public void Initialize(GameDatabase dataBase) { SetText("--"); List = new List <GameObject>(); dataBase.LevelList.ForEach( levelObject => { GameObject selectorObject = (GameObject)GameObject.Instantiate(dataBase.Selector); string name; Selector selector = selectorObject.GetComponent <Selector>(); selector.OnSelected = () => SetLevel(levelObject); if (levelObject != null) { name = levelObject.name; } else { name = "None"; } selectorObject.name = name; selectorObject.GetComponentInChildren <Text>().text = name; selectorObject.transform.SetParent(ListContainer, false); List.Add(selectorObject); }); Cycler cycler = Main.GetComponentInChildren <Cycler>(); cycler.SetCyclingList(List); }
public override void Setup(float startTime) { background.visible(true); same.visible(true); notSame.visible(true); circle.visible(true); triangle.visible(true); same.setCenterToViewportCoord(0.35f, 0.66f); notSame.setCenterToViewportCoord(0.7f, 0.66f); circle.setCenterToViewportCoord(0.3f, 0.33f); triangle.setCenterToViewportCoord(0.7f, 0.33f); // hide the triangle to start triangle.visible(false); circleCycler = new Cycler(shapeSpeed, 0, startTime); circleCycler.AddSprite(circle); notSameCycler = new DelayedCycler(0.2f, 4, 1.2f, startTime); notSameCycler.AddSprite(notSame); wiggler = new Wiggler(startTime, timeLength, new[] { circle, triangle }); sensor = new TouchSensor(input, gameObjectFinder); shapes = new SpriteCollection(new[] { circle, triangle }, camera, sensor); }
public override void Setup(float startTime) { background = FullScreenQuad.create(this, "bg"); title = Sprite.create(this, new[] { "tmo1", "tmo2", "tmo3", "tmo4", "tmo5", "tmo6" }); subtitle = Sprite.create(this, new[] { "p1", "p2", "p3", "p4", "p5", "p6" }); news = Sprite.create(this, new[] { "news1", "news2" }); buyMusic = Sprite.create(this, new[] { "itunes1", "itunes2" }); startButton = Sprite.create(this, new[] { "tap1", "tap2", "tap3" }); Camera cam = Camera.main; var layoutpos = cam.ViewportToWorldPoint(new Vector3(0.5f, 0.65f, 0.0f)); layoutpos -= title.Center(); // Programmer needs swizzling, badly. title.transform.position = new Vector3(layoutpos.x, layoutpos.y, title.transform.position.z); // Anchor the subtitle an absolute distance from wherever the title ended up subtitle.transform.position = title.transform.position + title.Center() + new Vector3(15f, -20f, -1f); // add blinking start text below title but don't display it yet startButton.setCenterToViewportCoord(0.5f, 0.4f); startButton.visible(false); // place buttons in the bottom corners news.setScreenPosition(4, 4); buyMusic.setScreenPosition((int)Screen.width - buyMusic.PixelWidth() - 4, 4); // animate title cycle_title = new Cycler(0.4f, 5); cycle_title.AddSprite(title); cycle_title.AddSprite(subtitle); }
public override void Setup(float startTime) { background = FullScreenQuad.create(this, "bg"); title = Sprite.create(this, new[] {"tmo1", "tmo2", "tmo3", "tmo4", "tmo5", "tmo6"}); subtitle = Sprite.create(this, new[] {"p1", "p2", "p3", "p4", "p5", "p6"}); news = Sprite.create(this, new[] {"news1", "news2"}); buyMusic = Sprite.create(this, new[] {"itunes1", "itunes2"}); startButton = Sprite.create(this, new[] {"tap1", "tap2", "tap3"}); Camera cam = Camera.main; var layoutpos = cam.ViewportToWorldPoint(new Vector3(0.5f, 0.65f, 0.0f)); layoutpos -= title.Center(); // Programmer needs swizzling, badly. title.transform.position = new Vector3(layoutpos.x, layoutpos.y, title.transform.position.z); // Anchor the subtitle an absolute distance from wherever the title ended up subtitle.transform.position = title.transform.position + title.Center() + new Vector3(15f, -20f, -1f); // add blinking start text below title but don't display it yet startButton.setCenterToViewportCoord(0.5f, 0.4f); startButton.visible(false); // place buttons in the bottom corners news.setScreenPosition(4, 4); buyMusic.setScreenPosition((int) Screen.width - buyMusic.PixelWidth() - 4, 4); // animate title cycle_title = new Cycler(0.4f, 5); cycle_title.AddSprite(title); cycle_title.AddSprite(subtitle); }
