private IPlayer ParsePlayer(int index) { // identifier, slottype are wrong?? weird values int identifier = _input.ReadInt(); SlotType slotType = (SlotType)_input.ReadInt(); PlayerType playerType = (PlayerType)_input.ReadByte(); RaceType raceType = (RaceType)_input.ReadByte(); byte forceId = _input.ReadByte(); // name is missing 4 characters with UTF8 encoding means 4 bytes... String name = parseString(PLAYER_NAME_SIZE); ColourType colourType = ColourType.Unknown; byte spot = 0; if (index < 8) { int colourOffset = PLAYER_COLOUR_OFFSET + (index * 4); colourType = (ColourType)_data[colourOffset]; int spotOffset = PLAYER_SPOT_OFFSET + index; spot = _data[spotOffset]; } return(new Player(identifier, slotType, playerType, raceType, forceId, name, colourType, spot)); }
public Color ColourFromColourType(ColourType c) { switch (c) { case ColourType.White: return(Color.white); break; case ColourType.Green: return(Color.green); break; case ColourType.Pink: return(Color.magenta); break; case ColourType.Orange: return(new Color(1, 0.5f, 0.07f)); break; } return(Color.black); }
private MinimapItem(SceneNode realObjectNode, SceneManager minimapMgr, String meshName, ColourValue colour, ColourType colourType, Entity sizeEnity, Vector2 scaleOverride) : this(realObjectNode, minimapMgr, meshName, sizeEnity, scaleOverride) { this.colourType = colourType; this.Colour = colour; }
public void SetGamePlayVariables(ColourType col) { var c = Character.instance; if (gameover || c.combo < 10) { SetMultiplierVariables(Multiplier.None, 0.0f, col); return; } else { if (c.combo >= 10 && c.combo < 25) { SetMultiplierVariables(Multiplier.x2, 1.0f, col); } else if (c.combo >= 25 && c.combo < 50) { SetMultiplierVariables(Multiplier.x3, 1.5f, col); } else if (c.combo >= 50 && c.combo < 100) { SetMultiplierVariables(Multiplier.x4, 2.0f, col); } else { SetMultiplierVariables(Multiplier.x5, 2.5f, col); } } }
private IPlayer ParsePlayer(int index) { int identifier = _input.ReadInt(); SlotType slotType = (SlotType)_input.ReadInt(); PlayerType playerType = (PlayerType)_input.ReadByte(); RaceType raceType = (RaceType)_input.ReadByte(); byte forceId = _input.ReadByte(); String name = parseString(PLAYER_NAME_SIZE); ColourType colourType = ColourType.Unknown; byte spot = 0; if (index < 8) { int colourOffset = PLAYER_COLOUR_OFFSET + (index * 4); colourType = (ColourType)_data[colourOffset]; int spotOffset = PLAYER_SPOT_OFFSET + index; spot = _data[spotOffset]; } return(new Player(identifier, slotType, playerType, raceType, forceId, name, colourType, spot)); }
void OnHit(ColourType bulletColour) { if (colourType == ColourType.White) { // any bullet is good enough Die(); } if (bulletColour == colourType) { // bullet matches my colour Die(); } else if (colourType == ColourType.Orange) { // I'm orange // swap to the opposite colour if (bulletColour == ColourType.Green) { // change to pink colourType = ColourType.Pink; } else if (bulletColour == ColourType.Pink) { colourType = ColourType.Green; } } else { // I'm not white // the bullet colour didn't match my colour // I'm also not orange // GETANGRY() } }
protected override void ResetGame() { horLines = new ColourType[w - 1, h]; verLines = new ColourType[w, h - 1]; boxes = new ColourType[w - 1, h - 1]; }
/// <summary> /// Add an alert. /// </summary> /// <param name="title">The title.</param> /// <param name="content">The content.</param> /// <param name="icon">The icon.</param> /// <param name="colourType">The background colour of the icon.</param> protected void AddAlert(string title, ContentViewModel content, string icon, ColourType colourType) { var alerts = ViewData.Get <List <ContentViewModel> >("Alerts") ?? new List <ContentViewModel>(); alerts.Add(new ContentViewModel().AddIcon(icon, colourType).AddTitle(title).Merge(content)); ViewData.Set <List <ContentViewModel> >("Alerts", alerts); }
