コード例 #1
0
        public IHttpActionResult PutINPUT_TYPE(int id, INPUT_TYPE iNPUT_TYPE)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            if (id != iNPUT_TYPE.INTYPE_ID)
            {
                return(BadRequest());
            }

            db.Entry(iNPUT_TYPE).State = EntityState.Modified;

            try
            {
                db.SaveChanges();
            }
            catch (DbUpdateConcurrencyException)
            {
                if (!INPUT_TYPEExists(id))
                {
                    return(NotFound());
                }
                else
                {
                    throw;
                }
            }

            return(StatusCode(HttpStatusCode.NoContent));
        }
コード例 #2
0
ファイル: FSTTester.cs プロジェクト: jdyer1/LuceneFst
        public void doTest()
        {
            INPUT_TYPE  inputType = inputMode == 0 ? INPUT_TYPE.BYTE1 : INPUT_TYPE.BYTE4;
            Builder <T> builder   = new Builder <T>(inputType, outputs, 15);

            foreach (InputOutput <T> pair in pairs)
            {
                builder.add(pair.input, pair.output);
            }
            FST <T> fst = builder.finish();

            if (fst == null)
            {
                log.Information("> fst has 0 nodes (fully pruned)");
            }
            else
            {
                log.Information("> fst has {nodecount} nodes and {arccount} arcs.", builder.getNodeCount(), builder.getArcCount());
            }

            //TODO: verifyUnPruned(inputMode, fst);

            nodeCount = builder.getNodeCount();
            arcCount  = builder.getArcCount();
        }
コード例 #3
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 public void Use(Collider2D collider, INPUT_TYPE inputType)
 {
     if (!IsOpen)
     {
         UpdateBoolState(true);
         RemotePrefabInstance.StartInteraction();
     }
 }
コード例 #4
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 public static void SetAllInputType(INPUT_TYPE type)
 {
     ButtonObjectEvent[] btns = FindObjectsOfType <ButtonObjectEvent>();
     foreach (ButtonObjectEvent btn in btns)
     {
         btn.inputType = type;
     }
 }
コード例 #5
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        public void Use(Collider2D collider, INPUT_TYPE inputType)
        {
            if (CollectibleItemObject.IsKeyItem)
            {
                throw new UnityException(ErrorConsts.NON_NORMAL_ITEM_ERROR);
            }

            Destroy(gameObject);
        }
コード例 #6
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    public static float GetInput(INPUT_TYPE inputType)
    {
        switch (inputType)
        {
        case INPUT_TYPE.L1:
            return(GetButtonL1() ? 1f : 0f);

        case INPUT_TYPE.L2:
            return(GetButtonL2());

        case INPUT_TYPE.R1:
            return(GetButtonR1() ? 1f : 0f);

        case INPUT_TYPE.R2:
            return(GetButtonR2());

        case INPUT_TYPE.SHARE:
            return(GetButtonShare() ? 1f : 0f);

        case INPUT_TYPE.CURSOR_RIGHT:
            return(GetButtonCursorHorizontal() == 1f ? 1f : 0);

        case INPUT_TYPE.CURSOR_LEFT:
            return(GetButtonCursorHorizontal() == -1f ? 1f : 0);

        case INPUT_TYPE.CURSOR_UP:
            return(GetButtonCursorVertical() == 1f ? 1f: 0);

        case INPUT_TYPE.CURSOR_DOWN:
            return(GetButtonCursorVertical() == -1f ? 1f: 0);

        case INPUT_TYPE.OPTION:
            return(GetButtonOption() ? 1f : 0f);

        case INPUT_TYPE.SQURE:
            return(GetButtonSquare() ? 1f : 0f);

        case INPUT_TYPE.TRIANGLE:
            return(GetButtonTriangle() ? 1f : 0f);

        case INPUT_TYPE.CIRCLE:
            return(GetButtonCircle() ? 1f : 0f);

        case INPUT_TYPE.CROSS:
            return(GetButtonCross() ? 1f : 0f);

