コード例 #1
0
        public void test_to_string()
        {
            var die = new Die();
            var roll = die.Roll();

            Assert.AreEqual(roll.ToString(), die.ToString());
        }
コード例 #2
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	// Use this for initialization
	void Start () {
		currentHealth = topHealth;
		Player = FindObjectOfType<Movement> ();
		//InvokeRepeating ("decreaseHealth", 1f,1f);
		die = FindObjectOfType<Die> ();
		decreaseHealth();
	}
コード例 #3
0
ファイル: RollButton.cs プロジェクト: ramhound/Dice
	void OnMouseUpAsButton() {

        if (firstRoll)
        {
            displayer.RollDice();     
            firstRoll = false;
        }
        else
        {
            if (Die.selectedCounter != 0)
            {
                Debug.Log(Die.selectedCounter);
                GameManager.selectedDieValues = new RollValues(6);

                for (int i = 0; i < dice.Length; i++)
                {
                    die = dice[i].GetComponent<Die>();
                    if (die.selected)
                    {
                        GameManager.selectedDieValues[die.value - 1]++;
                    }
                }

                    GameManager.dieValues.Clear();
                //move selected die
                displayer.RollDice();
                ScoreChecker.SelectedDiceChecker(GameManager.selectedDieValues);
            }
            else
            {
                Debug.Log("Please select dice");
            }
        }
     
	}
コード例 #4
0
ファイル: Program.cs プロジェクト: cierrajw/dragon-slaying
        /// <summary>
        /// Runs a battle between a Hero and a Dragon. Ends when one of them has 0 HitPoints.
        /// </summary>
        /// <param name="hero">The Hero in the battle.</param>
        /// <param name="enemy">The Dragon in the battle.</param>
        static void Battle(Hero hero, Dragon enemy)
        {
            // TODO++: modify Battle to take a List<Dragon> of enemies, and have each of them attack every time through the loop.
            // You may want to have the Hero automatically attack the first enemy in the list that is still alive.
            Die myDie = new Die(20);
            Console.WriteLine(MyHero);

            Console.WriteLine("VERSUS");

            Console.WriteLine(MyEnemy);

            while (MyHero.IsAlive())
            {
                int attackRoll = myDie.Roll();
                Console.WriteLine("Rolled {0} for attack phase", attackRoll);
                MyHero.Attack(MyEnemy, attackRoll);
                Console.WriteLine(MyEnemy);

                if (!MyEnemy.IsAlive())
                {
                    Console.WriteLine("{0} slayed {1}!", MyHero.Name, MyEnemy.Name);
                    break;
                }
                int defenseRoll = myDie.Roll();
                Console.WriteLine("Rolled {0} for defense phase", defenseRoll);
                MyHero.Defend(MyEnemy, defenseRoll);
                Console.WriteLine(MyHero);
            }

            if (!MyHero.IsAlive())
            {
                Console.WriteLine("{0} was defeated by {1}. :(", MyHero.Name, MyEnemy.Name);
            }
        }
コード例 #5
0
ファイル: DieTest.cs プロジェクト: huynguyen1412/Phone
        public void TestDieRoll()
        {
            var d = new Die(_faces);
            Die.Roll(d.ListOfFaces);

            String sum = _faces.Aggregate("", (current, s) => current + s.FaceCharacter);
            Assert.IsTrue(String.Compare(sum, NamesConcat) != 0);
        }
コード例 #6
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 public void TestDieRollRange()
 {
     Die die = new Die();
        int roll = die.roll();
        //Test that roll is between 1 & 6
     Assert.LessOrEqual(roll, 6);
        Assert.GreaterOrEqual(roll, 1);
 }
コード例 #7
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        public void should_return_the_last_number_rolled()
        {
            var die = new Die();
            var numberRolled = die.Roll();
            var result = die.NumberLastRolled();

            Assert.AreEqual(result, numberRolled);
        }        
コード例 #8
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        public void when_rolling_die_it_should_return_a_random_number_between_1_and_6()
        {
            var die = new Die();

            var result = die.Roll();