public override void Setup(float startTime) { background = spriteRenderer.add(new FullScreenQuad(), this.GetType(), new[] {"bg"}); title = spriteRenderer.add(new Sprite(), this.GetType(), new[] {"tmo1", "tmo2", "tmo3", "tmo4", "tmo5", "tmo6"}); subtitle = spriteRenderer.add(new Sprite(), this.GetType(), new[] {"p1", "p2", "p3", "p4", "p5", "p6"}); news = spriteRenderer.add(new Sprite(), this.GetType(), new[] {"news1", "news2"}); buyMusic = spriteRenderer.add(new Sprite(), this.GetType(), new[] {"itunes1", "itunes2"}); startButton = spriteRenderer.add(new Sprite(), this.GetType(), new[] {"tap1", "tap2", "tap3"}); Camera camera = Camera.main; var layoutpos = camera.ViewportToWorldPoint(new Vector3(0.5f, 0.65f, 0)); layoutpos -= new Vector3(title.Center(), 0); title.worldPosition = new Vector3(layoutpos.X, layoutpos.Y, title.worldPosition.Z); // Anchor the subtitle an absolute distance from wherever the title ended up subtitle.worldPosition = title.worldPosition + new Vector3(title.Center() , 0) + new Vector3(16f, 24f, -1f); // add blinking start text below title but don't display it yet startButton.setCenterToViewportCoord(0.5f, 0.4f); startButton.visible(false); // place buttons in the bottom corners news.screenPosition = new Vector3(4, camera.pixelHeight - news.height - 4, 0); buyMusic.screenPosition = new Vector3(camera.pixelWidth - buyMusic.PixelWidth() - 4, camera.pixelHeight - buyMusic.height - 4, 0); // animate title cycle_title = new Cycler(0.4f, 5); cycle_title.AddSprite(title); cycle_title.AddSprite(subtitle); }
/// <summary>Creates a spinner window element</summary> /// <param name="Parent"></param> /// <param name="BG"></param> /// <param name="FG"></param> /// <param name="LeftPos"></param> /// <param name="TopPos"></param> public Spinner(Window Parent, ConsoleColor BG, ConsoleColor FG, int LeftPos, int TopPos) : base(Parent) { string[] Frames = { "|", "/", "-", "\\" }; cycler = new Cycler(Frames); this.LeftPos = LeftPos; this.TopPos = TopPos; this.BG = BG; this.FG = FG; }
public override void Configure() { Repeater.Set(10); // 10 blocks Cycler.Set(40); opt.OptionBlock.avoidBlock = true; opt.OptionShape.shape = new Vector3i(1, 1, 1); opt.OptionBlock.SetBlocks("waterSlime"); Printer.Log(60, "BlockRain Configure: done"); }
public void SwitchFrameEachTime() { cycler = new Cycler(frameTime, 3, beginning); sprite.Expects.Exactly(2).Method(_ => _.DrawNextFrame()); cycler.AddSprite(sprite.MockObject); cycler.Update(beginning + frameTime); cycler.Update(beginning + frameTime * 2); }
public void addHeartRate(float startTime) { heartRate = resourceFactory.Create(this, "HeartRate"); heartRate.GetComponent <Sprite>().setWorldPosition(-115f, 17f, -1f); // Repeat 7 frame animation every 2 seconds // That's 30bpm which might mean he is dying! heartRateCycler = new Cycler(1f / 7f * 2f, 0, startTime); heartRateCycler.AddSprite(heartRate); }
public void addHeartRate(float startTime) { heartRate = resourceFactory.Create(this, "HeartRate"); heartRate.GetComponent<Sprite>().setWorldPosition(-115f, 17f, -1f); // Repeat 7 frame animation every 2 seconds // That's 30bpm which might mean he is dying! heartRateCycler = new Cycler(1f/7f*2f, 0, startTime); heartRateCycler.AddSprite(heartRate); }
private void animateStartButton() { if (cycle_start == null) { cycle_start = new Cycler(0.4f, 2); cycle_start.AddSprite(startButton); startButton.visible(true); } cycle_start.Update(Time.time); }
