public void SetWeather(WeatherZone weatherZone, WeatherType type, float intensity) { weatherZone.CurrentWeather = type; weatherZone.Intensity = intensity; this.SendWeather(weatherZone); }
public WeatherDescription(WeatherType type, double temperature, string description, string icon = null) { Type = type; Temperature = temperature; Description = description; Icon = icon; }
private void Update() { if (_lastWeather != currentWeather && WorldManager.Instance.Active) { _lastWeather = currentWeather; switch (currentWeather) { case WeatherType.Clear: clouds.SetActive(false); rainyClouds.SetActive(false); break; case WeatherType.Cloudy: clouds.SetActive(true); rainyClouds.SetActive(false); break; case WeatherType.Rainy: rainyClouds.SetActive(true); break; default: Debug.Log("Unknown weather type set"); return; } } }
public Weather(WeatherType type, string description, DateTime date, int planetPosition) { Type = type; Description = description; Date = date; PlanetPosition = planetPosition; }
public StoredWeather Create(IWeather weather, string message, WeatherType type, int daysAhead) { var forecast = new StoredWeather(); switch (type) { case WeatherType.Current: CurrentWeather currentWeather = weather as CurrentWeather; forecast.CityId = currentWeather.Id; forecast.QueryDate = DateTime.Now; forecast.RequiredDate = DateTime.Now; forecast.Type = WeatherType.Current; forecast.Message = message; break; case WeatherType.Forecast: WeatherForecast weatherForecast = weather as WeatherForecast; forecast.CityId = weatherForecast.City.Id; forecast.QueryDate = DateTime.Now; forecast.RequiredDate = DateTime.Now.AddDays(daysAhead); forecast.Type = WeatherType.Forecast; forecast.Message = message; break; } return(forecast); }
private void SetWeather(WeatherType newWeather) { switch (newWeather) { case WeatherType.DAY: rain.SetActive(false); UpdateValues(0.5f, 0f, 1f, 1f); break; case WeatherType.NIGHT: rain.SetActive(false); UpdateValues(0f, 0.5f, 0f, 0f); break; case WeatherType.RAIN: rain.SetActive(true); nextThunder = Time.time + Random.Range(thunderTimeMin, thunderTimeMax); UpdateValues(0f, 0.35f, 0.05f, 0.068f); break; case WeatherType.CUSTOM: break; default: break; } currentWeather = newWeather; }
public async Task <IActionResult> Create(AddMealViewModel addMealViewModel) { if (ModelState.IsValid) { WeatherType newWeatherType = _context.WeatherTypes.Single(w => w.ID == addMealViewModel.WeatherTypeID); CookingMethod newCookingMethod = _context.CookingMethods.Single(m => m.ID == addMealViewModel.CookingMethodID); CookingMethod newAltCookingMethod = _context.CookingMethods.Single(a => a.ID == addMealViewModel.AltCookingMethodID); CookingTime newCookingTime = _context.CookingTimes.Single(t => t.ID == addMealViewModel.CookingTimeID); PrepTime newPrepTime = _context.PrepTimes.Single(p => p.ID == addMealViewModel.PrepTimeID); //Add the new default meal to the default meal table Meal newMeal = new Meal { Name = addMealViewModel.Name, Description = addMealViewModel.Description, Location = addMealViewModel.Location, UserID = addMealViewModel.UserID, WeatherType = newWeatherType, CookingMethod = newCookingMethod, AltCookingMethod = newAltCookingMethod, CookingTime = newCookingTime, PrepTime = newPrepTime }; _context.Meals.Add(newMeal); await _context.SaveChangesAsync(); return(RedirectToAction("Index")); } return(View(addMealViewModel)); }
public WeatherZone(int ZoneID) { Seasons = new WeatherSeasonChances[4]; CurrentWeather = WeatherType.WEATHER_FINE; Intensity = 0f; this.ZoneID = ZoneID; }
static void RaiseOnWeatherChangeEvent(WeatherType weather) { if (OnWeatherChange != null) { OnWeatherChange(weather); } }