            Assert.LessOrEqual(result, 6);
            Assert.GreaterOrEqual(result, 1);
        }
コード例 #9
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        public void testRandomness4Fail1in6()
        {
            //Test randomness that should fail on average 1 in 6 times
            Die die = new Die();

            int numberToTest = 10;
            int roll = die.roll();
            Assert.AreNotEqual(roll, numberToTest);
            numberToTest = roll;
        }
コード例 #10
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        public void TestDieRollOneThousandRange()
        {
            Die die = new Die();
            for (int i = 0; i < 1000; i++)
            {

                int roll = die.roll();
                Assert.LessOrEqual(roll, 6);
                Assert.GreaterOrEqual(roll, 1);
            }
        }
コード例 #11
0
ファイル: Game.cs プロジェクト: eliasulen/YatzeeWPF
        public Game()
        {
            playerOne = new Player();
            playerTwo = new Player();

            currentPlayer = playerOne;

            for (int i = 0; i < dice.Length; i++)
            {
                dice[i] = new Die(rnd);
                dice[i].Roll(); //Startvärden
            }
        }
コード例 #12
0
ファイル: Dice.cs プロジェクト: nielsvh/BoggleClone
 public Dice(int count)
 {
     this.count = count;
     dice = new Die[count];
     for (int i = 0; i < dice.Length; i++)
     {
         dice[i] = new Die();
         dice[i].faces = OLD_DICE[i % 16].ToCharArray();
     }
     visibleFaces = new int[count];
     positions = new int[count];
     for (int i = 0; i < count; i++)
         positions[i] = -1;
 }
コード例 #13
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    void Start()
    {
        for(int i = 0; i<keys.Length; i++)
        {
            faces[keys[i]] = transform.Find(keys[i]).renderer;
            reverseMap[keys[i]] = i;
        }

        die = Die.GetRandomDie();

        for(int lazyIdx = 0; lazyIdx<Die.SIDES; lazyIdx++)
        {
            _Setup(lazyIdx);
        }
    }
コード例 #14
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        public void each_die_roll_should_occur_with_the_same_chance()
        {
            const int minimumOccurences = 160000;
            const int maximumOccurences = 170000;
            var results = new int[1000000];


            var die = new Die();

            for (var i = 0; i < 1000000; i++)
            {
                results[i] = die.Roll();
            }

            var testResults = results.Where(num => num.Equals(6)).Select(num => num);

            Assert.GreaterOrEqual(testResults.Count(), minimumOccurences);
            Assert.LessOrEqual(testResults.Count(), maximumOccurences);
        }
コード例 #15
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    private int rollDie(Vector3 toPosition)
    {
        Die[] dice = new Die[2];
        Vector3 randomness = new Vector3(1.5f, 0, 1.5f);
        int c = 0;
        for(int i = 1; i <= 1; i += 2) {
            Die die = Instantiate(diePrefab);
            //die.transform.localPosition = new Vector3(0, 2) + toPosition + (randomness * i);
            die.transform.localPosition = new Vector3(0, 2) + toPosition;
            die.transform.Rotate(DieRotations[Random.Range(0, DieRotations.Length)]);
            dice[c] = die;
            c++;

            //Rigidbody body = die.GetComponent<Rigidbody>();
            //body.AddForce((toPosition - die.transform.localPosition).normalized * 500 * body.mass);
            //body.AddTorque(new Vector3(Random.Range(-360, 360), Random.Range(-360, 360), Random.Range(-360, 360)));
        }

        return dice[0].getNumber();
    }
コード例 #16
0
ファイル: Die.cs プロジェクト: topinambur/prj2
    /*
    private	AudioClip dice5;
    private	AudioClip dice2;
    private	AudioClip dice8 ;
    private	AudioClip dice1;
    private	AudioClip dice3;
    private	AudioClip dice4 ;

    private	AudioClip[] dices;
    */
    public Die( GameObject gameObject, string type )
    {
        this.gameObject = gameObject;
        this.type = type;
        this.die = (Die)gameObject.GetComponent(typeof(Die));

        //loading audio part
        /*		this.gameObject.AddComponent<AudioSource>();

        dice5 =  Resources.Load("sound/dice6") as AudioClip;
        dice2 =  Resources.Load("sound/dice7") as AudioClip;
        dice8 =  Resources.Load("sound/dice8") as AudioClip;
        dice1 =  Resources.Load("sound/dice1") as AudioClip;
        dice3 =  Resources.Load("sound/dice3") as AudioClip;
        dice4 =  Resources.Load("sound/dice4") as AudioClip;
                 */
        //		this.dices = new AudioClip[5]{ dice2, dice5, dice8, dice1, dice3/*, dice4*/ };

