protected void encryptBtn_Click(object sender, EventArgs e) { //get the users data and pin code input String pass = passText.Text; String passname = passName.Text; String pin = pinText.Text; //server side input validation if (passname.Length < 1) { Label2.ForeColor = System.Drawing.Color.Red; Label2.Text = "Please Enter a Password Name"; return; } if (pass.Length < 1) { Label2.ForeColor = System.Drawing.Color.Red; Label2.Text = "Please Enter a Password"; return; } if (pin.Length < 1) { Label2.ForeColor = System.Drawing.Color.Red; Label2.Text = "Please Enter a Pin Code"; return; } //hash the user inputted pincode String key = Bouncy.Hash(pin); //get instance of AESCipher internal class AESCipher AESCipher = new AESCipher(); //generate a 16 byte random IV byte[] ivBytes = AESCipher.GenerateRandomIV(16); //convert IV to string String iv = Convert.ToBase64String(ivBytes); //encrypt the password using the pin code and the IV String encrypted = AESCipher.encrypt(pass, key, iv); Debug.WriteLine("encrypted text..................................." + encrypted); //set the encrypted password and hashed pin code on screen passText.Text = encrypted; pinText.Text = key; }
public override void Create() { this.bouncy = new Bouncy(0.25f, 0.025f); return; }
public static void BouncyHit(Bouncy bounce) { score += bounce.points * multi[i]; }
void OnControllerColliderHit(ControllerColliderHit hit) { bool hitGround = Vector3.Dot(hit.normal, Vector3.up) > 0.5f; //don't collide with the ground if (hitGround) { return; } if (hit.gameObject.CompareTag("Player")) { //hitting a player Player otherPlayer = hit.gameObject.GetComponent <Player>(); if (otherPlayer == null) { Kill(); return; } otherPlayer.Hit(damage); if (damage > 20) { Screenshake.current.Shake(0.5f, 0.1f); } if (size > 2) { GridDistortion.current.Distort(team.distortionIndex, hit.transform.position, size - 2); GridDistortion.current.Expand(team.distortionIndex, (size - 2) * -10, 250); if (particles) { (Instantiate(particles, hit.transform.position, Quaternion.identity) as HitParticles).InitSystem(team.team, (int)(Mathf.Pow(size, 2.5f) * 2)); } } Kill(); } else if (hit.gameObject.CompareTag("Bullet")) { //hitting another bullet Bullet otherBullet = hit.gameObject.GetComponent <Bullet>(); if (otherBullet == null) { Kill(); return; } if (otherBullet.damage > damage + 0.25f) { Kill(); } else if (otherBullet.damage < damage - 0.25f) { otherBullet.Kill(); } else { otherBullet.Kill(); Kill(); } } else if (hit.gameObject.CompareTag("Bouncy")) { Vector3 flatnormal = hit.normal; flatnormal.y = 0; direction = Vector3.Reflect(direction, flatnormal); //tell the bounce object that it was collided with Bouncy bounce = hit.gameObject.GetComponent <Bouncy>(); if (bounce) { bounce.Bounce(); } } else { Kill(); } }