private WeatherEvent(DateTime dateTime, WeatherType type) { this.Date = dateTime.Date; this.Time = dateTime.TimeOfDay; Type = type; Reactions = new List <Reaction>(); }
public void AffectTo(WeatherType weather) { if (weather == WeatherType.Cold) { health *= 0.98; } }
public static WeatherObject TryToGetWeather(this WeatherType type, int time, double temperature, ref string currentFootprint) { if (type == WeatherType.None) { return(null); } try { var candidates = WeatherManager.Instance.Loaded.Where(x => x.Fits(time, temperature)).ToList(); var closest = type.FindClosestWeather(from w in candidates select w.Type); if (closest == null) { return(time < CommonAcConsts.TimeMinimum || time > CommonAcConsts.TimeMaximum ? candidates.RandomElementOrDefault() : null); } candidates = candidates.Where(x => x.Type == closest).ToList(); var footprint = candidates.Select(x => x.Id).JoinToString(';'); if (footprint == currentFootprint) { return(null); } currentFootprint = footprint; return(candidates.RandomElementOrDefault()); } catch (Exception e) { NonfatalError.NotifyBackground("Can’t find weather", e); return(null); } }
public void GivenTheWeatherIs(WeatherType weather) { dressed = new List <string>(); Console.WriteLine(dressed.ToArray()); switch (weather) { case WeatherType.HOT: _rulesEngine.ClearRules(); _hotWeatherRules = new HotWeatherRules(_rulesEngine); _hotWeatherRules.ConfigureRules(); _weatherType = new HotWeatherDressing(_writerMock, _dressValidator); break; case WeatherType.COLD: _rulesEngine.ClearRules(); _coldWeatherRules = new ColdWeatherRules(_rulesEngine); _coldWeatherRules.ConfigureRules(); _weatherType = new ColdWeatherDressing(_writerMock, _dressValidator); break; default: _weatherType = null; break; } ScenarioContext.Current.Add("WeatherType", _weatherType); }
public void ChangeWeather() { currentWeatherTime = 0.0f; int weatherChosen = UnityEngine.Random.Range(0, 100); previousWeather = currentWeather; if (weatherChosen >= 0.0f && weatherChosen <= RainPercentage) { currentWeather = WeatherType.Rain; } else if (weatherChosen >= RainPercentage + 1 && weatherChosen <= RainPercentage + SnowPercentage) { currentWeather = WeatherType.Snow; } else if (weatherChosen >= RainPercentage + SnowPercentage + 1 && weatherChosen <= RainPercentage + SnowPercentage + CloudPercentage) { currentWeather = WeatherType.Cloud; } else if (weatherChosen >= RainPercentage + SnowPercentage + CloudPercentage + 1 && weatherChosen <= 100) { currentWeather = WeatherType.Sun; } ChangeWeatherEffect(); StartCoroutine("WeatherSwap"); ChangeEffectedObjects(); }
public static bool IsWeatherBoosted(this PokedexPokemon pkmn, WeatherType weather) { var types = pkmn?.Types; var isBoosted = types?.Exists(x => Strings.WeatherBoosts[weather].Contains(x)) ?? false; return(isBoosted); }
//functions public void Start() { CapturedBy = 0; CameraPosition = MapPosition; for (int i = 0; i < PointList.Count; i++) { PointList[i].Start(); } if (GlobalRandom.Next(0, 100) <= 20) { WeatherType weather = GlobalGame.GetWeatherType(); if (weather == WeatherType.None) { GlobalGame.SetWeatherType(WeatherType.Rain); return; } if (weather == WeatherType.Rain) { GlobalGame.SetWeatherType(WeatherType.Snow); return; } if (weather == WeatherType.Snow) { GlobalGame.SetWeatherType(WeatherType.None); return; } } }
// Update is called once per frame void Update() { //Debug.Log(weatherSys.Hour); currentWeather = CurrentWeather(); ChangeWeather(currentWeather); // Debug.Log(weatherSys.monthCounter); //Debug.Log("Spring " + weatherSys.isSpring); //Debug.Log("Summer " + weatherSys.isSummer); //Debug.Log("Fall " + weatherSys.isFall); //Debug.Log("Winter " + weatherSys.isWinter); if (weatherSys.dayCounter >= 3) { weatherSys.dayCounter = 0; weatherSys.monthCounter++; if (weatherSys.monthCounter > 12) { weatherSys.monthCounter = 1; } } if (weatherSys.weatherForecaster == 12) { // rain.gameObject.SetActive(true); } }