        //		this.rigidbody.sleepVelocity = 0.01F;
        //		this.rigidbody.sleepAngularVelocity = 0.01F;
    }
コード例 #17
0
 internal void Attack( Figure attacker, Figure defender )
 {
     var attackDie = new Die( Global.Random, 20 );
      if ( attackDie.Roll() + attacker.AttackBonus >= defender.ArmorClass )
      {
     int damage = attacker.Damage.Roll().Sum();
     defender.Health -= damage;
     Debug.WriteLine( "{0} hit {1} for {2} and he has {3} health remaining.", attacker.Name, defender.Name, damage, defender.Health );
     if ( defender.Health <= 0 )
     {
        if ( defender is AggressiveEnemy )
        {
           var enemy = defender as AggressiveEnemy;
           _aggressiveEnemies.Remove( enemy );
        }
        Debug.WriteLine( "{0} killed {1}", attacker.Name, defender.Name );
     }
      }
      else
      {
     Debug.WriteLine( "{0} missed {1}", attacker.Name, defender.Name );
      }
 }
コード例 #18
0
 public ShiftRotateExtendedInstruction(Die die)
     : base(die)
 {
 }
コード例 #19
0
 public ReadImmediateRegisterInstruction(Die die)
     : base(die)
 {
 }
コード例 #20
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 void UnregisterDieEvents(Die die)
 {
     die.OnStateChanged -= OnDieStateChanged;
     die.OnTelemetry    -= OnDieTelemetry;
 }
コード例 #21
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ファイル: Program.cs プロジェクト: Uendy/CodeWars
    public static void Main()
    {
        //Greed is a dice game played with five six - sided dice./
        //Your mission, should you choose to accept it, is to score a throw according to these rules.
        //You will always be given an array with five six-sided dice values.

        // Three 1's => 1000 points
        // Three 6's =>  600 points
        // Three 5's =>  500 points
        // Three 4's =>  400 points
        // Three 3's =>  300 points
        // Three 2's =>  200 points
        // One   1   =>  100 points
        // One   5   =>   50 point
        //A single die can only be counted once in each roll.
        //For example, a "5" can only count as part of a triplet(contributing to the 500 points) or as a single 50 points,
        //but not both in the same roll.

        //Example scoring
        // Throw Score
        // ---------------------------
        // 5 1 3 4 1   50 + 2 * 100 = 250
        // 1 1 1 3 1   1000 + 100 = 1100
        // 2 4 4 5 4   400 + 50 = 450

        //ToDo: try a class dice and print 5 objects;
        //TODO: Learn Group By and Sort

        string input = Console.ReadLine();

        var dice = input.Split(' ').Select(int.Parse).ToArray();

        //change all 1's to 10's, easier to add the score later on
        for (int index = 0; index < dice.Count(); index++)
        {
            if (dice[index] == 1)
            {
                dice[index] = 10;
            }
        }

        //create and populate the dice as list so they can be grouped by their value
        var listOfDice = new List <Die>();

        for (int index = 0; index < dice.Count(); index++)
        {
            var currentDie = new Die()
            {
                value = dice[index]
            };

            listOfDice.Add(currentDie);
        }

        var groups = listOfDice.GroupBy(Die => new { Die.value }).OrderByDescending(x => x.Count()).ToList();

        int score = 0;

        bool quintuple = groups.Count() == 1;

        if (quintuple)
        {
            bool onlyOnes = int.Parse(groups[0].Key.ToString()) == 10;
            if (onlyOnes)
            {
                score += 1200;
            }
        }
    }
コード例 #22
0
ファイル: RetInstruction.cs プロジェクト: DualBrain/Zim80
 public RetInstruction(Die die)
     : base(die)
 {
 }
コード例 #23
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 public void Init()
 {
     SetAttack(Die.Throw1d20());
 }
コード例 #24
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 public AutoCompleteInstructionPart(Die die, MachineCycleNames activeMachineCycle)
     : base(die, activeMachineCycle)
 {
 }
コード例 #25
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 public void DisconnectDie(Die die)
 {
     Central.Instance.DisconnectDie(die);
 }
コード例 #26
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 void OnBecameInvisible()
 {
     isDead = false;
     Die?.Invoke(this);
 }
コード例 #27
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 public ActionResult Index(Die die)
 {
     ViewBag.Dice = die.Roll();
     return(View(die));
 }
コード例 #28
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 public Greatclub(Die dieDamage, int numberOfDice, string name, int range, bool isMartial, bool isFinesse)
     : base(dieDamage, numberOfDice, name, range, isMartial, isFinesse)
 {
 }
コード例 #29
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ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
    public bool isValidClick(Die obj)
    {
        bool canClick = false;

