Esempio n. 1
0
    public static string GetLevel(LevelEnum level)
    {
        switch (level)
        {
        case LevelEnum.start:
            return("Summer in Canada");

        case LevelEnum.first:
            return("Diamond dust");

        case LevelEnum.second:
            return("Snow flurry");

        case LevelEnum.third:
            return("Snowsquall");

        case LevelEnum.fourth:
            return("Snow storm");

        case LevelEnum.fifth:
            return("Blizzard");

        case LevelEnum.sixth:
            return("Arctic mayhem!");

        case LevelEnum.seventh:
            return("THUNDER SNOW!");

        case LevelEnum.final:
            return("»»» ULTRA INSTINCT «««");

        default:
            return("");
        }
    }
Esempio n. 2
0
        /// <summary>
        /// info
        /// </summary>
        /// <param name="contextCode">会话标识,线上:一次请求生命周期中的日志编码,一次请求响应使用一个编码</param>
        /// <param name="logicType">项目逻辑枚举类型</param>
        /// <param name="level">日志级别</param>
        /// <param name="loggerCode">日志编码,填写线下记录编码linerecordcode</param>
        /// <param name="parkingCode">停车场编码</param>
        /// <param name="carNoOrCardNo">车牌号或卡号</param>
        /// <param name="projectInfo">项目标识</param>
        /// <param name="message">请求的参数或者实体json</param>
        /// <param name="exception"> 错误信息或者异常信息</param>
        public static void SetLoggerInfo(
            string contextCode,
            LoggerLogicEnum logicType,
            LevelEnum level,
            string loggerCode,
            string parkingCode,
            string carNoOrCardNo,
            string projectInfo,
            string message,
            string exception)
        {
            Dictionary <string, object> arguments = new Dictionary <string, object>();

            arguments["LogicType"]     = logicType.ToString();
            arguments["ContextCode"]   = contextCode;
            arguments["LoggerCode"]    = loggerCode;
            arguments["Level"]         = level;
            arguments["ParkingCode"]   = parkingCode;
            arguments["CarNoOrCardNo"] = carNoOrCardNo;
            arguments["ProjectInfo"]   = projectInfo;
            arguments["Message"]       = message;
            arguments["Exception"]     = exception;
            arguments["CreateTime"]    = DateTime.Now.ToString();
            arguments["Ip"]            = Dns.GetHostAddresses(Dns.GetHostName()).First(p => p.AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork).ToString();
            try
            {
                IDatabase db  = RedisHelper.GetDatabase(9);
                string    key = string.Format("ApiLoggerInfo_{0}", DateTime.Now.Minute);
                db.ListRightPush(key, jsonserializationer.Serialize(arguments));
                db.KeyExpireAsync(key, DateTime.Now.AddMinutes(5)); //5分钟过期
            }
            catch { }
            finally { }
        }
    public void FinishLevel(LevelEnum level, int score = 100, bool doSave = true)
    {
        Level lvl = this.levels [level];

        if (lvl.score < score)
        {
            lvl.score = score;
        }
        this.playerData.setScore(level, score);

        // Update Google Play Games Leaderboard
        if (doSave)
        {
            int totalScore = GetTotalScore();
            PlayGamesScript.AddScoreToLeaderboard(Config.LEADERBOARD_OVERALL_SCORE, totalScore);
        }

        // If level is a story, unlock the next world
        if (lvl.isStory)
        {
            UnlockWorld(this.levels [lvl.nextLevel].world.id);
        }

        if (doSave)
        {
            Save();
        }
    }
Esempio n. 4
0
        string[] LosOp(ref string[] getallen)
        {
            LevelEnum level = VolgordeBewerkingen(getallen);

            string[] nieuw = new string[getallen.Length - 2];

            switch (level)
            {
            case LevelEnum.Som:
                nieuw = LosSomOp(getallen, nieuw);
                break;

            case LevelEnum.Maal:
                nieuw = LosMaalOp(getallen, nieuw);
                break;

            case LevelEnum.Haakjes:
                nieuw = LosHaakjesOp(getallen, nieuw);
                break;