public int LogWeatherEvent(DateTime datetime, WeatherType type, bool happy, string name, string quote) { //This controller method demonstrates that DbSet Add behaves the same //as EF6: affecting every item in a [disconnected] graph with the same state //As well as Attach, Remove and the new Update. WeatherEvent wE; if (String.IsNullOrEmpty(name)) { wE = WeatherEvent.Create(datetime, type, happy); } else { wE = WeatherEvent.Create(datetime, type, happy, new List <string[]> { new[] { name, quote } }); } _context.WeatherEvents.Add(wE); var affectedRowCount = _context.SaveChanges(); return(affectedRowCount); }
private static IMessage CreateMessage(WeatherType weatherType) { switch (weatherType) { case WeatherType.SessionClock: return(new WeatherSessionClock()); case WeatherType.TrackTemperature: return(new WeatherTrackTemperature()); case WeatherType.AirTemperature: return(new WeatherAirTemperature()); case WeatherType.WetTrack: return(new WeatherWetTrack()); case WeatherType.WindSpeed: return(new WeatherWindSpeed()); case WeatherType.Humidity: return(new WeatherHumidity()); case WeatherType.Pressure: return(new WeatherPressure()); case WeatherType.WindDirection: return(new WeatherWindDirection()); default: return(new Weather()); } }
public void SetWeather(WeatherType next) { Debug.Log("Next weather change: " + next); ClearAllWeather(); switch (next) { case WeatherType.Cloudy: // TODO make skybox cloudy SetFog(true, SunnyFogDensity); break; case WeatherType.Overcast: SetRainOvercast(); break; case WeatherType.Fog: SetRainOvercast(); SetFog(true, HeavyFogDensity); break; case WeatherType.Rain: StartRaining(); break; case WeatherType.Thunder: StartStorming(); break; case WeatherType.Snow: StartSnowing(); break; } RaiseOnWeatherChangeEvent(next); PlayerWeather.WeatherType = next; }
public MeteorologicalConditions GetConditionsForDay(int day) { var meteorologicalConditions = new MeteorologicalConditions { Planets = Planets }; var planetPositions = Planets.ToDictionary(p => p.Name, p => GetPlanetPosition(p, day)); meteorologicalConditions.PlanetPositions = planetPositions; Triangle triangle = new Triangle( planetPositions[Planets[0].Name], planetPositions[Planets[1].Name], planetPositions[Planets[2].Name] ); var triangleArea = triangle.GetArea(); // Is a Line if (triangleArea <= Constants.MaxDecimalTolerance) { WeatherType weather = LineTouchOrigin(triangle.PointA, triangle.PointB) ? WeatherType.Drought : WeatherType.Nice; meteorologicalConditions.Weather = weather.GetDescription(); } // Is a triangle else { WeatherType weather = triangle.ContainsPoint(new Point { X = 0, Y = 0 }) ? WeatherType.Rainy : WeatherType.Normal; meteorologicalConditions.TrianglePerimeter = triangle.GetPerimeter(); meteorologicalConditions.Weather = weather.GetDescription(); } return(meteorologicalConditions); }
IEnumerator FadeInRoutine(WeatherType type) { switch (type) { case WeatherType.SUNNY: forestSound.Play(); while (forestSound.volume < maxVolume) { forestSound.volume += increment; yield return(new WaitForSeconds(delay)); } break; case WeatherType.RAINING: rainSound.Play(); while (rainSound.volume < maxVolume) { rainSound.volume += increment; yield return(new WaitForSeconds(delay)); } break; case WeatherType.THUNDERSTORM: stormSound.Play(); while (stormSound.volume < maxVolume) { stormSound.volume += increment; yield return(new WaitForSeconds(delay)); } break; } }