public void BulletSetup(ColourType colour, Vector2 direction, float speed) { transform.up = direction; myColour = colour; GetComponent <SpriteRenderer>().color = GameplayController.Instance.ColourFromColourType(myColour); moveSpeed = speed; }
void CreateLine(ColourType type, int x1, int x2, int y1, int y2) { int x = Math.Min(x1, x2); int y = Math.Min(y1, y2); bool filled = false; if (y1 == y2) { horLines[x, y] = type; if (y != 0) { CheckFillBox(type, x, y - 1, ref filled); } if (y <= boxes.GetUpperBound(1)) { CheckFillBox(type, x, y, ref filled); } } else { verLines[x, y] = type; if (x != 0) { CheckFillBox(type, x - 1, y, ref filled); } if (x <= boxes.GetUpperBound(0)) { CheckFillBox(type, x, y, ref filled); } } if (!filled) { SwapTurn(); } if (AllBoxesFull(out int red, out int blue)) { if (red == blue) { GameEnd($"It's a tie! (Red: {red} Blue: {blue})"); } else { if ((playerWhite && red > blue) || (!playerWhite && blue > red)) { GameEnd($"You win! (Red: {red} Blue: {blue})"); } else { GameEnd($"You lose! (Red: {red} Blue: {blue})"); } } } }
public void SetColour(ColourType newColour) { colour = newColour; if (colourSpriteDict.ContainsKey(newColour)) { sprite.sprite = colourSpriteDict [newColour]; } }
public Car(short placeNumber, string number = "AA0000", ColourType colour = ColourType.Black, string owner = "No owner", bool isOnThePlace = true) { PlaceNumber = placeNumber; Number = number; Colour = colour; Owner = owner; IsOnThePlace = isOnThePlace; }
public void Init() { var colourIndex = UnityEngine.Random.Range(0, backgroundColours.Length); currentColour = HelperFunctions.SetColourType(colourIndex); Camera.main.DOColor(backgroundColours [colourIndex], 1.0f); inGame = true; strikes = 0; MainMenu.instance.gameObject.SetActive(false); }
public void Fire(ColourType colour, Vector2 direction) { if (Time.time > timeOfNextShot) { timeOfNextShot = Time.time + timeBetweenShots; // spawn a bullet Bullet bulletCopy = Instantiate(bullet, bulletSpawn.position, Quaternion.identity); bulletCopy.BulletSetup(colour, direction, bulletSpeed); } }
void CheckFillBox(ColourType type, int x, int y, ref bool filled) { if ((horLines[x, y] != ColourType.NONE) && (horLines[x, y + 1] != ColourType.NONE) && (verLines[x, y] != ColourType.NONE) && (verLines[x + 1, y] != ColourType.NONE)) { boxes[x, y] = type; filled = true; } }
public ColourData(string colourValue, string tintValue, ColourType newColourType) { m_colourValue = colourValue; m_type = newColourType; m_tintValue = tintValue; m_hasTint = false; if (!String.IsNullOrEmpty(tintValue)) { m_hasTint = true; } }
public Color GetRandomColor(ColourType otherColour) { currentColourType = (ColourType)UnityEngine.Random.Range(0, 6); shadeIndex = UnityEngine.Random.Range(0, 6); var newColour = colors[(int)currentColourType]; while (newColour.type == otherColour) { currentColourType = (ColourType)UnityEngine.Random.Range(0, 6); newColour = colors[(int)currentColourType]; } return(newColour.color[shadeIndex]); }
internal static FakeVehicle CreateAFakeVehicle(int id = 0, string name = "Name1", string registrationNumber = "RegistrationNumber1", ColourType colour = ColourType.Grey) { return(new FakeVehicle { Id = id, Name = name, RegistrationNumber = registrationNumber, Colour = colour }); }
public Player(int identifier, SlotType slotType, PlayerType playerType, RaceType raceType, byte forceId, String name, ColourType colourType, byte spot) { this.Identifier = identifier; this.SlotType = slotType; this.PlayerType = playerType; this.RaceType = raceType; this.ForceIdentifier = forceId; this.Name = name; this.ColourType = colourType; this.Spot = spot; }
static Color GetColour(ColourType type) { switch (type) { default: return(Color.Transparent); case ColourType.RED: return(Color.Red); case ColourType.BLUE: return(Color.Blue); } }