        case INPUT_TYPE.PS:
            return(GetButtonPS() ? 1f : 0f);

        case INPUT_TYPE.TRACK_PAD:
            return(GetButtonTrackPad() ? 1f : 0f);

        default:
            return(0f);
        }
    }
コード例 #7
0
 public FST(INPUT_TYPE inputType, Outputs <T> outputs, int bytesPageBits)
 {
     this.inputType     = inputType;
     this.outputs       = outputs;
     this.bytesPageBits = bytesPageBits;
     this.bytes         = new BytesStore(bytesPageBits);
     // pad: ensure no node gets address 0 which is reserved to mean
     // the stop state w/ no arcs
     bytes.writeByte((byte)0);
 }
コード例 #8
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        public void Use(Collider2D collider, INPUT_TYPE inputType)
        {
            IsUnlocked = KeyItemInventory.HasItem(ExpectedObjectInInventory.Id);
            UpdateBoolState(IsUnlocked);

            if (IsUnlocked)
            {
                RemotePrefabInstance.StartInteraction();
            }
        }
コード例 #9
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        public void AddAlias(string name, string commands, INPUT_TYPE input_type = INPUT_TYPE.PARAMS, string help = null)
        {
            // save to shared array (static objects share vars)
            Core.RegisterNewProperty(name, new Core.CommandProperty {
                input_type = input_type, help = help, is_alias = true
            });

            Core.aliases[name]       = commands;            // save new alias
            Core.core_commands[name] = this;                // this is manager :)
        }
コード例 #10
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 public INPUT(VirtualKey vk, bool key_up)
 {
     type = INPUT_TYPE.KEYBOARD;
     U    = new InputUnion();
     U.ki = new KEYBDINPUT()
     {
         wVk     = vk,
         dwFlags = key_up ? KEYEVENTF.KEYUP : 0
     };
 }
コード例 #11
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        public IHttpActionResult GetINPUT_TYPE(int id)
        {
            INPUT_TYPE iNPUT_TYPE = db.INPUT_TYPE.Find(id);

            if (iNPUT_TYPE == null)
            {
                return(NotFound());
            }

            return(Ok(iNPUT_TYPE));
        }
コード例 #12
0
ファイル: Builder.cs プロジェクト: jdyer1/LuceneFst
 public Builder(INPUT_TYPE inputType, Outputs <T> outputs, int bytesPageBits)
 {
     this.fst       = new FST <T>(inputType, outputs, bytesPageBits);
     this.bytes     = this.fst.bytes;
     this.NO_OUTPUT = outputs.getNoOutput();
     this.frontier  = new UnCompiledNode <T> [10];
     for (int i = 0; i < this.frontier.Length; i++)
     {
         this.frontier[i] = new UnCompiledNode <T>(this, i);
     }
 }
コード例 #13
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        public IHttpActionResult PostINPUT_TYPE(INPUT_TYPE iNPUT_TYPE)
        {
            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            db.INPUT_TYPE.Add(iNPUT_TYPE);
            db.SaveChanges();

            return(CreatedAtRoute("DefaultApi", new { id = iNPUT_TYPE.INTYPE_ID }, iNPUT_TYPE));
        }
コード例 #14
0
ファイル: BrakerPlayer.cs プロジェクト: Xelareip/Brakers
 void Start()
 {
     leftInput         = Parameters.Instance.leftInput;
     rightInput        = Parameters.Instance.rightInput;
     boostDelay        = Parameters.Instance.boostDelay;
     boostStrength     = Parameters.Instance.boostStrength;
     minSpeed          = Parameters.Instance.minSpeed;
     maxSpeed          = Parameters.Instance.maxSpeed;
     accelerationSpeed = Parameters.Instance.accelerationSpeed;
     brakeSpeed        = Parameters.Instance.brakeSpeed;
     speedScores       = Parameters.Instance.speedScores;
     brakeType         = Parameters.Instance.brakeType;
 }
コード例 #15
0
 void SendInput(INPUT_TYPE input_type, Vector3 position)
 {
     if (input_type == INPUT_TYPE.CAST)
     {
     }
     else if (input_type == INPUT_TYPE.SUMMON)
     {
         m_GameSession.LoadChampion(m_summonPosition);
     }
     else if (input_type == INPUT_TYPE.UNSUMMON)
     {
     }
 }
コード例 #16
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        public void Use(Collider2D collider, INPUT_TYPE inputType)
        {
            if (!CollectibleItemObject.IsKeyItem)
            {
                throw new UnityException(ErrorConsts.NON_KEY_ITEM_ERROR);
            }