private IEnumerator TestWeathers() { const int waitSeconds = 6; const string spacer = "################################################"; var weatherManager = GameManager.Instance.WeatherManager; WeatherType currentWeather = Weather; var stringBuilder = new StringBuilder(); stringBuilder.AppendLine(spacer); foreach (var weather in Enum.GetValues(typeof(WeatherType)).Cast <WeatherType>().Distinct()) { weatherManager.SetWeather(weather); DaggerfallUI.Instance.PopupMessage(weather.ToString()); stringBuilder.AppendLine(weather.ToString().ToUpperInvariant()); stringBuilder.AppendLine(string.Format("Terrain: {0}", TerrainWindStrength)); stringBuilder.AppendLine(string.Format("Ambient: {0}", AmbientWindStrength)); yield return(new WaitForSeconds(waitSeconds)); } weatherManager.SetWeather(currentWeather); stringBuilder.Append(spacer); Debug.Log(stringBuilder); DaggerfallUI.Instance.PopupMessage("Test ended"); }
IEnumerator FadeOutRoutine(WeatherType type) { switch (type) { case WeatherType.SUNNY: while (forestSound.volume > 0) { forestSound.volume -= increment; yield return(new WaitForSeconds(delay)); } forestSound.Stop(); break; case WeatherType.RAINING: while (rainSound.volume > 0) { rainSound.volume -= increment; yield return(new WaitForSeconds(delay)); } rainSound.Stop(); break; case WeatherType.THUNDERSTORM: while (stormSound.volume > 0) { stormSound.volume -= increment; yield return(new WaitForSeconds(delay)); } stormSound.Stop(); break; } }
public static DiscordColor BuildWeatherColor(this WeatherType weather) { switch (weather) { case WeatherType.Clear: return(DiscordColor.Yellow); case WeatherType.Cloudy: return(DiscordColor.Grayple); case WeatherType.Fog: return(DiscordColor.DarkGray); case WeatherType.PartlyCloudy: return(DiscordColor.LightGray); case WeatherType.Rain: return(DiscordColor.Blue); case WeatherType.Snow: return(DiscordColor.White); case WeatherType.Windy: return(DiscordColor.Purple); case WeatherType.None: default: return(DiscordColor.Gray); } }
public Dictionary <string, double> ShortestPath(Vehicle vehicle, WeatherType weatherType, List <WeatherImpact> weatherImpactList, List <List <Orbit> > possiblePaths) { if (!vehicle.SupportedWeather.Contains(weatherType)) { return(null); } WeatherImpact wi = weatherImpactList.FirstOrDefault(a => a.Weather == weatherType); Dictionary <string, double> result = new Dictionary <string, double>(); foreach (List <Orbit> orbits in possiblePaths) { double time = 0.0; string path = ""; foreach (Orbit orbit in orbits) { time += TimeToCrossTheOrbit(vehicle, wi, orbit, weatherType).Value; path = path + "->" + orbit.Name; } result.Add(path, time); } double min = result.Min(a => a.Value); string key = result.FirstOrDefault(a => a.Value == min).Key; var res = new Dictionary <string, double>(); res.Add(key, min); return(res); }
public void GetWeatherConfig(WeatherType type, out string configName, out int sceneId) { configName = this._config.defaultConfigName; sceneId = this._config.defaultSceneId; int index = 0; int length = this._config.weatherMatch.Length; while (index < length) { if (this._config.weatherMatch[index].realTimeWeatherType == type) { float num3 = UnityEngine.Random.value; int num4 = 0; int num5 = this._config.weatherMatch[index].weatherPatterns.Length; while (num4 < num5) { float num6 = num3 * num5; float num7 = num4 + 1; if (num6 < num7) { configName = this._config.weatherMatch[index].weatherPatterns[num4].configName; sceneId = this._config.weatherMatch[index].weatherPatterns[num4].sceneId; break; } num4++; } break; } index++; } }
private void SetWeather(WeatherType weather) { this.CurWeather = weather; switch (weather) { case WeatherType.Default: Debug.Log("默认天气"); break; case WeatherType.Wind: Debug.Log("天气:风"); break; case WeatherType.Lightning: Debug.Log("天气:雷电"); break; case WeatherType.Sandstorm: Debug.Log("天气:沙暴"); break; case WeatherType.Haze: Debug.Log("天气:雾霾"); break; default: Debug.Log("未知天气"); break; } }