            default:
                break;
            }

            return(nieuw);
        }
    void Start()
    {

#if UNITY_IOS
        serverConnect.SetActive(false);
        gameConnectPanel.gameObject.SetActive(false);
        connectPanel.gameObject.SetActive(true);
#endif
        //logLevel = LogFilter.FilterLevel.Debug;
        GameObject es = GameObject.Find("EventSystem");
        GameObject.DontDestroyOnLoad(es);
        isPause = false;
        SingletonNM = this;
        currentMode = NetworkMode.Level;
        selectedDifficulty = selectedDifficulty = LevelEnum.Unselected;
        //currentPanel = connectPanel;
        lobbyPlayerArray = new ArrayList(maxPlayers);
        gameplayerControllers = new ArrayList(maxPlayers);
        disconnectedPlayerControllers = new ArrayList(maxPlayers);
        userNameSet = new HashSet<string>();
        levels = new ArrayList(maxPlayers);
        for (int i = 0; i < maxPlayers; i++)
        {
            lobbyPlayerArray.Add(null);
            gameplayerControllers.Add(null);
            disconnectedPlayerControllers.Add(null);
            levels.Add(LevelEnum.Unselected);
        }

        lobbySystemStartSetting();
        citizenshipZeroTime = 0;
        //StartCoroutine(startLatency());
        //infoPanel.DisplayDisconnectError("Client error : ", StopClientClbk, ReconnectClinetClbk);
    }
Esempio n. 6
0
 /// <summary>
 ///     Constructor
 /// </summary>
 /// <param name="title"> Question title. </param>
 /// <param name="answer"> Question answer. </param>
 /// <param name="options"> Question options. </param>
 /// <param name="level"> Question level. </param>
 public Question(string title, Option answer, List <Option> options, LevelEnum level)
 {
     this.Title   = title;
     this.Answer  = answer;
     this.Options = options;
     this.Level   = level;
 }
Esempio n. 7
0
        //切换场景方法供外部调用
        public void ChangeLevel(LevelEnum levelType)
        {
            string sceneName = "";

            switch (levelType)
            {
            case LevelEnum.Event:
            {
                sceneName = "Game";
                StartCoroutine(LoadLevelScene(levelType, sceneName, true));
            }
            break;

            case LevelEnum.Main:
            {
                sceneName = "Demo";
                if (_bEventStarted)
                {
                    StartCoroutine(UnloadAdditiveLevelScene(levelType, "Game"));
                }
                else
                {
                    StartCoroutine(LoadLevelScene(levelType, sceneName));
                }
            }
            break;
            }
        }
Esempio n. 8
0
        /// <summary>
        /// Switches to level.
        /// </summary>
        /// <param name="level">The level.</param>
        private void SwitchToLevel(LevelEnum level)
        {
            switch (level)
            {
            case LevelEnum.Start:
                this.CurrentCamera = new Camera(GameManager.Instance.GraphicsDevice.Viewport, CameraType.Screen);
                _currentLevel      = Level.Start();
                break;

            case LevelEnum.Level1:
                this.CurrentCamera = new Camera(GameManager.Instance.GraphicsDevice.Viewport, CameraType.Follow);
                _currentLevel      = Level.Level_1();
                break;

            case LevelEnum.Level2:
                this.CurrentCamera = new Camera(GameManager.Instance.GraphicsDevice.Viewport, CameraType.Follow);
                _currentLevel      = Level.Level_2();
                break;

            case LevelEnum.Credits:
                this.CurrentCamera = new Camera(GameManager.Instance.GraphicsDevice.Viewport, CameraType.Screen);
                _currentLevel      = Level.Credits();
                break;
            }
        }
Esempio n. 9
0
        public static void RemoveFriendItemsDueToBlock(LevelEnum level, Guid ofReferenceId, Guid byReferenceId, Guid byAppUserId)
        {
            ApplicationDbContext db = new ApplicationDbContext();

            RemoveFriendItemsDueToBlock(db, level, ofReferenceId, byReferenceId, byAppUserId);
            db.Dispose();
        }
Esempio n. 10
0
        private Level(string foregroundPath, string backgroundPath, string backBackGroundName, LevelEnum levelEnum)
        {
            // Set up BackBackGround
            this.BackBackGroundName = backBackGroundName;
            this.BackgroundTexture  = GameManager.Instance.Content.Load <Texture2D>($@"BackBackground\{BackBackGroundName}");
            this.BackgroundFrame    = new Rectangle(0, 0, GameManager.Instance.GraphicsDevice.Viewport.Width, GameManager.Instance.GraphicsDevice.Viewport.Height);