            UpdateBoolState(true);

            RemotePrefabInstance.StartInteraction(() =>
            {
                Destroy(gameObject);
            });
        }
コード例 #17
0
        public IHttpActionResult DeleteINPUT_TYPE(int id)
        {
            INPUT_TYPE iNPUT_TYPE = db.INPUT_TYPE.Find(id);

            if (iNPUT_TYPE == null)
            {
                return(NotFound());
            }

            db.INPUT_TYPE.Remove(iNPUT_TYPE);
            db.SaveChanges();

            return(Ok(iNPUT_TYPE));
        }
コード例 #18
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        public void OnInventory(INPUT_TYPE type)
        {
            if (playerInventory.Items.Count == 0)
            {
                Debug.Log("There's no inventory items to display yet.");
            }
            else
            {
                Debug.Log("Trigger an inventory open command and display.");
            }

            foreach (ItemMeta itemMeta in playerInventory.Items)
            {
                Debug.Log(itemMeta.Name + " x" + itemMeta.Qty);
            }
        }
コード例 #19
0
    public bool getCotrollerInput(INPUT_TYPE input_type)
    {
        switch (input_type)
        {
        //バックボタン入力取得
        case INPUT_TYPE.BACK_BUTTON:
            return(OVRInput.Get(OVRInput.RawButton.Back));

        //ホームボタン長押し入力取得
        case INPUT_TYPE.HOME_BUTTON_LONG_PRESS:
            return(OVRInput.GetControllerWasRecentered( ));

        case INPUT_TYPE.TRIGGER:
            return(OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger));

        //トリガー押した時取得
        case INPUT_TYPE.TRIGGER_DOWN:
            return(OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger));

        //トリガー話した時取得
        case INPUT_TYPE.TRIGGER_UP:
            return(OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger));

        //タッチパッドクリック取得(長押し)
        case INPUT_TYPE.TOUCH_PAD_CLICK:
            return(OVRInput.Get(OVRInput.Button.PrimaryTouchpad));

        //タッチパッドスクロール上方向取得
        case INPUT_TYPE.TOUCH_PAD_SCREEL_UP:
            return(OVRInput.Get(OVRInput.Button.Up));

        //タッチパッドスクロール下方向取得
        case INPUT_TYPE.TOUCH_PAD_SCREEL_DOWN:
            return(OVRInput.Get(OVRInput.Button.Down));

        //タッチパッドスクロール左方向取得
        case INPUT_TYPE.TOUCH_PAD_SCREEL_LEFT:
            return(OVRInput.Get(OVRInput.Button.Left));

        //タッチパッドスクロール右方向取得
        case INPUT_TYPE.TOUCH_PAD_SCREEL_RIGHT:
            return(OVRInput.Get(OVRInput.Button.Right));

        default:
            return(false);
        }
    }
コード例 #20
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        public void Interact(INPUT_TYPE originInputType)
        {
            var closestInteractee = GetClosestInteractee();
            var interactible      = closestInteractee?.GetComponent <IInteractible>();

            if (interactible != null)
            {
                // Perform related actions on player side (trigger carrying, gaining items, global events, etc)
                ActionManager.Act(interactible.GetInteractibleType(), interactible.Transform);