public void NextColour() { int a = (int)currentColourType; //shift to the next color in the enum int b = (int)++currentColourType; //if we are at the end of the enum reset the values if (b >= colors.Length) { b = 0; } currentColourType = (ColourType)b; }
public override void OnReloadPressed(PlayerController player, Gun gun, bool manualReload) { if (CurrentColourFiringMode == ColourType.RED) { CurrentColourFiringMode = ColourType.YELLOW; VFXToolbox.DoStringSquirt("YELLOW", gun.sprite.WorldCenter, ExtendedColours.honeyYellow); } else if (CurrentColourFiringMode == ColourType.YELLOW) { CurrentColourFiringMode = ColourType.BLUE; VFXToolbox.DoStringSquirt("BLUE", gun.sprite.WorldCenter, Color.blue); } else if (CurrentColourFiringMode == ColourType.BLUE) { CurrentColourFiringMode = ColourType.RED; VFXToolbox.DoStringSquirt("RED", gun.sprite.WorldCenter, Color.red); } base.OnReloadPressed(player, gun, manualReload); }
public static Color GetColour(ColourType colour) { switch (colour) { case ColourType.DarkGreen: return(new Color(0.25f, 0.4f, 0.17f, 0.9019f)); case ColourType.LightGreen: return(new Color(0.5f, 0.804f, 0.345f, 0.9019f)); case ColourType.Tan: break; default: break; } return(new Color(0.5f, 0.804f, 0.345f, 0.9019f)); }
public void SetMultiplierVariables(Multiplier m, float mSize, ColourType col) { if (HelperFunctions.CompareColour(Character.instance.colour, col)) { mSize += 0.75f; switch (m) { case Multiplier.None: m = Multiplier.x2; // Debug.Log("x2"); break; case Multiplier.x2: m = Multiplier.x4; // Debug.Log("x4"); break; case Multiplier.x3: m = Multiplier.x6; // Debug.Log("x6"); break; case Multiplier.x4: m = Multiplier.x8; // Debug.Log("x8"); break; case Multiplier.x5: m = Multiplier.x10; // Debug.Log("x10"); break; } } // else // Debug.Log(m.ToString()); //set the current multiplier currentMultiplier = m; //update the UI Multiplier UserInterface.instance.UpdateMultiplier(currentMultiplier, mSize); //set consumable values SequenceManager.instance.GetCurrentSequence().SetConsumableValues(m); }
public EditorColorChanger(Color _color, ColourType _colourType = ColourType.Background) { colourType = _colourType; switch (colourType) { case ColourType.Background: color = GUI.backgroundColor; GUI.backgroundColor = _color; break; case ColourType.Content: color = GUI.contentColor; GUI.contentColor = _color; break; case ColourType.Other: color = GUI.color; GUI.color = _color; break; } }
/// <summary> /// returns a colour TextMeshPro Tag, eg. '<color = #FFE4B5', default White if colour isn't present /// </summary> /// <param name="colour"></param> /// <returns></returns> public string GetColour(ColourType colour) { //default white colour string colourTag = "#FFFFFF"; //automatically handle an access call to an arrayIndex that hasn't been populated try { colourTag = GameManager.i.colourScript.arrayOfColours[(int)colour, (int)GameManager.i.optionScript.ColourOption].hexCode; } catch (IndexOutOfRangeException) { //return default white colour if no entry present Debug.LogError(string.Format("No colour present for {0} with ColourScheme {1}. Return default WHITE", colour, GameManager.i.optionScript.ColourOption)); } catch (NullReferenceException) { //return default white colour if no entry present Debug.LogError(string.Format("No colour present for {0} with ColourScheme {1} (Null). Return default WHITE", colour, GameManager.i.optionScript.ColourOption)); } return(string.Format("{0}{1}{2}", "<color=", colourTag, ">")); }
// Update is called once per frame void Update() { if (inGame && !UserInterface.instance.intermission) { int rand = UnityEngine.Random.Range(0, 1000); if (rand == 1) { var colourIndex = UnityEngine.Random.Range(0, backgroundColours.Length); Camera.main.DOColor(backgroundColours [colourIndex], 2.0f); currentColour = HelperFunctions.SetColourType(colourIndex); } } if (startTimer) { //check for new wave every 0.5 seconds delay -= Time.deltaTime; if (delay < 0.0f) { CheckForNewWave(); } } }