            // Set up Paths
            this.ForegroundPath = Environment.CurrentDirectory + foregroundPath;
            this.BackgroundPath = Environment.CurrentDirectory + backgroundPath;

            // Load Foreground Entities
            this.ForegroundEntities = BuildLevelMapOffOfCSVFile(this.ForegroundPath);

            // Get Player Start Position
            this.PlayerStart  = this.ForegroundEntities.First(entity => entity?.CollisionComponent?.Tag == Tags.PlayerStart);
            this.PlayerEntity = new PlayerEntity();
            MovePlayerToStartPosition();

            // Load Background Entities
            this.BackgroundEntities = BuildLevelMapOffOfCSVFile(this.BackgroundPath);

            // Create List of Temp Entites
            this.TempEntities = new Dictionary <int, Entity>();
            this.ToDelete     = new List <Entity>();

            this.Enum = levelEnum;
        }
Esempio n. 11
0
        public void CadFuncao()
        {
            Console.WriteLine("####################### Cadastro de Função #######################");

            Console.WriteLine(" 1 - Junior | 2 - Pleno | 3 - Sênior ");
            Console.Write("Níveis: ");


            int level = Convert.ToInt32(Console.ReadLine());

            switch (level)
            {
            case 1:
                level = (int)LevelEnum.Junior;
                break;

            case 2:
                level = (int)LevelEnum.Pleno;
                break;

            case 3:
                level = (int)LevelEnum.Senior;
                break;

            default:
                throw new Exception("Valor digitado é inválido.");
            }

            LevelEnum level1 = (LevelEnum)level;

            Console.Write("Valor hora: ");
            var vlrHora = Convert.ToDouble(Console.ReadLine());

            funcaoRepository.SalvarFuncao(level1, vlrHora);
        }
//##################################################################################
// General functions
//##################################################################################
    private void Start()
    {
        m_LevelEnum = LevelEnum.Level_1;
        m_sText     = "";

        SetDisplayText();
    }
Esempio n. 13
0
 private void Print(string a_sText, bool a_bIsHeader, LevelEnum a_eLevel)
 {
     if (a_eLevel <= Log.CurrentLevel)
     {
         LogWriter?.Write(GenerateLogShiftLine(a_sText, a_bIsHeader, a_eLevel));
     }
 }
Esempio n. 14
0
        //加载场景
        private IEnumerator LoadLevelScene(LevelEnum levelType, string name, bool additive = false)
        {
            CleanCurrentLevel();
            int loadingProgress = 0;
            //SceneManager.LoadSceneAsync("Loading");
            AsyncOperation oprAsync = additive ? SceneManager.LoadSceneAsync(name, LoadSceneMode.Additive) : SceneManager.LoadSceneAsync(name);

            oprAsync.allowSceneActivation = false;

            while (!oprAsync.isDone)//done这个变量在allowSceneActivation为true以后自然会设置
            {
                int progressLimit = 0;
                if (oprAsync.progress < 0.85f)//unity的机制是卡在0.9,防止浮点数不准确,写0.85
                {
                    progressLimit = (int)(oprAsync.progress * 100);
                }
                else
                {
                    progressLimit = 100;
                }
                if (loadingProgress <= progressLimit)
                {
                    loadingProgress += 2;//这个阶段速度可以控制
                }
                else if (progressLimit == 100)
                {
                    oprAsync.allowSceneActivation = true;
                }
                yield return(new WaitForEndOfFrame());
            }
            //!!很关键
            SceneManager.SetActiveScene(SceneManager.GetSceneByName(name));
            LoadLevelLogic(levelType);
            oprAsync = null;
        }
Esempio n. 15
0
    public static List <BlobStatsData> GetLevelEnemies(LevelEnum levelEnum)
    {
        List <BlobStatsData> blobStatsDatas = new List <BlobStatsData>();

        switch (levelEnum)
        {
        case LevelEnum.TestingGround:
            blobStatsDatas.Add(BlobInstantiator.CreateBlob(BlobType.Fighter));
            break;