        return canClick;
    }
コード例 #30
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ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
 public static int getDieScore(Die die)
 {
     return die.card.cardInfo.score;
 }
コード例 #31
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 public IncDecIndirectInstruction(Die die)
     : base(die)
 {
 }
コード例 #32
0
ファイル: SetDieColor.cs プロジェクト: ManicDesigns/Dice4
 void AddDie(Die die)
 {
     this.die = die;
 }
コード例 #33
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 public int calculate(Die die)
 {
     return die.food;
 }
コード例 #34
0
        public ComboMaxResult GetMaxCombo(List <Die> dice, bool is_sorted)
        {
            if (dice == null)
            {
                return(null);
            }
            List <Die> dice_copy = dice;

            if (!is_sorted)
            {
                dice_copy = new List <Die>(dice);
                dice_copy.Sort((d1, d2) => { return((int)d1.Side - (int)d2.Side); });
            }

            byte[]         found_combo_sides = new byte[6];
            ComboMaxResult result            = new ComboMaxResult();

            result.Name = "Set of ";
            for (int i = 0; i < dice_copy.Count; ++i)
            {
                Die die = dice_copy[i];
                if (die.Side == DieSide.JOKER)
                {
                    continue;
                }
                ++found_combo_sides[(int)die.Side];
            }


            DieSide best_side    = DieSide.ONE;
            bool    combo_exists = false;

            if (found_combo_sides[0] >= 3)
            {
                result.Score = 100;
                result.Name += "1";
                best_side    = DieSide.ONE;
                combo_exists = true;
            }
            else
            {
                for (int i = 5; i > 0; --i)
                {
                    if (found_combo_sides[i] >= 3)
                    {
                        best_side    = (DieSide)(i);
                        result.Score = (i + 1) * 10;
                        result.Name += Convert.ToString(i + 1);
                        combo_exists = true;
                        break;
                    }
                }
            }

            if (!combo_exists)
            {
                return(null);
            }

            for (int i = 0, limit = 3; i < dice_copy.Count && limit > 0; ++i)
            {
                if (dice_copy[i].Side == best_side)
                {
                    --limit;
                    result.DiceInCombo.Add(dice_copy[i]);
                }
            }
            return(result);
        }
コード例 #35
0
 public void WriteDie(Die die, byte[] bytes, int length, System.Action bytesWrittenCallback)
 {
     Central.Instance.WriteDie(die, bytes, length, bytesWrittenCallback);
 }
コード例 #36
0
ファイル: Die.cs プロジェクト: daLoneDrau/RPGBase-CSharp
 public static int GetFaces(this Die die)
 {
     return((int)die);
 }
コード例 #37
0
ファイル: Form1.cs プロジェクト: pstilian/Casino_Statistics
        // button1_Click handles Button Click action that runs the program
        private void button1_Click(object sender, EventArgs e)
        {
            // Generate Lists to hold counts for rolled values
            List <int> count1 = new List <int>();
            List <int> count2 = new List <int>();
            List <int> count3 = new List <int>();

            // Bind the charts to their respective arrays of counts
            chart1.Series[0].Points.DataBindY(count1);
            chart2.Series[0].Points.DataBindY(count2);
            chart3.Series[0].Points.DataBindY(count3);

            // initialize die 1 count
            for (int i = 1; i <= 6; i++)
            {
                count1.Add(0);
            }
            for (int i = 1; i <= 6; i++)
            {
                count3.Add(0);
            }

            // initialize double die count
            for (int i = 0; i <= 11; i++)
            {
                count2.Add(0);
            }

            // Make Random functions for two seperate "dice"
            //Random randomizer = new Random();
            Die die1 = new Die();
            Die die2 = new Die();
            Die die3 = new Die();

            // Pull and parse to integer the values in the textbox
            int nRolls = int.Parse(numRolls.Text);