                // Perform related actions on interactible's side (trigger anims, individual data changes, etc)
                if (!ActionManager.ResponseMustFinish)
                {
                    interactible.Use(RootCollider, originInputType);
                }
            }
        }
コード例 #21
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    // Main method where the execution begins
    public static void Main()
    {
        try
        {
            Console.WriteLine("Do you want to test fixed input or user input? Enter 1 for fixed system input, 2 for user input:");
            INPUT_TYPE inputType = (INPUT_TYPE)Convert.ToInt32(Console.ReadLine());
            if (inputType != INPUT_TYPE.SYSTEM && inputType != INPUT_TYPE.USER)
            {
                throw new Exception("Invalid input! Please enter either 1 or 2.");
            }

            List <Product> products = new List <Product>();
            if (inputType == INPUT_TYPE.SYSTEM)            // System input
            {
                Console.WriteLine("Which test case do you want to test? 1, 2, or 3?");

                int intTestCase = Convert.ToInt32(Console.ReadLine());
                if (intTestCase < 1 || intTestCase > 3)
                {
                    throw new Exception("Invalid test case! Please enter either 1, 2 or 3.");
                }

                products = GetFixedInput(intTestCase);
            }
            else             // User input
            {
                products = GetUserInput();
            }

            if (products.Count <= 0)
            {
                throw new Exception("Product list is empty. System is unable to process the orders and generate the invoice.");
            }

            ProcessOrders objProcessOrders = new ProcessOrders(products);
            Invoice       objInvoice       = objProcessOrders.Process();
            objInvoice.Print();
        }
        catch (Exception ex)
        {
            Console.WriteLine(ex.Message);
        }
    }
コード例 #22
0
    void Start()
    {
        //設定ファイルから入力モードの取得
        string mode = ApplicationSetting.Instance.Data["InputMode"].ToLower();

        if (mode == "mouse")
        {
            inputType = INPUT_TYPE.MOUSE;
        }
        else if (mode == "touch")
        {
            inputType = INPUT_TYPE.W7TOUCH;
        }
        else
        {
            inputType = INPUT_TYPE.KINECT;
        }

        //初期非表示
        fadePlane.gameObject.renderer.enabled = false;
    }
コード例 #23
0
        void Start()
        {
            // 設定ファイルから入力モードの取得
            string mode = ApplicationSetting.Instance.GetString("InputMode").ToLower();

            if (mode == "mouse")
            {
                inputType = INPUT_TYPE.MOUSE;
            }
            else if (mode == "touch")
            {
                inputType = INPUT_TYPE.WTOUCH;
            }
            else
            {
                inputType = INPUT_TYPE.KINECT;
            }

            // 初期非表示
            fadePlane.gameObject.GetComponent <Renderer>().enabled = false;
        }
コード例 #24
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    protected virtual void Start()
    {
        //設定ファイルから入力モードの取得
        if (ApplicationSetting.Instance.GetString("InputMode").ToLower() == "mouse")
        {
            inputType = INPUT_TYPE.MOUSE;
        }
        else
        {
            inputType = INPUT_TYPE.W7TOUCH;
        }

        //自分を描画するカメラを取得
        rayCamera = Utils.CameraUtil.FindCameraForLayer(this.gameObject.layer);

        //ボタンテクスチャの設定
        if (guiPlate != null && guiPlate.GetComponent <Renderer>() != null)
        {
            defaultButtonColor = guiPlate.GetComponent <Renderer>().material.color;
        }
        ChangeTexture(false);
    }
コード例 #25
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 public bool HasEvent(LZFIGHTERINPUTEVENT fighterEvent, INPUT_TYPE type)
 {
     return(inputs.FindIndex((p) => p.type == type && p.ev == fighterEvent) != -1);
 }
コード例 #26
0
ファイル: BrakerPlayer.cs プロジェクト: Xelareip/Brakers
    void Update()
    {
        transform.position += Vector3.up * currentSpeed * Time.deltaTime;

        float localAcceleration = accelerationSpeed;