        case LevelEnum.IntroLevel1:
            // No enemies on this level
            break;

        case LevelEnum.IntroLevel2:
            blobStatsDatas.Add(BlobInstantiator.CreateBlob(BlobType.Survivor));
            break;

        case LevelEnum.IntroLevel3:
            blobStatsDatas.Add(BlobInstantiator.CreateBlob(BlobType.Fighter));
            break;

        default:
            Debug.LogError("LevelEnemyInfo was not found.");
            break;
        }
        return(blobStatsDatas);
    }
Esempio n. 16
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Error" /> class.
 /// </summary>
 /// <param name="Code">Code (required).</param>
 /// <param name="Level">Level (required).</param>
 /// <param name="Cause">Cause.</param>
 /// <param name="Message">Message (required).</param>
 public Error(string Code = default(string), LevelEnum Level = default(LevelEnum), Error Cause = default(Error), string Message = default(string))
 {
     // to ensure "Code" is required (not null)
     if (Code == null)
     {
         throw new InvalidDataException("Code is a required property for Error and cannot be null");
     }
     else
     {
         this.Code = Code;
     }
     // to ensure "Level" is required (not null)
     if (Level == null)
     {
         throw new InvalidDataException("Level is a required property for Error and cannot be null");
     }
     else
     {
         this.Level = Level;
     }
     // to ensure "Message" is required (not null)
     if (Message == null)
     {
         throw new InvalidDataException("Message is a required property for Error and cannot be null");
     }
     else
     {
         this.Message = Message;
     }
     this.Cause = Cause;
 }
Esempio n. 17
0
        public static bool IsReferenceInGroupForType(Guid groupId, LevelEnum referenceLevel, Guid referenceId)
        {
            ApplicationDbContext db = new ApplicationDbContext();
            bool inGroup            = IsReferenceInGroupForType(db, groupId, referenceLevel, referenceId);

            db.Dispose();
            return(inGroup);
        }
Esempio n. 18
0
        public static List <Group> GetGroupsForTypeAndReferenceId(LevelEnum referenceLevel, Guid referenceId)
        {
            ApplicationDbContext db   = new ApplicationDbContext();
            List <Group>         list = GetGroupsForTypeAndReferenceId(db, referenceLevel, referenceId);

            db.Dispose();
            return(list);
        }
Esempio n. 19
0
        public static Block CreateBlock(LevelEnum level, Guid ofReferenceId, Guid byReferenceId, Guid byAppUserId)
        {
            ApplicationDbContext db = new ApplicationDbContext();
            Block block             = CreateBlock(db, level, ofReferenceId, byReferenceId, byAppUserId);

            db.Dispose();
            return(block);
        }
Esempio n. 20
0
        public static Block GetBlockForReferenceIdAndType(ApplicationDbContext db, LevelEnum referenceLevel, Guid ofReferenceId, Guid byReferenceId)
        {
            Block block = (from b in db.Blocks
                           where (b.Type == referenceLevel && b.BlockedOfId == ofReferenceId && b.BlockedById == byReferenceId)
                           select b).FirstOrDefault();

            return(block);
        }
Esempio n. 21
0
        public static List <BlockView> GetBlockViewByType(Guid appUserId, LevelEnum type)
        {
            ApplicationDbContext db   = new ApplicationDbContext();
            List <BlockView>     list = GetBlockViewByType(db, appUserId, type);

            db.Dispose();
            return(list);
        }
Esempio n. 22
0
        public static bool IsReferenceBlocked(LevelEnum referenceLevel, Guid ofReferenceId, Guid byReferenceId)
        {
            ApplicationDbContext db = new ApplicationDbContext();
            bool blocked            = IsReferenceBlocked(db, referenceLevel, ofReferenceId, byReferenceId);

            db.Dispose();
            return(blocked);
        }
Esempio n. 23
0
        public static Block GetBlockForReferenceIdAndType(LevelEnum referenceLevel, Guid ofReferenceId, Guid byReferenceId)
        {
            ApplicationDbContext db = new ApplicationDbContext();
            Block block             = GetBlockForReferenceIdAndType(db, referenceLevel, ofReferenceId, byReferenceId);

            db.Dispose();
            return(block);
        }
Esempio n. 24
0
 public void SendLevelInfo(LevelEnum le)
 {
     if (localLobbyPlayer != null)
     {
         localLobbyPlayer.CmdSetLevelWithSlot(le);
         //SetLevelInfo(le);
     }
 }
Esempio n. 25
0
        public Manager(GameCanvas playGrid)
        {
            const LevelEnum currentLevelEnum = LevelEnum.LevelOne;