public static void Start() { YiScheduler.Instance.Do(TimeSpan.FromMinutes(60), Start); try { var json = WebClient.DownloadString(QueryString); _currentWeather = JsonConvert.DeserializeObject <WeatherJson>(json); switch (_currentWeather.weather.First().main) { case "Rain": CurrentWeatherType = WeatherType.Rain; SetRaining(150, (int)_currentWeather.wind.deg); break; case "Snow": CurrentWeatherType = WeatherType.Snow; SetSnowing(150, (int)_currentWeather.wind.deg); break; default: { SetClear(150, (int)_currentWeather.wind.deg); Output.WriteLine("Default Weather: " + _currentWeather.weather.First().main); break; } } } catch (Exception e) { Output.WriteLine(e); } }
public async Task <IActionResult> Edit(int id, [Bind("ID,Description")] WeatherType weatherType) { if (id != weatherType.ID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(weatherType); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!WeatherTypeExists(weatherType.ID)) { return(NotFound()); } else { throw; } } return(RedirectToAction("Index")); } return(View(weatherType)); }
private WeatherEvent(DateTime dateTime, WeatherType type, Boolean hooray) { this.Date = dateTime.Date; this.Time = dateTime.TimeOfDay; Hooray = hooray; Type = type; Reactions = new List<Reaction>(); ObjectState=ObjectState.Added; }
public void Deserialise(Header header, Packet payload) { ShortPacket sp = (ShortPacket)payload; DetailedType = (WeatherType)sp.ShortDatum; BaseData = (sp.Data == null) ? String.Empty : StringUtils.ASCIIBytesToString(sp.Data); OnDeserialiseComplete(); }
public static WeatherEvent Create(DateTime date, WeatherType type, Boolean hooray, List<string[]> reactions) { var wE = new WeatherEvent(date, type, hooray); foreach (var reaction in reactions) { wE.Reactions.Add(new Reaction { Name = reaction[0], Quote = reaction[1] }); Console.WriteLine($"Reactions Count {wE.Reactions.Count}"); } return wE; }
public WeatherInfo GetWeather(WeatherType dummyType = WeatherType.SUNNY) { if (this.isOnline) { return Oniyamma.OniyammaService.Current.GetWeather(dummyType); } var weatherInfo = new WeatherInfo(); weatherInfo.Type = dummyType; return weatherInfo; }
public void SetWeather(WorldSession session, WeatherType type, float intensity) { var weatherZone = GetWeatherZoneForSession(session); if (weatherZone == null) { Log.Print(LogType.Error, session.Player.Name + " attempted to change weather of a mapID that was not setup."); return; } SetWeather(weatherZone, type, intensity); }
public static IList<string> Weather(int year, IEnumerable<int> stations, IDictionary<DateTime, IDictionary<int, float>> data, WeatherType type) { var res = new List<string>(); var startOfYear = new DateTime(year, 1, 1); res.Add(weather[type]); res.Add(string.Format("{0} {1}", stations.Count(), startOfYear.AddYears(1).AddDays(-1).DayOfYear)); res.Add(writeStations(stations)); res.Add(""); res.Add(""); res.Add(""); var emptyDict = new Dictionary<int, float>(); for (DateTime date = startOfYear; date.Year == year; date = date.AddDays(1)) res.Add(writeString(date, stations, data.ContainsKey(date) ? data[date] : emptyDict)); return res; }
public int LogWeatherEvent(DateTime datetime, WeatherType type, bool happy, string name, string quote) { //This controller method demonstrates that DbSet Add behaves the same //as EF6: affecting every item in a [disconnected] graph with the same state //As well as Attach, Remove and the new Update. WeatherEvent wE; if (String.IsNullOrEmpty(name)) { wE = WeatherEvent.Create(datetime, type, happy); } else { wE = WeatherEvent.Create(datetime, type, happy, new List<string[]> { new[] { name, quote } }); } _context.WeatherEvents.Add(wE); var affectedRowCount = _context.SaveChanges(); return affectedRowCount; }
