public override void Initialize() { base.Initialize(); _barRenderers.Clear(); _barRenderers.AddRange(this.Element.Bars.Select(b => new BarRenderer(this, this.Style, b))); _barRenderers.Initialize(); }
public void InitializeTest() { var array = new List<object>[5]; foreach (var value in array) Assert.Null(value); array.Initialize<List<object>>(); foreach (var value in array) Assert.NotNull(value); }
//[Button(ButtonSizes.Large)] private void BuildMap() { mapCubes = new List <GameObject> [squareLenght, squareLenght]; mapCubes.Initialize(); for (int i = 0; i < squareLenght; i++) { for (int j = 0; j < squareLenght; j++) { mapCubes[i, j] = cubesUsed; } } }
public override void Initialize() { base.Initialize(); var notes = this.Element.NotesDefiner.Notes; if (notes != null) { _noteRenderers.AddRange(this.Element.IsTied ? notes.Select(n => new NoteRenderer(this, n.CloneAsTied())) : notes.Select(n => new NoteRenderer(this, n))); } _noteRenderers.Initialize(); }
private List <LinkedListNode <int> > BuildNodeRefs(LinkedList <int> cups) { var result = new List <LinkedListNode <int> >(cups.Count + 1); result.Initialize(null, cups.Count + 1); var cur = cups.First; for (var i = 0; i < cups.Count; i++) { result[cur.Value] = cur; cur = cur.NextCircular(); } return(result); }
//[Button(ButtonSizes.Large)] private void BuildMap() { mapCubes = new List <GameObject> [squareLenght, squareLenght]; mapCubes.Initialize(); for (int i = 0; i < squareLenght; i++) { for (int j = 0; j < squareLenght; j++) { List <GameObject> randomCubes = new List <GameObject>(); for (int k = 0; k < cubesUsed.Count; k++) { var cube = Instantiate(cubesUsed[k], new Vector3(i, k, j), Quaternion.identity, parent); randomCubes.Add(cube); cube.SetActive(true); } mapCubes[i, j] = randomCubes; } } }
public override void Initialize() { base.Initialize(); _columnRenderers.AddRange(this.Element.Columns.Select(c => new BarColumnRenderer(this, c))); _columnRenderers.Initialize(); if (this.Element.BassVoice != null) { _voiceRenderers.Add(new BarVoiceRenderer(this, this.Element.BassVoice)); } if (this.Element.TrebleVoice != null) { _voiceRenderers.Add(new BarVoiceRenderer(this, this.Element.TrebleVoice)); } _voiceRenderers.Initialize(); }
/// <summary> /// Class costructor /// </summary> /// <param name="map">map cached previusly</param> /// <param name="alt">map altitude cached</param> /// <param name="x">max x of the map</param> /// <param name="y">max y of the map</param> /// <param name="index">index of the map</param> public MapMaker(Color[] map, Color[] alt, int x, int y,int index) { BitmapMap = map; BitmapMapZ = alt; var x1 = x + 10; var y1 = y + 10; var lenght = x1*y1; #region InitArrays _MapOcc = new int[lenght]; _MapOcc.Initialize(); _MapAlt = new int[lenght]; _MapAlt.Initialize(); _MapID = new int[x1*y1]; _MapID.Initialize(); _AddItemMap = new List<Item>[lenght]; _AddItemMap.Initialize(); _Tmp = new Color[lenght]; _Tmp.Initialize(); #endregion _X = x; _Y = y; MulDirectory = ""; mapIndex = index; _stride = _X - 1; Random = new Random(DateTime.Now.Millisecond); AutomaticZMode = true; }
private IEnumerator ExecuteEnemyPhase() { yield return(new WaitForSeconds(0.5f)); //get attack damage directed at each player List <EnemyAttack>[] groupAttacks = new List <EnemyAttack> [BattlePlayerBase.players.Count]; groupAttacks.Initialize(() => new List <EnemyAttack>()); for (int i = 0; i < groupAttacks.Length; i++) { foreach (EnemyBase e in aliveEnemies) { if (e.IsAlive && e.HasTargets) { e.AttackPlayer(groupAttacks[i], i); } } } //apply attack damage on the players for (int i = 0; i < players.Count; i++) { BattlePlayerBase bp = players[i]; List <EnemyAttack> hits = new List <EnemyAttack>(); bool containedMiss = false; foreach (EnemyAttack attack in groupAttacks[i]) { if (attack.hit) { hits.Add(attack); } else { containedMiss = true; attack.attacker.PlayAnimation(BattleAnimation.Attack); } } if (containedMiss) { bp.RpcMiss(); yield return(new WaitForSeconds(0.5f)); } if (hits.Count > 0) { List <BattleActorBase> attackers = new List <BattleActorBase>(); foreach (EnemyAttack hit in hits) { if (hit.apply != Stat.None) { if (bp.HasStatusEffect(Stat.Reflect)) { hit.attacker.AddStatusEffect(hit.apply, hit.attacker, hit.duration); } else { bp.AddStatusEffect(hit.apply, hit.attacker, hit.duration); } } hit.attacker.PlayAnimation(BattleAnimation.Attack); attackers.Add(hit.attacker); } bp.DispatchBlockableDamage(attackers); yield return(new WaitForSeconds(0.5f)); } } //apply damage over time status effects on enemies yield return(ApplyDOTs(aliveEnemies)); DecrementStats(aliveEnemies); DecrementStats(players); yield return(new WaitForSeconds(0.1f)); if (boss != null) { yield return(boss.ExecuteTurn()); } else if (aliveEnemies.Count > 0 && IsEnemyPhase) { StartPlayerPhase(); } }