            // Compute die rolls n times
            for (int i = 0; i < nRolls; i++)
            {
                // Computes the results for single die rolls on first dice
                die1.rollDie(1);
                int currRoll = die1;
                count1[currRoll] += 1;
                // Updates chart 1
                chart1.Series[0].Points.DataBindY(count1);
                chart1.Update();

                // Computes the results for single die rolls on 2nd dice
                die3.rollDie(1);
                int currRoll3 = die3;
                count3[currRoll3] += 1;
                //Updates chart 3
                chart3.Series[0].Points.DataBindY(count3);
                chart3.Update();

                // Computes the results for the sum of two die rolls
                die2.rollDie(2);
                die2.rollDie(2);
                int currRoll2 = die1 + die2 - 1;
                count2[currRoll2] += 1;
                // Updates chart 2
                chart2.Series[0].Points.DataBindY(count2);
                chart2.Update();
            }
        }
コード例 #38
0
ファイル: Dice.cs プロジェクト: BibleUs/vgd-monopoly-uniba
    public Vector3 spawnPoint; // die spawnPoiunt

    #endregion Fields

    #region Constructors

    // constructor
    public RollingDie(GameObject gameObject, string name, string mat, Vector3 spawnPoint, Vector3 force)
    {
        this.gameObject = gameObject;
        this.name = name;
        this.mat = mat;
        this.spawnPoint = spawnPoint;
        this.force = force;
        // get Die script of current gameObject
        die = (Die)gameObject.GetComponent(typeof(Die));
    }
コード例 #39
0
 void RegisterDieEvents(Die die)
 {
     die.OnStateChanged += OnDieStateChanged;
     die.OnTelemetry    += OnDieTelemetry;
 }
コード例 #40
0
ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
    //     IEnumerator
    public void drawDice(int amount)
    {
        if (GameState.hasDrawn) return;
        int count = amount;

        Zone supportT = gameLayout.getZone(getCurrentZoneS("zoneSupport"));
        string support = getCurrentZoneS("zoneSupport");
        string supply = getCurrentZoneS("zoneSupply");
        string stored = getCurrentZoneS("zoneStored");

        Die[] h = gameLayout.getDiceInZone(supply);
        Die[] d = gameLayout.getDiceInZone(stored);

        int iDraw;

        if (h != null && h.Length == 0 && d.Length != 0)
        {
            moveDice(stored, supply, false);
            h = gameLayout.getDiceInZone(supply);
            d = new Die[0];
        }

        //moveDice(supply, support, amount);
        /*
            What to do if can't move the asked amount?
                If 'from' is "supply" then
                    moveDice(stored, supply, false)
                    continue
         */
        while (count != 0 && h.Length != 0 && h != null)
        {
            iDraw = UnityEngine.Random.Range(0, h.Length);

            DieLogic.moveDie(h[iDraw], supportT);
            h[iDraw].toggleVisibility(true);

            SoundControl.instance.playAudio("dice", "slide");

            count--;
            h = gameLayout.getDiceInZone(supply);

            if (count > 0 && h.Length == 0 && d.Length > 0)
            {
                //yield return new WaitForSeconds(h[iDraw].GetComponent<AudioSource>().clip.length);
                moveDice(stored, supply, false);
                h = gameLayout.getDiceInZone(supply);
                d = new Die[0];
            }
        }

        Debug.Log("Moved " + (amount - count) + " dice !");
        GameState.hasDrawn = true;
    }
コード例 #41
0
 void OnDieTelemetry(Die die, Vector3 acc, int millis)
 {
     trackedDice[die].OnTelemetryReceived(acc, millis);
 }
コード例 #42
0
ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
    public void defendAttack(Die die)
    {
        int dDefense = DieLogic.getDieValue(die, Side.eValueTypes.DEFENSE);
        defenseLeft -= dDefense;

        if (defenseLeft <= 0 || GameLogic.instance.gameLayout.getDiceInZoneNext("zoneSummoned").Length == 0)
            defendSuccessful = true;
    }
コード例 #43
0
 public NmiInterrupt(Die die, OpcodeDefinition opcodeDefinition)
     : base(die, opcodeDefinition)
 {
 }
コード例 #44
0
 public WriteIndirectRegisterInstruction(Die die)
     : base(die)
 {
 }
コード例 #45
0
        static void Main(string[] args)
        {
            Die d = new Die();

            d.Roll();
        }
コード例 #46
0
ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
    public static void rollDie(Die d)
    {
        float dieMag = d.transform.localScale.magnitude;