/// <summary> /// 更換環境音效 /// </summary> /// <param name="state">天氣類型</param> public void ChangeEnvironmentSFX(WeatherType state) { if (GlobalPlayer) { if (!GlobalPlayer.isPlaying) GlobalPlayer.Play(); switch (state) { case WeatherType.Sunny: GlobalPlayer.clip = SunnySFX; break; case WeatherType.Cloudy: GlobalPlayer.clip = CloudySFX; break; case WeatherType.Rain: GlobalPlayer.clip = RainySFX; break; } } }
/// <summary> 設定天氣背景 </summary> /// <param name='visable'> 天氣類別 </param> public void setWeatherBackground(WeatherType weatherType) { // 消失切換 switch(weatherType) { case WeatherType.Sunny: { TweenAlpha.Begin(sunnyBackgroundObj,2,1); TweenAlpha.Begin(cloudyBackgroundObj,2,0); TweenAlpha.Begin(rainyBackgroundObj,2,0); break; } case WeatherType.Cloudy: { TweenAlpha.Begin(sunnyBackgroundObj,2,0); TweenAlpha.Begin(cloudyBackgroundObj,2,1); TweenAlpha.Begin(rainyBackgroundObj,2,0); break; } case WeatherType.Rain: { TweenAlpha.Begin(sunnyBackgroundObj,2,0); TweenAlpha.Begin(cloudyBackgroundObj,2,0); TweenAlpha.Begin(rainyBackgroundObj,2,1); break; } } //切換按鈕 //InitControlsColor(lavaPosData,weatherType); }
/// <summary> /// 控制器初始化 /// </summary> private void InitControlsColor(int[] lavaPosData,WeatherType weatherType) { for(int tag = 0; tag< Sct_DEFCONST.LAVA_AMOUNT_MAX;tag++) { if(lavaPosData[tag] > 0) { btn_Control[tag].transform.Find("Background").GetComponent<UISprite>().spriteName = "Png_Ingame_Controller_Ball" + "0" + lavaPosData[tag]; if(weatherType != WeatherType.Rain) { btn_Bouns[tag].transform.Find("Background").GetComponent<UISprite>().spriteName = "Png_Ingame_Controller_CircleIn"+ "0" + lavaPosData[tag]; } else { btn_Bouns[tag].transform.Find("Background").GetComponent<UISprite>().spriteName = "Png_Ingame_Controller_ProtectionN0" + lavaPosData[tag]; } sprite_CircleBg[tag].spriteName = "Png_Ingame_Controller_Circle"+ "0" + lavaPosData[tag]; } else { btn_Control[tag].transform.Find("Background").GetComponent<UISprite>().enabled = false; btn_Bouns[tag].transform.Find("Background").GetComponent<UISprite>().enabled = false; sprite_CircleBg[tag].alpha = 0.0f; btn_Catcher[tag].SetActive(false); btn_Poison[tag].SetActive(false); } } }
private void RequestServiceCommand(AppMirrorAction.AppActionTypes actionType, Oniyamma.LogType? logType, AppMirrorAction action) { switch (actionType) { case AppMirrorAction.AppActionTypes.GreetingLogging: { this.StartCoroutine(this.TakePhoto( delegate (string fileName) { Debug.Log(string.Format("Command:{0} ScreenShot:{1} {2}", logType, fileName, File.Exists(fileName))); this.Service.AddLog(new LogParameter() { Type = logType, FilePath = fileName, UserId = action.UserName, }); }) ); this.AddAction(new AppMirrorAction(MirrorAction<AppMirrorAction.AppActionTypes>.ActionTypes.SystemFeedback, serviceUiFeedbackMap[(Oniyamma.LogType)logType])); } break; case AppMirrorAction.AppActionTypes.EmotionLoging: { Debug.Log(string.Format("Command:{0} SMILE:{1}", "Emotion", action.FaceExpressions.Smile)); this.Service.ApplyEmotion(new EmotionParameter() { Kiss = action.FaceExpressions.Kiss, Smile = action.FaceExpressions.Smile, MouthOpen = action.FaceExpressions.MouthOpen, EyesUp = action.FaceExpressions.EyesUp, EyesDown = action.FaceExpressions.EyesDown, EyesClosedLeft = action.FaceExpressions.EyesClosedLeft, EyesClosedRight = action.FaceExpressions.EyesClosedRight, }); } break; case AppMirrorAction.AppActionTypes.WeatherQuery: { var weathers = new WeatherType[4] { WeatherType.SUNNY, WeatherType.CLOUDY, WeatherType.RAINY, WeatherType.SNOW, }; var weather = this.Service.GetWeather(weathers[UnityEngine.Random.Range(0, 4)]); Debug.Log(weather.Type); this.currentWeather = weather.Type; } this.AddAction(new AppMirrorAction(MirrorAction<AppMirrorAction.AppActionTypes>.ActionTypes.SystemFeedback, AppMirrorAction.AppActionTypes.WeatherQueryFeedback)); break; } }
