Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Vector3 start = transform.position; //
            Vector3 end   = transform.position + transform.forward * 1000;

            RaycastHit hit;

            if (Physics.Raycast(transform.position, transform.forward, out hit)) // si je touche
            {
                end = hit.point;                                                 //alors point de fin = hit.point
            }



            //charger ressource
            GameObject  resource = Resources.Load("beam") as GameObject;
            BeamManager beam     = resource.GetComponent <BeamManager>();
            beam.start = start;
            beam.end   = end;

            Instantiate(resource);
        }
    }
Esempio n. 2
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        public void init(Layout l)
        {
            this.l = l;
            turn   = 0;

            hFolder = new GameObject("Hexes"); nFolder = new GameObject("Nodes");
            nodes   = new List <Node> (); units = new List <Unit> ();

            this.bm = new BeamManager(this);

            map = new Dictionary <HexLoc, Hex> ();
        }
Esempio n. 3
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        public Boss()
        {
            IsActive = false;

            Position = m_StartPos + m_Hidden;

            for (int i = 0; i < m_Particles.Length; i++)
            {
                m_Particles[i] = new Particles(new Vector2(), Color.Red, 20, 5, 0.0f, new Vector2(), 3.0f, true, 70, 5, 2, true);
                m_Particles[i].Stop = true;
            }

            m_BeamManager = new BeamManager(new Rectangle(0, 0, Level.getWidthOfArray() * 32, Level.getHeightOfArray() * 32), Color.DarkRed, Color.OrangeRed);
        }
Esempio n. 4
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    // Start is called before the first frame update
    void Start()
    {
        m_NativeScene = m_Lib.CreateNativeScene();

        GameObject beam = Instantiate(beamPrefab, new Vector3(), Quaternion.identity, transform);

        m_Beam = beam.GetComponent <BeamManager>();
        m_Beam.Init(this, m_NativeScene, new Vector3(), new Vector3(0.0f, 0.0f, 1.0f));


        /*
         *
         * m_NativeScene = ExtCreateNativeScene();
         *
         * double[] b_pos = new double[3] { 0.0, 0.0, 0.0 };
         * Vector3 b_dirvec = Vector3.Normalize(new Vector3(0.0f, 0.0f, 1.0f));
         * double[] b_dir = new double[3] { (double)b_dirvec.x, (double)b_dirvec.y, (double)b_dirvec.z };
         * m_NativeBeam = ExtCreateNativeBeam(m_NativeScene, b_pos, b_dir);
         *
         * double[] el_pos = new double[3] { 0.0, 0.0, 20.0 };
         * Vector3 el_dirvec = Vector3.Normalize(new Vector3(-1.0f, 0.0f, -1.0f));
         * double[] el_dir = new double[3] { (double)el_dirvec.x, (double)el_dirvec.y, (double)el_dirvec.z };
         * m_NativeSceneElement = ExtCreateNativeSceneElement(m_NativeScene, el_pos, el_dir);
         *
         * double[] el2_pos = new double[3] { -20.0, 0.0, 20.0 };
         * Vector3 el2_dirvec = Vector3.Normalize(new Vector3(1.0f, 0.0f, -1.0f));
         * double[] el2_dir = new double[3] { (double)el2_dirvec.x, (double)el2_dirvec.y, (double)el2_dirvec.z };
         * //ExtCreateNativeSceneElement(m_NativeScene, el2_pos, el2_dir);
         *
         * double[] el3_pos = new double[3] { -20.0, 0.0, 0.0 };
         * Vector3 el3_dirvec = Vector3.Normalize(new Vector3(1.0f, 0.0f, 1.0f));
         * double[] el3_dir = new double[3] { (double)el3_dirvec.x, (double)el3_dirvec.y, (double)el3_dirvec.z };
         * //ExtCreateNativeSceneElement(m_NativeScene, el3_pos, el3_dir);
         *
         * beamPoints = new List<Vector3>();
         * GetBeamPoints(beam_points_arr, beamPoints);
         * foreach (Vector3 p in beamPoints)
         *  Instantiate(beamPointPrefab, p, Quaternion.identity, transform);
         */
    }
Esempio n. 5
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    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Vector3 start = cameraTransform.position + cameraTransform.right * 0.1f;
            Vector3 end   = cameraTransform.position + cameraTransform.forward * 100;