        Zone spawn = getCurrentSpawn();
        Vector3 force = getForce(spawn.transform);

        moveDie(d, spawn);

        // Random Rotation
        d.transform.Rotate(new Vector3(UnityEngine.Random.value * 360,
                                       UnityEngine.Random.value * 360,
                                       UnityEngine.Random.value * 360));

        // Add Force
        d.GetComponent<Rigidbody>().AddForce(force, ForceMode.Impulse);

        // Add Random Torque
        // -50
        Vector3 tV = GameLogic.instance.rollValues.vtV;
        d.GetComponent<Rigidbody>().AddTorque(new Vector3(tV[0] * UnityEngine.Random.value * dieMag,
                                                          tV[1] * UnityEngine.Random.value * dieMag,
                                                          tV[2] * UnityEngine.Random.value * dieMag), ForceMode.Impulse);

        SoundControl.instance.playAudio();
    }
コード例 #47
0
 public static Die Copy(this Die die)
 {
     return(new Die {
         AllocatedTo = die.AllocatedTo, Face = die.Face, Id = die.Id
     });
 }
コード例 #48
0
ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
    public static void moveDie(Die die, Zone zoneTo)
    {
        if (zoneTo != null)
        {
            // Try to update the Die's Old Zones' and New Zones' GameZone Die[]
            //Zone oldP = d.GetComponent<Draggable>().getParentZone();
            // Use oldP and z to get gameLayout to update their dice/color

            //Debug.Log("Moving die to " + zoneTo.zoneName);
            die.GetComponent<Draggable>().setParentZone(zoneTo);
            die.transform.SetParent(zoneTo.holders.diceHolder);

            Vector3 boxSize = zoneTo.GetComponent<BoxCollider>().size;

            die.offsetMargin.x = boxSize.x * zoneTo.transform.localScale.x * die.transform.localScale.x;
            die.offsetMargin.z = boxSize.y * zoneTo.transform.localScale.y * die.transform.localScale.z;

            die.moveDie(0, 0, 0);
            die.offsetDie();
        } else
        {
            Debug.Log("Zone moving to doesn't exist");
        }
    }
コード例 #49
0
 protected DefenceDieTests(Die testDie, double averageShields)
 {
     _testDie        = testDie;
     _averageShields = averageShields;
 }
コード例 #50
0
ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
    public void rollSimilarDice(Die d)
    {
        Die[] dice = d.transform.parent.GetComponentsInChildren<Die>();
        string sAudio = "rollS";

        if (dice.Length > 1)
            sAudio = "rollM_1"; // index of the multiple dice roll sound

        foreach (Die die in dice) {
            SoundControl.instance.setAudio("dice", sAudio);
            DieLogic.rollDie(die);
        }
    }
コード例 #51
0
ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
 public static int getDiceValue(Die[] dice, Side.eValueTypes vT)
 {
     int val = 0;
     foreach (Die die in dice) val += getDieValue(die, vT);
     return val;
 }
コード例 #52
0
 public void ConnectDie(Die die)
 {
     Central.Instance.ConnectDie(die);
 }
コード例 #53
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 public static void Main()
 {
     var myDie = new Die(7);
 }
コード例 #54
0
ファイル: GameLogic.cs プロジェクト: schmjdt/cpi211
 public static int getDieValue(Die die, Side.eValueTypes vT)
 {
     return die.getSideValue(vT);
 }
コード例 #55
0
 void OnBatteryLevelChanged(Die die, float?level, bool?charging)
 {
     batteryView.SetLevel(die.batteryLevel, charging);
 }
コード例 #56
0
 public LoadImmediate16Instruction(Die die)
     : base(die)
 {
 }
コード例 #57
0
 public MatchOnThreeDiceRule(Die dieToMatch, int valueIfMatched)
     : base(valueIfMatched)
 {
     DieToMatch = dieToMatch;
 }
コード例 #58
0
 void OnRssiChanged(Die die, int?rssi)
 {
     signalView.SetRssi(die.rssi);
 }
コード例 #59
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 public TestSpell()
     : base("Test Spell", 0, new ArcaneSpell())
 {
     DamageDice = new Die[] { D6.GetInstance() };
     DamageBonus = 1;
 }
コード例 #60
0
 protected SingleCycleInstruction(Die die)
     : base(die)
 {
 }