void Awake() { weatherIntensity = 1; currentWeather = WeatherType.Sun; WeatherForecast = new Queue<WeatherType>(); WeatherForecastIcon newIcon; //First day is nice newIcon = Instantiate(WeatherForecastIconPrefab, transform.position, transform.rotation) as WeatherForecastIcon; newIcon.transform.parent = transform.parent; newIcon.lifeTime = WorldTime.dayDuration * 3; newIcon.SetSprite(SunnySprite); //Second day is rainy WeatherForecast.Enqueue(WeatherType.Rain); newIcon = Instantiate(WeatherForecastIconPrefab, transform.position, transform.rotation) as WeatherForecastIcon; newIcon.transform.parent = transform.parent; newIcon.lifeTime = WorldTime.dayDuration * 2; newIcon.SetSprite(RainySprite); //Third day is nice WeatherForecast.Enqueue(WeatherType.Sun); newIcon = Instantiate(WeatherForecastIconPrefab, transform.position, transform.rotation) as WeatherForecastIcon; newIcon.transform.parent = transform.parent; newIcon.lifeTime = WorldTime.dayDuration * 1; newIcon.SetSprite(SunnySprite); //Fourth day is snowy WeatherForecast.Enqueue(WeatherType.Snow); newIcon = Instantiate(WeatherForecastIconPrefab, transform.position, transform.rotation) as WeatherForecastIcon; newIcon.transform.parent = transform.parent; newIcon.lifeTime = 0; newIcon.SetSprite(SnowySprite); }
public void ChangeWeather() { WeatherType nextWeather = GetNextWeather(); WeatherForecast.Enqueue(nextWeather); currentWeather = WeatherForecast.Dequeue(); weatherIntensity = GetNewWeatherIntensity(); WeatherForecastIcon newIcon = Instantiate(WeatherForecastIconPrefab, transform.position, transform.rotation) as WeatherForecastIcon; newIcon.transform.parent = transform.parent; Sprite newSprite = SunnySprite; switch (nextWeather) { case WeatherType.Sun: newSprite = SunnySprite; break; case WeatherType.Rain: newSprite = RainySprite; break; case WeatherType.Snow: newSprite = SnowySprite; break; case WeatherType.Volcano: newSprite = VolcanoSprite; break; } newIcon.SetSprite(newSprite); rainParticleSystem.SetActive(false); snowParticleSystem.SetActive(false); switch (currentWeather) { case WeatherType.Sun: sunnySystem.SetActive(true); if(timer.isDay()) targetCol = sunnyCol_day; else targetCol = sunnyCol_night; break; case WeatherType.Rain: rainParticleSystem.SetActive(true); if(timer.isDay()) targetCol = rainCol_day; else targetCol = rainCol_night; break; case WeatherType.Snow: snowParticleSystem.SetActive(true); if(timer.isDay()) targetCol = snowCol_day; else targetCol = snowCol_night; break; case WeatherType.Volcano: if(timer.isDay()) targetCol = doomCol_day; else targetCol = doomCol_night; break; } }
public static IEnumerable<WeatherForecast> Type(this IEnumerable<WeatherForecast> forecasts, WeatherType type) { Assertion.NotNull(forecasts); return forecasts.Where(it => it != null && it.Type == type); }
public static WeatherEvent Create(DateTime date, WeatherType type, Boolean hooray) { return new WeatherEvent(date, type, hooray); }
/// <summary> /// Get weather info /// </summary> public WeatherInfo GetWeather(WeatherType dummyType = WeatherType.SUNNY) { var request = new RestRequest("/api/v1/get_weather", Method.GET); // var response = client.Execute(request); // TODO: Call Api // Return dummy info Random rnd = new Random(); return new WeatherInfo() { Temperature = (float)Math.Round(rnd.Next(1, 20) + rnd.NextDouble(), 1), Type = dummyType }; }