            RaycastHit hit;

            if (Physics.Raycast(cameraTransform.position, cameraTransform.forward, out hit))
            {
                end = hit.point;
                if (hit.transform.tag == "teleport")
                {
                    Debug.Log("Teleport");
                    if (firstTeleporter == null)
                    {
                        CreateTeleporter(hit.point, out firstTeleporter);
                    }
                    else
                    {
                        Debug.Log("Destroy");
                        Destroy(secondTeleporter);
                        secondTeleporter = firstTeleporter;
                        CreateTeleporter(hit.point, out firstTeleporter);
                    }
                }
            }

            GameObject  resource = Resources.Load("Beam") as GameObject;
            BeamManager beam     = resource.GetComponent <BeamManager>();
            beam.start = start;
            beam.end   = end;

            Instantiate(resource);
        }
    }
Esempio n. 6
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        public void Run()
        {
            if (string.IsNullOrEmpty(SavePath))
            {
                Logger.Log("Save path is empty. Will save to desktop\n");
                SavePath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Desktop), "outputs.txt");
            }
            ;

            var measurementList = BuildMeasurementList();

            BeamManager.SetFixed();
            BeamManager.SetEnergy(Energy._6X);
            BeamManager.SetDoseRate(measurementList.First().MachineStateRun.DoseRate);

            foreach (var jr in measurementList)
            {
                Task depthTask = Task.Run(() => { });
                if (_scan1D.GetCurrentDepthMM() != jr.DepthOfMeasurentMM)
                {
                    depthTask = _scan1D.GoToDepth(jr.DepthOfMeasurentMM);
                }

                for (int n = 0; n < RepeatMeasurements; n++)
                {
                    Logger.Log($"Working on {jr.MachineStateRun.Energy}, Depth {jr.DepthOfMeasurentMM},  Measurement {n + 1}\n");

                    var state = _linac.GetMachineStateCopy();
                    //Check for cone change
                    if (_linac.GetMachineStateCopy().Accessory != jr.MachineStateRun.Accessory)
                    {
                        Console.Beep(4000, 1000);
                        Logger.Log($"Please change the cone to {jr.MachineStateRun.Accessory}\n");
                        Logger.Log($"Press ENTER when complete\n");
                        while (Console.ReadKey().Key != ConsoleKey.Enter)
                        {
                        }
                        Logger.Log($"{jr.MachineStateRun.Accessory} inserted! Continuing...\n");
                    }

                    _linac.SetMachineState(jr.MachineStateRun);

                    //Start measuring
                    depthTask.Wait();
                    _el.Reset();
                    _el.StartMeasurement();

                    if (n == 0)
                    {
                        _linac.BeamOn();
                    }
                    else
                    {
                        _linac.RepeatBeam();
                    }

                    Thread.Sleep(_linac.WaitMsForMU(jr.MachineStateRun.MU));

                    //Stop and get measurement
                    _el.StopMeasurement();
                    var measured = _el.GetValue().Measurement;
                    Logger?.Log($"Measured : {measured}\n");

                    jr.AddMeasurement(_el.GetValue().Measurement);
                }

                //Save results
                JobWriter.AppendResult(SavePath, jr);
            }
        }
Esempio n. 7
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 void Start()
 {
     beam = GetComponentInChildren <BeamManager> ();
 }
Esempio n. 8
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 override protected void init()
 {
     bm = gun.GetChild(1).GetComponent <BeamManager>();
     bm.Off();
 }