private void CreateCelestialSystemFromScene() { celestialSystem = resolver.Resolve <CelestialSystem>(); var planets = planetFactory.CollectAllAvailablePlanets(); var centralStar = planets.OrderByDescending(planet => planet.SimulatedEntity.Mass).First(); celestialSystem.AddCentralStar(centralStar); celestialSystem.Add(planets); var allAvailableWeapons = weaponFactory.GetAllAvailableTypes(); var onlyPlanets = planets.Except(new[] { centralStar }).ToList(); var randomIndex = Random.Range(0, onlyPlanets.Count); var randomPlanet = onlyPlanets.Skip(randomIndex).First(); var randomWeapon = allAvailableWeapons[Random.Range(0, allAvailableWeapons.Count)]; weaponFactory.AddWeapon(randomWeapon, randomPlanet); inputPlanetController.Control(randomPlanet, randomPlanet.Weapon); playerStatsProvider.SetPlayerPlanet(randomPlanet); onlyPlanets.Remove(randomPlanet); randomIndex = Random.Range(0, onlyPlanets.Count); randomPlanet = onlyPlanets.Skip(randomIndex).First(); randomWeapon = allAvailableWeapons[Random.Range(0, allAvailableWeapons.Count)]; weaponFactory.AddWeapon(randomWeapon, randomPlanet); aiPlanetController.Control(randomPlanet, randomPlanet.Weapon); }
/// <summary> /// Loads a minimized data set for design time. /// </summary> /// <returns> /// A minimized <see cref="CelestialSystem"/>. /// </returns> public CelestialSystem LoadSampleData() { var sun = new CelestialBody() { Name = "Sun", IoPin = 4, Description = "The Sun is the star at the center of the Solar System and is by far the most important source of energy for life on Earth. It is a nearly perfect spherical ball of hot plasma, with internal convective motion that generates a magnetic field via a dynamo process.", }; var earth = new CelestialBody() { Name = "Earth", IoPin = 26, Description = "Earth is the third planet from the Sun, the densest planet in the Solar System, the largest of the Solar System's four terrestrial planets, and the only astronomical object known to harbor life.", Day = new TimeSpan(24, 0, 0), Orbit = 150, Year = TimeSpan.FromDays(365) }; var mars = new CelestialBody() { Name = "Mars", Description = "Mars is the fourth planet from the Sun and the second smallest planet in the Solar System, after Mercury. Named after the Roman god of war, it is often referred to as the \"Red Planet\" because the iron oxide prevalent on its surface gives it a reddish appearance.", Day = new TimeSpan(24, 39, 0), Orbit = 230, Year = TimeSpan.FromDays(687) }; var iceFact = new CelestialFact() { Title = "Planets with ice", Contributor = "Bienz / Vasek Family", Description = "Both Earth and Mars have ice but Mars contains very little ice.", Bodies = new List <CelestialBody>() { earth, mars } }; var system = new CelestialSystem() { Bodies = new List <CelestialBody>() { sun, earth, mars }, Facts = new List <CelestialFact>() { iceFact } }; string ssjson = JsonConvert.SerializeObject(system, Formatting.Indented); return(system); }
private void CreateCelestialSystemFromSerialized() { celestialSystem = csProvider.CreateFromSerialized(projectileFactory, planetFactory, weaponFactory); var aiPlanet = celestialSystem.Planets[csProvider.AiControlledPlanetIndex]; aiPlanetController.Control(aiPlanet, aiPlanet.Weapon); var playerPlanet = celestialSystem.Planets[csProvider.PlayerControlledPlanetIndex]; inputPlanetController.Control(playerPlanet, playerPlanet.Weapon); playerStatsProvider.SetPlayerPlanet(playerPlanet); }
/// <summary> /// Initializes speech recognition and begins listening. /// </summary> /// <param name="system"> /// The <see cref="CelestialSystem"/> used to build voice commands and return results. /// </param> /// <returns> /// A <see cref="Task"/> that yields the result of the operation. /// </returns> public async Task <SpeechRecognitionResultStatus> InitializeAsync(CelestialSystem system) { // Validate if (isInitialized) { throw new InvalidOperationException("Already initialized."); } if (system == null) { throw new ArgumentNullException("system"); } // Store this.system = system; // Create recognizer recognizer = new SpeechRecognizer(); // Configure to never stop listening recognizer.ContinuousRecognitionSession.AutoStopSilenceTimeout = TimeSpan.MaxValue; // Subscribe to events recognizer.StateChanged += RecognizerStateChanged; recognizer.ContinuousRecognitionSession.Completed += ContinuousRecognitionSession_Completed; recognizer.ContinuousRecognitionSession.ResultGenerated += RecognizerResultGenerated; // Load constraint var constraint = await LoadDynamicConstraintAsync(); // Add constraint to recognizer recognizer.Constraints.Add(constraint); // Compile var compileResult = await recognizer.CompileConstraintsAsync(); Debug.WriteLine("Grammar Compiled: " + compileResult.Status.ToString()); // We're initialized now isInitialized = true; // If successful start recognition if (compileResult.Status == SpeechRecognitionResultStatus.Success) { await recognizer.ContinuousRecognitionSession.StartAsync(SpeechContinuousRecognitionMode.Default); } // Return the result return(compileResult.Status); }
private async void Initialize() { SelectedBodies = new ObservableCollection <CelestialBody>(); dataManager = new DataManager(); if (this.IsInDesignMode) { system = dataManager.LoadSampleData(); } else { system = await dataManager.LoadDataAsync(); await InitSpeechAsync(); InitIO(); } }
public void Serialize(CelestialSystem cs) { scs = new SerializedCs(); var planets = cs.Planets; scs.playerIndex = planets.FindIndex(planet => planet.ControlledBy is InputPlanetController); scs.aiIndex = planets.FindIndex(planet => planet.ControlledBy is AiPlanetController); scs.planets = new List <SerializedPlanet>(); foreach (var planet in planets) { scs.planets.Add(new SerializedPlanet() { entity = SerializedEntity.FromEntity(planet.SimulatedEntity), hp = planet.Hp, startHp = planet.StartHp, color = planet.Appearance.color, weaponType = planet.Weapon?.Type.Name, }); } scs.planets.Add(new SerializedPlanet() { entity = SerializedEntity.FromEntity(cs.centralStar.SimulatedEntity), hp = cs.centralStar.Hp, startHp = cs.centralStar.StartHp, color = cs.centralStar.Appearance.color, isCentral = true, }); scs.projectiles = new List <SerializedProjectile>(); foreach (var projectile in cs.Projectiles) { scs.projectiles.Add(new SerializedProjectile() { entity = SerializedEntity.FromEntity(projectile), }); } var json = JsonUtility.ToJson(scs); PlayerPrefs.SetString(saveGameKey, json); PlayerPrefs.Save(); }
public AllBodiesEnumerable(CelestialSystem system) { this.system = system; }