public void AddColour(ChromaGun.ColourType colour) { if (colour == ColourType) { return; } if (colour == ColourType.NONE) { return; } if (ColourType == ColourType.BLACK) { return; } //Colour Mixing ColourType finalColour = ColourType.NONE; if (ColourType != ColourType.NONE) { if (colour == ColourType.RED) { if (ColourType == ColourType.YELLOW) { finalColour = ColourType.ORANGE; } else if (ColourType == ColourType.BLUE) { finalColour = ColourType.PURPLE; } else { finalColour = ColourType.BLACK; } } else if (colour == ColourType.YELLOW) { if (ColourType == ColourType.RED) { finalColour = ColourType.ORANGE; } else if (ColourType == ColourType.BLUE) { finalColour = ColourType.GREEN; } else { finalColour = ColourType.BLACK; } } else if (colour == ColourType.BLUE) { if (ColourType == ColourType.YELLOW) { finalColour = ColourType.GREEN; } else if (ColourType == ColourType.RED) { finalColour = ColourType.PURPLE; } else { finalColour = ColourType.BLACK; } } } else { finalColour = colour; } //Actually set the enemy colour to the specified colour if (ColourType != ColourType.NONE) { self.DeregisterOverrideColor("ChromaGunTint"); } self.gameActor.RegisterOverrideColor(actualColours[finalColour], "ChromaGunTint"); ColourType = finalColour; }
private void btnOrder_Click(object sender, RoutedEventArgs e) { string brand = tbCarBrand.Text; string numberOfSeats = tbNumberOfSeats.Text; string numberOfWheels = tbNumberOfWheels.Text; ColourType color = ColourType.Black; CarType type = CarType.Personal; // Variable til Antal sæder og hjul, som tal int numberOfSeatsInt = 0; int numberOfWheelsInt = 0; // Check at det indtastede er korrekt var errorMessages = ""; if (brand == "") { errorMessages += "Mærke skal udfyldes!\n"; } if (thisIsANumber(numberOfSeats)) { numberOfSeatsInt = getNumber(numberOfSeats); } else { errorMessages += "Antal sæder skal være et tal\n"; } if (thisIsANumber(numberOfWheels)) { numberOfWheelsInt = getNumber(numberOfWheels); } else { errorMessages += "Antal hjul skal være et tal\n"; } if (cbColor.SelectedIndex >= 0) { if (Enum.TryParse(cbColor.Text, out color)) { } else { throw new Exception("Fejl i XAML"); } } else { errorMessages += "Farve skal vælges"; } if (cbType.SelectedIndex >= 0) { type = (CarType)cbType.SelectedItem; } else { errorMessages += "Type skal vælges"; } // Alt er kontrolleret - er der sket nogle fejl? if (errorMessages == "") { // Ingen fejl - før ordren til de tidligere bestillinger // var ordre = string.Format("{0} {1} {2}, med {3} sæder og {4} hjul.", color, brand, type, numberOfSeatsInt, numberOfWheelsInt); // C#6 kan skrive det på en lidt mere overskuelig måde: var ordreCs6 = $"{color} {brand} {type}, med {numberOfSeatsInt} sæder og {numberOfWheelsInt} hjul."; var numberOfSimilarOrders = 0; foreach (var item in lstOrders.Items) { if (ordreCs6 == (string)item) { numberOfSimilarOrders++; } } orderLst.Add(ordreCs6); lstOrders.Items.Add(ordreCs6); MessageBox.Show($"Der er {numberOfSimilarOrders} ens ordre ud af {orderLst.Count}", "Succes"); } else { // En eller flere havde fejl MessageBox.Show(errorMessages, "Der er fejl i det indtastede", MessageBoxButton.OK, MessageBoxImage.Exclamation); } }
public void Repaint(int red, int green, int blue, ColourType colourType) { // TODO: Add some validation logic and business logic. }
public void SetColour(ColourType c) { colourType = c; }
public void ResetBackgroundColour(ColourType newType, string newValue) { m_bgColour.m_type = newType; m_bgColour.m_colourValue = newValue; }
private static ColourData GetColourData(string colourValue, string tintValue, ColourType newColourType) { return new ColourData(colourValue, tintValue, newColourType); }
public IActionResult ModelBindingTest(ColourType colour = ColourType.Unknown) { return(Ok(colour)); }
public void ResetColourData(ColourType newType, string newValue) { m_colour.m_type = newType; m_colour.m_colourValue = newValue; }