public async Task RaceCarFuelInvalidOperationExceptionTest() { // arrange double lapDistrance; int numberOfLaps; TimeSpan timeToPitstop; RaceTrack raceTrack; TestBase.GetRaceTrackEntity(out lapDistrance, out numberOfLaps, out timeToPitstop, out raceTrack); Guid trackId; double fuelCapacity, fuelConsumptionPerLap; TimeSpan timePerLap; CarConfiguration carConfig; // act TestBase.GetCarConfigurationEntity(raceTrack, out trackId, out fuelCapacity, out timePerLap, out fuelConsumptionPerLap, out carConfig); var raceCar = new RaceCar(carConfig); raceCar.LapDistance = 2d; raceCar.PrevLapDistance = 0d; raceCar.CarFuel = 30d; // assert Assert.Throws <InvalidOperationException>(() => raceCar.UpdateFuel()); }
// Unity method for updating the simulation void Update() { //Update reward for each enabled car on the track for (int i = 0; i < cars.Count; i++) { RaceCar car = cars[i]; if (car.Car.enabled) { car.Car.CurrentCompletionReward = GetCompletePerc(car.Car, ref car.CheckpointIndex); //Update best if (BestCar == null || car.Car.CurrentCompletionReward >= BestCar.CurrentCompletionReward) { BestCar = car.Car; } else if (SecondBestCar == null || car.Car.CurrentCompletionReward >= SecondBestCar.CurrentCompletionReward) { SecondBestCar = car.Car; } // Update best active if (BestActiveCar == null || !BestActiveCar.enabled || car.Car.CurrentCompletionReward >= BestActiveCar.CurrentCompletionReward) { BestActiveCar = car.Car; } } } }
public void SetCarAmount(int amount) { //Check arguments if (amount < 0) { throw new ArgumentException("Amount may not be less than zero."); } if (amount == cars.Count) { return; } if (amount > cars.Count) { //Add new cars for (int toBeAdded = amount - cars.Count; toBeAdded > 0; toBeAdded--) { GameObject carCopy = Instantiate(PrototypeCar.gameObject); cars.Add(new RaceCar(carCopy.GetComponent <CarManager>())); carCopy.SetActive(true); } } else if (amount < cars.Count) { //Remove existing cars for (int toBeRemoved = cars.Count - amount; toBeRemoved > 0; toBeRemoved--) { RaceCar last = cars[cars.Count - 1]; cars.RemoveAt(cars.Count - 1); Destroy(last.Car.gameObject); } } }
static void Main(string[] args) { Vehicle vehicle = new Car(); vehicle.Run(); ((Car)vehicle).Stopped(); vehicle.Fuel(); vehicle = new Truck(); vehicle.Run(); vehicle.Stopped(); vehicle.Fuel(); //RaceCar raceCar = new RaceCar(); //raceCar.Run(); //raceCar.Stopped(); //raceCar.Fuel(); vehicle = new RaceCar(); vehicle.Run(); ((RaceCar)vehicle).Stopped(); vehicle.Fuel(); IVehicle vehicle1 = new test(); vehicle1.SayHi(); }
public PsychoticUberDriver(RaceCar car) : base(car) { // We've all been scared of our Uber before Name = "Larry the psychotic Uber Man"; // Larry the angry Uber Man is a total BEAST MODE, max level driver SkillLevel = 9; }
static void Main(string[] args) { RaceCar raceCar = new RaceCar(); Car car = new Car(); car.ShowOwner(); Console.ReadKey(); }
public void ShouldReturnRaceCar() { var baseCar = new BaseCar(); var car = new RaceCar(baseCar); Assert.AreEqual(140, car.Drive()); Assert.AreEqual(90, car.Attack()); Assert.AreEqual(90, car.Defend()); }