            _player = new Player();
            LevelFactory.CurrentLevel = LevelFactory.CreateLevel(currentLevelEnum, playGrid, _player);
            LevelFactory.CurrentLevel.InitLevel();
        }
Esempio n. 26
0
        public static UserAction CreateActionForFriendRequestFromUser(LevelEnum level, Guid ofReferenceId, Guid byReferenceId)
        {
            ApplicationDbContext db     = new ApplicationDbContext();
            UserAction           action = CreateActionForFriendRequestFromUser(db, level, ofReferenceId, byReferenceId);

            db.Dispose();
            return(action);
        }
Esempio n. 27
0
        public static UserAction CreateAction(ActionTypeEnum actionType, LevelEnum level, string actionDescription, Guid referenceKey, Guid createdBy, DateTime createdOn, EntityStatusEnum status)
        {
            ApplicationDbContext db     = new ApplicationDbContext();
            UserAction           action = CreateAction(db, actionType, level, actionDescription, referenceKey, createdBy, createdOn, status);

            db.Dispose();
            return(action);
        }
Esempio n. 28
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="message"></param>
 /// <param name="level"></param>
 /// <param name="father"></param>
 /// <param name="del">已查阅事件,在日志被删除之后调用</param>
 public LogMessage(String message, LevelEnum level, StackPanel father, CheckDel del = null)
 {
     InitializeComponent();
     Message    = message;
     Level      = level;
     Father     = father;
     CheckEvent = del;
 }
Esempio n. 29
0
 private void OnEnable()
 {
     nextLevel = LevelManager.GetLevelEnum(SceneManager.GetActiveScene().name);
     if (!LevelManager.IsNextLevelUnlocked(nextLevel))
     {
         nextLevelButton.interactable = false;
     }
 }
Esempio n. 30
0
        public static bool IsReferenceInGroup(LevelEnum referenceLevel, Guid ofReferenceId, Guid byReferenceId)
        {
            ApplicationDbContext db = new ApplicationDbContext();
            bool inGroup            = IsReferenceInGroup(db, referenceLevel, ofReferenceId, byReferenceId);

            db.Dispose();
            return(inGroup);
        }
Esempio n. 31
0
        public static Friend GetFriendRequestForReferenceIdAndType(LevelEnum referenceLevel, Guid ofReferenceId, Guid byReferenceId)
        {
            ApplicationDbContext db = new ApplicationDbContext();
            Friend friendRequest    = GetFriendRequestForReferenceIdAndType(db, referenceLevel, ofReferenceId, byReferenceId);

            db.Dispose();
            return(friendRequest);
        }
Esempio n. 32
0
    public void ChangeLevel(LevelEnum level)
    {
        int levelIndex = (int)level;

        Debug.Log("Windows Debug: Loading Level " + levelIndex);

        SceneManager.LoadScene(levelIndex);
    }
Esempio n. 33
0
 public void switchLevel(LevelEnum levelEnum, int id)
 {
     pauseTime = 30;
     level.removeEntityImmediately(player);
     level = Level.LoadLevel(this, levelEnum);
     level.findSpawn(id);
     player.x = level.xSpawn;
     player.z = level.ySpawn;
     ((LadderBlock) level.getBlock(level.xSpawn, level.ySpawn)).wait = true;
     player.x += Math.Sin(player.rot) * 0.2;
     player.z += Math.Cos(player.rot) * 0.2;
     level.addEntity(player);
 }
Esempio n. 34
0
        public static Level LoadLevel(Game game, LevelEnum levelEnum)
        {
            Level level;
            if (!loaded.TryGetValue(levelEnum, out level))
            {
                System.Drawing.Bitmap levelMap = null;
                Type levelType = null;
                switch (levelEnum)
                {
                    case LevelEnum.Crypt:
                        levelMap = global::com.mojang.escape.Properties.Resources.crypt;
                        levelType = typeof(CryptLevel);
                        break;
                    case LevelEnum.Dungeon:
                        levelMap = global::com.mojang.escape.Properties.Resources.dungeon;
                        levelType = typeof(DungeonLevel);
                        break;
                    case LevelEnum.Ice:
                        levelMap = global::com.mojang.escape.Properties.Resources.ice;
                        levelType = typeof(IceLevel);
                        break;
                    case LevelEnum.Overworld:
                        levelMap = global::com.mojang.escape.Properties.Resources.overworld;
                        levelType = typeof(OverworldLevel);
                        break;
                    case LevelEnum.Start:
                        levelMap = global::com.mojang.escape.Properties.Resources.start;
                        levelType = typeof(StartLevel);
                        break;
                    case LevelEnum.Temple:
                        levelMap = global::com.mojang.escape.Properties.Resources.temple;
                        levelType = typeof(TempleLevel);
                        break;
                }