public void DontSwitchFramesWhenFrameIntervalHasntPassed() { cycler = new Cycler(frameTime, 3, beginning); var inbetweenFrame = frameTime / 2.0f; sprite.Expects.One.Method(_ => _.DrawNextFrame()); cycler.AddSprite(sprite.MockObject); cycler.Update(beginning + inbetweenFrame); cycler.Update(beginning + frameTime); cycler.Update(beginning + frameTime + inbetweenFrame); }
public void Destroy() { DestroyIfNotNull(room); DestroyIfNotNull(guyLeft); DestroyIfNotNull(guyRight); DestroyIfNotNull(eyes); DestroyIfNotNull(footBoard); DestroyIfNotNull(clipBoard); DestroyIfNotNull(heartRate); heartRateCycler = null; }
public void CyclerAnimatesIndefinitelyWhenTotalCyclesIsZero() { var totalCycles = 0; var attemptedCycles = 5; cycler = new Cycler(frameTime, totalCycles, beginning); sprite.Expects.Exactly(attemptedCycles).Method(_ => _.DrawNextFrame()); cycler.AddSprite(sprite.MockObject); for (var cycle = 1; cycle < attemptedCycles; cycle++) { cycler.Update(beginning + frameTime * cycle); } }
public void CyclerStopsWhenTotalCyclesReached() { var totalCycles = 3; var attemptedCycles = 5; cycler = new Cycler(frameTime, totalCycles, beginning); sprite.Expects.Exactly(totalCycles).Method(_ => _.DrawNextFrame()); cycler.AddSprite(sprite.MockObject); for (var cycle = 1; cycle < attemptedCycles; cycle++) { cycler.Update(beginning + frameTime * cycle); } }
public override void Configure() { Repeater.Set(10); // 10 blocks Cycler.Set(40); opt.OptionBlock.avoidBlock = true; if (Hashes.Rand(0.1f, "rainSlime")) { opt.OptionBlock.SetBlocks("waterSlime"); } else { opt.OptionBlock.SetBlocks(ZBiomeInfo.GetBlock(seed, biome.ToString())); } Printer.Log(60, "BlockRain Configure: done"); }
public override void Configure() { Cycler.Set(2.5f); // molotov duration => permanent Repeater.Set(-1f); // this.opt.OptionItem.item = "ZBProj_fire"; this.opt.OptionItem.item = ZBiomeInfo.Weighted5(this.biome.envProj, Hashes.Rand(seed, "eproj")); this.name = String.Format("{0}-{1}", this.name, this.opt.OptionItem.item); // NB I have opt.OptionShape.direction opt.OptionShape.shape.x = Hashes.Rand(1, 3, seed, "len"); opt.OptionShape.shape.y = Hashes.Rand(1, 3, seed, "heigth"); opt.OptionShape.shape.z = Hashes.Rand(1, 3, seed, "width"); Printer.Log(60, "Fire Configure: done"); }
void AnimateShapes(float time) { if (!triangleShowing() && circleCycler.Count() >= triangleWaitTime) { triangleCycler = new DelayedCycler(shapeSpeed, 6, 1f); triangle.visible(true); triangleCycler.AddSprite(triangle); } circleCycler.Update(time); if (triangleShowing()) { triangleCycler.Update(time); } }
/// <param name="theContext">source of supporting services /// </param> /// <param name="isThreaded">true if this class should create threads in which to call cycle(), and /// in which to send responses from Applications. This is the preferred mode. Use false /// if threading is not allowed, eg you are running the code in an EJB container. In this case, /// the send() and receive() methods will call cycle() themselves as needed. However, cycle() /// makes potentially blocking calls, so these methods may not return until the next message /// is received from the remote server, regardless of timeout. Probably the worst example of this /// would be if receive() was called to wait for an application ACK that was specified as "RE" (ie /// required on error). No response will be returned if the message is processed without error, /// and in a non-threaded environment, receive() will block forever. Use true if you can, otherwise /// study this class carefully. /// /// TODO: write a MLLPTransport with non-blocking IO /// TODO: reconnect transport layers on error and retry /// </param> public NuGenProcessorImpl(NuGenProcessorContext theContext, bool isThreaded) { myContext = theContext; myThreaded = isThreaded; myAcceptAcks = new System.Collections.Hashtable(); myReservations = new System.Collections.Hashtable(); myAvailableMessages = new System.Collections.Hashtable(); if (isThreaded) { ackCycler = new Cycler(this, true); SupportClass.ThreadClass ackThd = new SupportClass.ThreadClass(new System.Threading.ThreadStart(ackCycler.Run)); ackThd.Start(); nonAckCycler = new Cycler(this, false); SupportClass.ThreadClass nonAckThd = new SupportClass.ThreadClass(new System.Threading.ThreadStart(nonAckCycler.Run)); nonAckThd.Start(); } }