static void Main(string[] args) { Console.WriteLine("Testing objects:"); Missile Bill = new Missile(1000.0); RaceCar McQueen = new RaceCar(100.0); Console.WriteLine("Missile distance traveled: " + Bill.DistanceTraveledInMeters(Bill.rate, time) + " meters"); Console.WriteLine("Racecar distance traveled: " + McQueen.DistanceTraveledInMeters(McQueen.rate, time) + " meters"); }
public void StartMoving() { for (int i = 0; i < cars.Length; ++i) { if (fastestCar == null || cars[i].maxSpeed > fastestCar.maxSpeed) { fastestCar = cars[i]; } } StartCoroutine(StartMovingAfterDelay()); }
// Unity method for updating the simulation void Update() { //Update reward for each enabled car on the track for (int i = 0; i < cars.Count; i++) { RaceCar car = cars[i]; if (car.Car.enabled) { BestCar = car.Car; } } }
public RaceCar Build() { RaceCar c = new RaceCar(); c.Color = _color; c.Engine = _engine; c.Tires = _tires; c.ZeroTo60Time = _zeroTo60Time; c.Weight = _weight; return(c); }
public void ShouldReturnFullyDecoratedRaceCar() { var baseCar = new BaseCar(); var armoredCar = new ArmoredCar(baseCar); var armoredCar2 = new ArmoredCar(armoredCar); var raceCar = new RaceCar(armoredCar2); ICar car = new AttackCar(raceCar); Assert.AreEqual(90, car.Drive()); Assert.AreEqual(120, car.Attack()); Assert.AreEqual(160, car.Defend()); }
public static void CarSearch(ref RaceCar playerCar) { allCars = UnityEngine.Object.FindObjectsOfType <RaceCar>(); for (int i = 0; i < allCars.Length; i++) { if (!allCars[i].isNetworkCar) { playerCar = allCars[i]; return; } } }
private void OnTriggerEnter2D(Collider2D other) { RaceCar raceCar = other.GetComponent <RaceCar>(); if (!winnerSet) { winnerSet = true; winner.vehicleBody = raceCar.raceStarter.vehicleBody; winner.vehicleColor = raceCar.raceStarter.vehicleColor; } raceCar.EndRace(); raceOverEvent.Raise(); }
static void Main(string[] args) { Race race = new Race(); RaceCar car1 = new RaceCar("Test 1"); RaceCar car2 = new RaceCar("Test 2"); StreetCar car3 = new StreetCar("Test 3"); string str; race.AddRacer(car1); race.AddRacer(car2); race.AddRacer(car3); str = race.PrintRacers(); }
static async Task Main(string[] args) { RaceTrack raceTrack = new RaceTrack(1000, 3, new TimeSpan(TimeSpan.TicksPerSecond * 20)); long seconds = TimeSpan.TicksPerSecond * 60; TimeSpan timePerLap = new TimeSpan(seconds); // 60 seconds per lap CarConfiguration carConiguration = new CarConfiguration(raceTrack, 20, timePerLap, 40); RaceCar car1 = new RaceCar(carConiguration); RaceCar car2 = new RaceCar(carConiguration); List <RaceCar> raceCars = new List <RaceCar>(); Console.WriteLine($"Current Thread Id: {Thread.CurrentThread.ManagedThreadId}"); raceCars.Add(car1); raceCars.Add(car2); //await RunAll(raceCars); await RunAllParalle(raceCars); }
// Token: 0x06000006 RID: 6 RVA: 0x00002510 File Offset: 0x00000710 private void Update() { if (Input.GetKeyDown(KeyCode.F8) && SceneManager.GetActiveScene().name != "SelectCar" && JapanX.IsJapanXActive) { if (this.mapLoaded) { this.rtProbe.SetActive(false); this.rtProbe.SetActive(true); return; } if (SceneManager.GetActiveScene().name != "Airfield") { UnityEngine.Object.Destroy(GameObject.Find("map")); this.LoadJapanXMap(); if (this.spawns.Count <= 0) { UnityEngine.Debug.LogWarning("[JapanX]: WARNING: Map does not have spawns"); return; } RaceCar raceCar = null; RaceCar[] array = UnityEngine.Object.FindObjectsOfType <RaceCar>(); for (int i = 0; i < array.Length; i++) { if (!array[i].isNetworkCar) { raceCar = array[i]; break; } } if (raceCar != null) { raceCar.getTransform.position = this.spawns[0].transform.position; raceCar.getTransform.rotation = this.spawns[0].transform.rotation; Rigidbody getRigidbody = raceCar.carX.getRigidbody; getRigidbody.velocity = Vector3.zero; getRigidbody.angularVelocity = Vector3.zero; return; } } else { UIMessageBox.ShowHint("Navaro is not supported", "JapanX", null, null); UnityEngine.Debug.LogError("[JapanX]: ERROR: Maps not supported for Navaro"); } } }
static void Main(string[] args) { // We build a car, but we may not have a lot of knowledge about how it should be built. // There are a lot of properties here. We may not understand them all. // We may miss some properties. // We may have to do this over and over and are repeating ourselves a lot. var car1 = new RaceCar(); car1.Color = "red"; car1.Engine = EngineType.InlineTurbo; car1.Tires = TireType.PRated; car1.Weight = 1500 - 25.0m - 63.0m - 8.5m + (8.6m * 5.0m); car1.ZeroTo60Time = 5.4m; // // Here is a way to do it more flexibly with a builder. // var car2 = new CarBuilder() // .StartWithFordMustang() // .ChangeTires(TireType.Track) // .InstallEngine(EngineType.V8SuperCharged) // .CutOffPart(25.0m) // .CutOffPart(63.0m) // .CutOffPart(8.5m) // .FillGasTank() // .Build(); // // Ah, but we could also adust the builder just a bit and create a second car. Or ten identical instances. // CarBuilder beachBlastCustoms = new CarBuilder() // .StartWithMeyersManx() // .FillGasTank(); // RaceCar blueManx = beachBlastCustoms.Paint("Blue").Build(); // RaceCar redManx = beachBlastCustoms.Paint("Red").Build(); // RaceCar purpleManx = beachBlastCustoms.Paint("Purple").Build(); RaceTrackSimulator sim = new RaceTrackSimulator(); sim.Car = car1; try { sim.Simulate(); } catch (Exception e) { Console.WriteLine(e.Message); } }
static readonly string s_systemDir = "OneDbPerClass"; // appended to SessionBase.BaseDatabasePath public void AddRaceCar() { try { using (SessionNoServer session = new SessionNoServer(s_systemDir)) { Console.WriteLine("Running with databases in directory: " + session.SystemDirectory); session.BeginUpdate(); RaceCar raceCar = new RaceCar(); raceCar.Speed = 1976.7; session.Persist(raceCar); session.Commit(); } } catch (Exception ex) { Console.WriteLine(ex.ToString()); } }
// Unity method for updating the simulation void Update() { CarController BestAliveCar = null; float maxReward = 0f; //Update reward for each enabled car on the track for (int i = 0; i < cars.Count; i++) { RaceCar car = cars[i]; if (car.Car.enabled) { car.Car.CurrentCompletionReward = GetCompletePerc(car.Car, ref car.CheckpointIndex); if (car.Car.CurrentCompletionReward >= maxReward) { maxReward = car.Car.CurrentCompletionReward; BestAliveCar = car.Car; } // Update best if (BestCar == null || car.Car.CurrentCompletionReward >= BestCar.CurrentCompletionReward) { // if no best car or current car is better than best car BestCar = car.Car; } else if (SecondBestCar == null || car.Car.CurrentCompletionReward >= SecondBestCar.CurrentCompletionReward) { // if no second best car SecondBestCar = car.Car; } } } if (BestCar != null && !BestCar.enabled && BestCar != BestAliveCar) { // if BestCar is dead, focus on next best if (BestAliveCarChanged != null) { BestAliveCarChanged(BestAliveCar); } } }
