (Root == null) { return(FloorList); } FloorList.Add(new List <BinaryTreeNode <T> >() { Node }); } var CurrentFloor = new List <BinaryTreeNode <T> >(); foreach (var item in FloorList.Last()) { if (item.Left != null) { CurrentFloor.Add(item.Left); } if (item.Right != null) { CurrentFloor.Add(item.Right); } } FloorList.Add(CurrentFloor); if (FloorList.Last().Any(x => x != null)) { FloorPass(null, FloorList); } else { FloorList.Remove(FloorList.Last()); } return(FloorList); }
public override FloorList CreateFloorList(CourseFactory cf) { FloorList floors = new FloorList (new FlatFloor (Vector3.up, Vector3.zero, Vector3.forward, 10f, 20f), cf) .Flat(110f) .Upslope (50f, Mathf.PI / 2f, 0f) .Flat (20f) .Incline (80f, 0f, Mathf.PI) .Incline (80f, 0f, Mathf.PI) .Flat (100f) .SuperAccelerator() .SlopeTop (25f, Mathf.PI, 0f) .Flat (120f) .Downslope (50f, Mathf.PI, Mathf.PI / 2f) .Incline (50f, 0f, Mathf.PI / 8f) .OrbitY (80f, 21f, 0f, Mathf.PI / 2f, Mathf.PI / 8f, Vector3.right) .OrbitY (80f, 21f, Mathf.PI / 2f, Mathf.PI, Mathf.PI / 8f, Vector3.forward) .OrbitY (80f, 21f, Mathf.PI, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.right) .OrbitY (80f, 21f, Mathf.PI * 3f / 2f, Mathf.PI * 2f, Mathf.PI / 8f, -Vector3.forward) .Incline (40f, 0f, -Mathf.PI / 8f) .Upslope (50f, Mathf.PI / 2f, 0) .Flat(30f) .SlopeTop (25f, Mathf.PI, Mathf.PI / 2f) .SlopeTop (25f, Mathf.PI / 2f, 0f) .LandingSite() .Flat(30f) .Downslope (50f, Mathf.PI, Mathf.PI / 2f) .Incline (40f, 0f, Mathf.PI / 8f) .OrbitY (80f, 0f, 0f, Mathf.PI / 2f, Mathf.PI / 8f, Vector3.right) .Incline (40f, 0f, -Mathf.PI / 8f) .SlopeTop (100f, Mathf.PI / 2f, 0f) .Flat(115f) .Downslope (30f, Mathf.PI, Mathf.PI / 2f) .Incline (40f, 0f, Mathf.PI / 8f) .OrbitY (80f, 0f, Mathf.PI / 2f, Mathf.PI, Mathf.PI / 8f, Vector3.forward) .Flat(60f) .OrbitY (80f, 0f, Mathf.PI, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.right) .Incline (40f, 0f, -Mathf.PI / 4f) .OrbitY (80f, 0f, Mathf.PI / 2f, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.forward, false) .Incline (40f, 0f, Mathf.PI / 4f) .OrbitY (80f, 0f, Mathf.PI / 2f, Mathf.PI * 3f / 2f, Mathf.PI / 8f, Vector3.forward) .Incline (40f, 0f, -Mathf.PI / 4f) .OrbitY (80f, 0f, Mathf.PI / 2f, Mathf.PI, Mathf.PI / 8f, -Vector3.forward, false) .Incline (20f, 0f, Mathf.PI / 8f) .Incline (60f, 0f, Mathf.PI / 8f) .OrbitY (85f, 0f, Mathf.PI, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.right) .OrbitY (85f, 0f, Mathf.PI * 3f / 2f, Mathf.PI * 2f, Mathf.PI / 8f, -Vector3.forward) .Incline (40f, 0f, -Mathf.PI / 8f) .Close () .Agari(); return floors; }
public override FloorList CreateFloorList(CourseFactory cf) { FloorList floors = new FloorList (new FlatFloor (Vector3.up, Vector3.zero, Vector3.forward, 40f, 20f), cf) .Incline (40f, 0f, Mathf.PI / 8f) .OrbitY (80f, 0f, 0f, Mathf.PI / 2f, Mathf.PI / 8f, Vector3.right) .Horse() .Flat (50f) .OrbitY (80f, 21f, Mathf.PI / 2f, Mathf.PI, Mathf.PI / 8f, Vector3.forward) .OrbitY (80f, 21f, Mathf.PI, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.right) .OrbitY (80f, 21f, Mathf.PI * 3f / 2f, Mathf.PI * 2f, Mathf.PI / 8f, -Vector3.forward) .OrbitY (80f, 21f, 0f, Mathf.PI / 2f, Mathf.PI / 8f, Vector3.right) .OrbitY (80f, 21f, Mathf.PI / 2f, Mathf.PI, Mathf.PI / 8f, Vector3.forward) .OrbitY (80f, 21f, Mathf.PI, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.right) .Incline (40f, 0f, -Mathf.PI / 8f) .Upslope (50f, Mathf.PI / 2f, 0f) .Flat (20f) .SlopeTop (20f, Mathf.PI, 0f) .Flat (20f) .Downslope (50f, Mathf.PI, Mathf.PI / 2f) .Flat (40f) .Horse() .Incline (40f, 0f, -Mathf.PI / 8f) .OrbitY (80f, -21f, Mathf.PI / 2f, Mathf.PI, Mathf.PI / 8f, -Vector3.forward, false) .OrbitY (80f, -21f, Mathf.PI, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.right, false) .OrbitY (80f, -21f, Mathf.PI * 3f / 2f, Mathf.PI * 2f, Mathf.PI / 8f, Vector3.forward, false) .OrbitY (80f, -21f, 0f, Mathf.PI / 2f, Mathf.PI / 8f, Vector3.right, false) .OrbitY (80f, -21f, Mathf.PI / 2f, Mathf.PI, Mathf.PI / 8f, -Vector3.forward, false) .OrbitY (80f, -21f, Mathf.PI, Mathf.PI * 3f / 2f, Mathf.PI / 8f, -Vector3.right, false) .Flat (50f) .OrbitY (80f, 0f, Mathf.PI * 3f / 2f, Mathf.PI * 2f, Mathf.PI / 8f, Vector3.forward, false) .Incline (40f, 0f, Mathf.PI / 8f) .Flat (10F) .Close () .Agari(); return floors; }
public void Awake() { floorList = this; }
public FloorList updatefloor(string areaid) { floor = Action.getfloorlist(areaid); return(floor); }