private void ParseXML(XmlDocument d) { List<float> result = new List<float>(); XmlNode currentWeatherNode = d["current"]; foreach (XmlElement currentChild in currentWeatherNode.ChildNodes) { if (currentChild.LocalName == "city") { XmlNode cityNode = currentChild as XmlNode; city = currentChild.GetAttribute("name"); foreach (XmlElement cityChild in cityNode.ChildNodes) { if (cityChild.LocalName == "coord") { //Do nothing, we already have the lat lon } if (cityChild.LocalName == "country") { //Do nothing, we already have the lat lon country = cityChild.InnerText; } } } if (currentChild.LocalName == "temperature") { temperature = float.Parse(currentChild.GetAttribute("value")); } if (currentChild.LocalName == "humidity") { humidity = float.Parse(currentChild.GetAttribute("value")); } if (currentChild.LocalName == "pressure") { pressure = float.Parse(currentChild.GetAttribute("value")); } if (currentChild.LocalName == "wind") { XmlNode windNode = currentChild as XmlNode; foreach (XmlElement windChild in windNode.ChildNodes) { if (windChild.LocalName == "speed") { windSpeed = float.Parse(windChild.GetAttribute("value")); //Do nothing, we already have the lat lon } if (windChild.LocalName == "direction") { //Do nothing, we already have the lat lon windDirection = float.Parse(windChild.GetAttribute("value")); } } } if (currentChild.LocalName == "clouds") { cloudIntensity = float.Parse(currentChild.GetAttribute("value")); } if (currentChild.LocalName == "precipitation") { string value = currentChild.GetAttribute("mode"); if(value.Contains("no")) precipitation = false; else precipitation = true; } if (currentChild.LocalName == "weather") { int weatherCode = int.Parse(currentChild.GetAttribute("number")); int mainWeather = weatherCode/100; if (mainWeather == 200) weather = WeatherType.Thunder; else if (mainWeather == 3) weather = WeatherType.Rain; else if (mainWeather == 5) weather = WeatherType.Rain; else if (mainWeather == 6) weather = WeatherType.Snow; else if (mainWeather == 7) weather = WeatherType.Fog; else if (mainWeather == 8) weather = WeatherType.Clouds; else weather = WeatherType.Clear; } if (currentChild.LocalName == "lastupdate") { lastUpdate = currentChild.GetAttribute("value"); } } }
private static string meteoDir(DataType type, DateTime date, WeatherType weather) { return dataDir + "\\Meteo\\" + mapping[type] + "\\" + date.ToString("yyyMMdd") + "\\" + string.Format(weatherMapping[weather], date.ToString("yy")); }
private static IMessage CreateMessage(WeatherType weatherType) { switch (weatherType) { case WeatherType.SessionClock: return new WeatherSessionClock(); case WeatherType.TrackTemperature: return new WeatherTrackTemperature(); case WeatherType.AirTemperature: return new WeatherAirTemperature(); case WeatherType.WetTrack: return new WeatherWetTrack(); case WeatherType.WindSpeed: return new WeatherWindSpeed(); case WeatherType.Humidity: return new WeatherHumidity(); case WeatherType.Pressure: return new WeatherPressure(); case WeatherType.WindDirection: return new WeatherWindDirection(); default: return new Weather(); } }
public IPacketWithSize ReadPacket(IMinecraftDataReader reader) { WeatherType = (WeatherType) reader.ReadByte(); return this; }
/// <summary> /// 相乘後轉換天氣 /// </summary> /// <param name="changeNum"></param> /// <param name="lavaNum"></param> /// <returns></returns> private void changeWeather(List<int> changeNum) { int checkNum = 1; for (int i = 0; i < genLavas.LavaPlayers.Count; ++i) { checkNum *= changeNum[i]; } if (checkNum == 0) gameweather = WeatherType.Rain; else if (checkNum == 1) gameweather = WeatherType.Sunny; else if (checkNum > 1) gameweather = WeatherType.Cloudy; }
public static Packet MakeEnvSetWeatherType(WeatherType weather) { Packet packet = new Packet(OpCode.EnvSetWeatherType); packet.Bytes[1] = (byte)weather; return packet; }
public void ShowWeather(WeatherType type) { if (this.HasWeatherSkill ) { Debug.Log(this.ActorLogicData.Name + ": " + type.ToString()); if (this.ShowWeatherEvent != null) { this.ShowWeatherEvent(type); } } }