static void Main(string[] args) { Console.WriteLine("Hello World!"); Car c1 = new Car(); c1.Speed = 100; Console.WriteLine(c1.Speed); c1.Speed += 1; Console.WriteLine(c1.Speed); Console.WriteLine(c1.Horsepower += 1); Console.WriteLine(c1.Horsepower += 1); Console.WriteLine(c1.Torgue += 3); Console.WriteLine("==================="); c1.Speed = 10; Console.WriteLine(c1.Speed); c1.SpeedUp(30); Console.WriteLine(c1.Speed); Console.WriteLine("==================="); RaceCar c2 = new RaceCar(); c2.SpeedUp(30); Console.Out.WriteLine(c2.Speed); Console.WriteLine(c2.Torgue); Console.WriteLine("==================="); RaceCar rc = new RaceCar(); Car c = rc; Console.WriteLine(c.Speed); rc.SpeedUp(10); Console.WriteLine(c.Speed); c.SpeedUp(10); Console.WriteLine(c.Speed); // result: // 0 // 20 // 40 (c.SpeedUp(10);) }
public Car Create(CarType type, int xPos, int yPos, City city, Passenger passenger) { Car car; switch (type) { case CarType.Sedan: car = new Sedan(xPos, yPos, city, passenger); break; case CarType.RaceCar: car = new RaceCar(xPos, yPos, city, passenger); break; case CarType.Motorcycle: car = new Motorcycle(xPos, yPos, city, passenger); break; default: throw new ArgumentOutOfRangeException(nameof(type), type, null); } return car; }
public void SetCarAmount(int amount) { //Check arguments if (amount < 0) { throw new ArgumentException("Amount may not be less than zero."); } if (amount == CarCount) { return; } if (amount > cars.Count) { //Add new cars for (int toBeAdded = amount - cars.Count; toBeAdded > 0; toBeAdded--) { GameObject carCopy = Instantiate(PrototypeCar.gameObject); carCopy.transform.position = startPosition; carCopy.transform.rotation = startRotation; CarController controllerCopy = carCopy.GetComponent <CarController>(); var raceCar = new RaceCar(controllerCopy, 1); raceCar.Car.CarDied += OnCarDied; cars.Add(raceCar); carCopy.SetActive(true); } } else if (amount < cars.Count) { //Remove existing cars for (int toBeRemoved = cars.Count - amount; toBeRemoved > 0; toBeRemoved--) { RaceCar last = cars[cars.Count - 1]; cars.RemoveAt(cars.Count - 1); Destroy(last.Car.gameObject); } } }
static void Main(string[] args) { ICar baseCar = new BaseCar(); // Show how specific features of car are showCarStats(baseCar); // decorate baseCar with RaceCar and see how car chages ICar raceCar = new RaceCar(baseCar); showCarStats(raceCar); // decorate our car yet again, this time with RustyCar and see changes ICar yetSomeOtherCar = new RustyCar(raceCar); showCarStats(yetSomeOtherCar); // to show flexibility we decorate our first made car with RustyCar to show different 'decorations' work independently ICar baseRustyCar = new RustyCar(baseCar); showCarStats(baseRustyCar); }
protected Driver(RaceCar car) { Car = car; }
public GroupOfClowns(RaceCar car) : base(car) { Name = "Group of Clowns"; SkillLevel = 1; }
public Diego(RaceCar car) : base(car) { Name = "Diego"; SkillLevel = 9; }
public Antonio(RaceCar car) : base(car) { Name = "james"; SkillLevel = 10; }
public GoodBuddy(RaceCar car) : base(car) { Name = "Good Buddy"; SkillLevel = 8; }
public Ricardo(RaceCar car) : base(car) { Name = "Ricardo"; SkillLevel = 13; }
public LifterJerry(RaceCar car) : base(car) { Name = "Big man Jerry"; SkillLevel = 2; }