        INPUT_TYPE inputType = INPUT_TYPE.NONE;

        bool    hasInput      = false;
        Vector2 inputPosition = Vector2.zero;

        if (Input.touchCount != 0)
        {
            hasInput      = true;
            inputPosition = Input.GetTouch(0).position;
        }
        else if (Input.GetMouseButton(0))
        {
            hasInput      = true;
            inputPosition = Input.mousePosition;
        }
        else if (Input.GetKey(KeyCode.LeftArrow))
        {
            hasInput      = true;
            inputPosition = new Vector2(0, 0);
        }
        else if (Input.GetKey(KeyCode.RightArrow))
        {
            hasInput      = true;
            inputPosition = new Vector2(Screen.width, 0);
        }

        if (hasInput)
        {
            if (inputPosition.x < Screen.width / 2.0f)
            {
                inputType = leftInput;
            }
            else
            {
                inputType = rightInput;
            }

            switch (inputType)
            {
            case INPUT_TYPE.BOOST:
                if (boostDelay + lastBoost < Time.time)
                {
                    currentSpeed += boostStrength;
                    lastBoost     = Time.time;
                }
                break;

            case INPUT_TYPE.BRAKE:
                if (brakeType == BRAKE_TYPE.FLAT)
                {
                    localAcceleration = -brakeSpeed;
                }
                else if (brakeType == BRAKE_TYPE.PROPORTIONNAL)
                {
                    localAcceleration = -brakeSpeed * currentSpeed;
                }
                break;

            default:
                break;
            }
        }

        currentSpeed = Mathf.Clamp(currentSpeed + localAcceleration * Time.deltaTime, minSpeed, maxSpeed);

        Camera.main.orthographicSize = Parameters.Instance.minCamSize + currentSpeed * Parameters.Instance.camScale;

        speedText.text = string.Format("{0:0.00}", currentSpeed);

        if (speedScores)
        {
            ScoreManager.Instance.score = Mathf.RoundToInt(Mathf.Max(currentSpeed, ScoreManager.Instance.score));
        }
    }
コード例 #27
0
        private void AssertExpected(INPUT_TYPE input, OUTPUT_TYPE expected)
        {
            OUTPUT_TYPE actual = GetInstance().RenameThis(input);

            Assert.AreEqual(expected, actual, $"{Environment.NewLine}Expected:\t{expected.ToString()}{Environment.NewLine}Found:\t{actual.ToString()}");
        }
コード例 #28
0
 public void Use(Collider2D collider, INPUT_TYPE inputType)
 {
     MechanismActive = !MechanismActive;
     UpdateSprite();
     UpdateMechanisms();
 }
コード例 #29
0
    protected virtual void Start()
    {
        //設定ファイルから入力モードの取得
        if(ApplicationSetting.Instance.GetString("InputMode").ToLower() == "mouse")
            inputType = INPUT_TYPE.MOUSE;
        else
            inputType = INPUT_TYPE.W7TOUCH;

        //自分を描画するカメラを取得
        rayCamera = Utils.CameraUtil.FindCameraForLayer(this.gameObject.layer);

        //ボタンテクスチャの設定
        if(guiPlate != null && guiPlate.renderer != null)
            defaultButtonColor = guiPlate.renderer.material.color;
        ChangeTexture(false);
    }
コード例 #30
0
 public abstract void Cancel(INPUT_TYPE type, JoystickManager.JOYSTICK_KEY_STATE keyState, JoystickManager.PLAYER_INDEX player);
コード例 #31
0
 public void Use(Collider2D collider, INPUT_TYPE inputType)
 {
     // ...
 }
コード例 #32
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    void Start()
    {
        //設定ファイルから入力モードの取得
        string mode = ApplicationSetting.Instance.GetString("InputMode").ToLower();
        if(mode == "mouse")
            inputType = INPUT_TYPE.MOUSE;
        else if(mode == "touch")
            inputType = INPUT_TYPE.W7TOUCH;
        else
            inputType = INPUT_TYPE.KINECT;

        //初期非表示
        fadePlane.gameObject.renderer.enabled = false;
    }