                int w = levelMap.Width;
                int h = levelMap.Height;
                int[] pixels = new int[w * h];
                for (int y = 0; y < h; ++y)
                {
                    for (int x = 0; x < w; ++x)
                    {
                        pixels[x + y * w] = levelMap.GetPixel(x, y).ToArgb();
                    }
                }
                level = levelType.GetConstructor(new Type[] { }).Invoke(new object[] { }) as Level;
                level.init(game, w, h, pixels);
                loaded.Add(levelEnum, level);
            }
            return level;
        }
Esempio n. 35
0
 public void CmdSetLevelWithSlot(LevelEnum le)
 {
     NetworkManagerCustom.SingletonNM.SetLevelWithSlot(le, slot);
 }
Esempio n. 36
0
 public void SetLevelInfo(LevelEnum le)
 {
     warningText.text = "You have selected Level " + le.ToString();
 }
    IEnumerator CheckLevelSelect()
    {
        while (true)
        {
            //Debug.Log("CheckLevelSelect");
            //string debuglog = "CheckLevelSelect ";
            //TODO: bug
            LevelEnum firstLevel = LevelEnum.Easy;
            bool isAllSame = false;
            bool isFirst = true;
            bool isAllSelected = false;
            int userCount = 0;
            for (int i = 0; i < maxPlayers; i++)
            {
                if (lobbyPlayerArray[i] != null)
                {
                    LevelEnum curr = (LevelEnum)levels[i];
                    userCount++;
                    //debuglog += curr + " ";
                    if (isFirst) {
                        isAllSame = true;
                        isAllSelected = true;
                        firstLevel = curr;
                        //Debug.Log("Level Select Same  " + firstLevel.ToString());
                        isFirst = false;
                        isAllSame &= (firstLevel != LevelEnum.Unselected);
                        isAllSelected &= (firstLevel != LevelEnum.Unselected);
                    }
                    else
                    {
                        isAllSame &= (firstLevel == curr);
                        isAllSelected &= (curr != LevelEnum.Unselected);
                    }
                }
                else
                {
                    //debuglog += " null  ";
                }
            }
            //debuglog += " allSame " + isAllSame + " allselected " + isAllSelected;
            //Debug.Log(debuglog);

            if (userCount < minPlayers)
            {
                yield return new WaitForSeconds(0.2f);
                continue;
            }
            if (isAllSame)
            {
                Debug.Log("Level Select Same");
                selectedDifficulty = firstLevel;
                StartCoroutine("CheckLobbyReady");
                ChangeToLobbyPanel();
            }
            else if(isAllSelected)
            {
                Debug.Log("Level Select Not Same");
                foreach(LobbyPlayer lp in lobbyPlayerArray)
                {
                    if (lp != null)
                    {
                        lp.RpcLevelNotSame();
                    }
                }
                for(int i = 0; i < maxPlayers; i++)
                {
                    levels[i] = LevelEnum.Unselected;
                }
            }
            yield return new WaitForSeconds(0.2f);
        }
    }
    public void SetLevelWithSlot(LevelEnum le, int newSlot)
    {
        Debug.Log("SetLevelWithSlot");

        if (newSlot >=0 && newSlot < maxPlayers)
        {
            //Debug.Log("Set Level " + le.ToString() + " " + newSlot);
            levels[newSlot] = le;
        }
    }