// Update is called once per frame void Update() { TimeRemaining -= Time.deltaTime; float minutes = Mathf.FloorToInt(TimeRemaining / 60); float seconds = Mathf.FloorToInt(TimeRemaining % 60); TimerText.text = "Time Remaining: " + minutes + ":" + seconds; time += Time.deltaTime; Points.text = "Points: " + Mathf.Round(score); if (time >= TimeLimit) { ShuffleNumbers(); //ShuffleSigns(); time = 0; TimeLimit -= 0.075f; } for (int i = 0; i < dropdowns.Length; i++) { if (awnser[i] == dropdownValues[i] && TimeRemaining > 0) { Debug.Log("Yes"); score += 1f / 60f; } else { Debug.Log("No"); //if (scoreMultiplier > 0) //{ // scoreMultiplier -= 1; //} } } //Debug.Log(operaterDropdownValue[0]); Debug.Log(dropdownValues[2]); Debug.Log(awnser[2]); if (TimeRemaining <= 0.0f) { TimerText.gameObject.SetActive(false); ResultScreen.SetActive(true); Points.gameObject.SetActive(false); if (score < 50) { OK.SetActive(true); } else if (score > 150) { Great.SetActive(true); } else { Good.SetActive(true); } } }
//----------------------------------------------------------- public string Visit(Great node) { var label = GenerateLabel(); return(String.Format( "\t\tldc.i4 42\n\t\t{0}\n\t\t{1}\n\t\tbgt '{2}'\n\t\tpop\n\t\tldc.i4.0\n\t'{2}':\n", Visit((dynamic)node[0]), Visit((dynamic)node[1]), label )); }
static void Main(string[] args) { YourClass NameInSuperSpace = new YourClass(); // need using Super; Great NameInSmashingSpace = new Great(); // need using Super.Smashing; Fabulous.MyClass NameInFabulous = new Fabulous.MyClass(); Console.WriteLine(NameInSuperSpace); Console.WriteLine(NameInSmashingSpace); Console.WriteLine(NameInFabulous); Console.WriteLine(NameInFabulous.NameInSmashingSpace); Console.WriteLine(NameInFabulous.S); Small.DoSomething(); // can used by using static Super.Smashing.Small; Console.ReadKey(); }
/// <summary> /// 取得得分 /// </summary> /// <param name="hit">目標物件</param> /// <returns></returns> public static Evaluation GetScore(float positton) { if (Perfect.IsInTolerance(positton)) { return(Perfect); } else if (Great.IsInTolerance(positton)) { return(Great); } else if (Good.IsInTolerance(positton)) { return(Good); } else { return(Bad); } }
// Update is called once per frame void Update() { if (counter == Arrows) { ComboText.gameObject.SetActive(false); DancingPlayer.SetActive(false); ResultScreen.SetActive(true); if (combo < 50) { OK.SetActive(true); } else if (combo > 100) { Great.SetActive(true); } else { Good.SetActive(true); } } ComboText.text = "Combo: " + combo; }
//----------------------------------------------------------- public void Visit(Great node) { VisitChildren(node); }
public void Add(Great entity) { _awesomeEfContext.Entry(entity).State = EntityState.Added; _awesomeEfContext.Great.Add(entity); }