public void FirstTest() { var list = new List <int> { 1, 2, 3 }; var cycler = new Cycler <int>(list); var expected = new List <int> { 1, 2, 3, 1, 2, 3, 1, 2 }; var actual = new List <int>(); for (int i = 0; i < 8; i++) { actual.Add(cycler.GetNext()); } Assert.AreEqual(expected, actual); }
public override IEnumerator _Next(EntityPlayer player) { /* Over should keep some memory (position), and regenerate toward player */ long start_time = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(); Emplacement placeBase = new Emplacement(player, opt); placeBase.direction = Vectors.Float.Randomize(this.rand, 1f); // useless for peak Printer.Log(46, "MultiEffect._Next() placeBase", player, placeBase.position, placeBase.direction); foreach (int p in Cycler.Over()) { if (Cycler.dt >= 0 && DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - start_time > (long)(Cycler.dt * 1000)) { yield break; } Printer.Log(41, "_Next iterating Over"); Vector3 maybeFollowing = (this.isFollowing) ? player.GetPosition() : placeBase.position; int q = -1; foreach (Emplacement place in Iter.On(Placer.Get(maybeFollowing))) { q = q + 1; if (q >= Repeater.n) { break; } if (place.valid) { Printer.Log(40, "MultiEffect._Next iterating Clones", place); // last before null (firestorm) // float state = ((float) q) / Repeater.copies; OptionEffect rdm = Randomize(); Printer.Log(40, "_Next Randomized", p, q, opt); Printer.Log(40, "_Next Place", p, q, place); this.Effect1(player, place, rdm); } else { Printer.Log(40, "Invalid place:", q, place, place.valid_msg); } yield return(Repeater.Yield); } yield return(Cycler.Yield); } }
public void Initialize(GameDatabase dataBase) { SetText("--"); List = new List <GameObject>(); dataBase.RunnerList.ForEach( runnerObject => { GameObject selectorObject = (GameObject)GameObject.Instantiate(dataBase.Selector); selectorObject.name = runnerObject.name; selectorObject.GetComponentInChildren <Text>().text = runnerObject.name; selectorObject.transform.SetParent(ListContainer, false); Selector selector = selectorObject.GetComponent <Selector>(); selector.OnSelected = () => SetRunner(runnerObject); List.Add(selectorObject); }); Cycler cycler = Main.GetComponentInChildren <Cycler>(); cycler.SetCyclingList(List); }
private void btnNext_Click(object sender, RoutedEventArgs e) { Cycler.NextSong(); }
private void btnPrev_Click(object sender, RoutedEventArgs e) { Cycler.PrevSong(); }
public void doubleHeartRate(float startTime) { heartRateCycler = new Cycler(1f/7f, 0, startTime); heartRateCycler.AddSprite(heartRate); }
public void doubleHeartRate(float startTime) { heartRateCycler = new Cycler(1f / 7f, 0, startTime); heartRateCycler.AddSprite(heartRate); }
public void addHeartRate(float startTime) { heartRate = spriteRenderer.add(new Sprite(), this.GetType(), "heart1", "heart2", "heart3", "heart4", "heart5", "heart6", "heart7"); heartRate.setScreenPosition(54, 110); heartRate.setDepth(-1); // Repeat 7 frame animation every 2 seconds // That's 30bpm which might mean he is dying! heartRateCycler = new Cycler(1f/7f*2f, 0, startTime); heartRateCycler.AddSprite(heartRate); }
public override void ConfigurePlacesRepeat() { base.ConfigurePlacesRepeat(); Repeater.Set(1); Cycler.Set(1); }
void Start() { locomotor = GetComponent<Locomotor>(); player = GetComponent<PlayerGravityBody>(); attractors = new Cycler(FindObjectsOfType(typeof(GravityAttractor))); }