async Task <Uri> Noise(int EffectPercentage) { NoiseLevel level = NoiseLevel.Minimum; if (EffectPercentage <= 35) { level = NoiseLevel.Minimum; } else if (EffectPercentage > 70) { level = NoiseLevel.Maximum; } else { level = NoiseLevel.Medium; } using (var source = new StorageFileImageSource(imageStorageFile)) using (var contrastEffect = new ContrastEffect(source) { Level = 0.6 }) using (var sharpnessEffect = new NoiseEffect(contrastEffect) { Level = level }) { LastEffect = sharpnessEffect; return(await SaveToImage()); } }
public void Reset() { Init(); _lastNoiseColider = null; _noiseLevel = NoiseLevel._0; UpdateSprite(); }
public EngineType( string model, Manufacturer manufacturer, TypeOfEngine engine, NoiseLevel noise, double consumptation, long price, int maxspeed, int ceiling, double runway, double range, Period<int> produced) { Model = model; Manufacturer = manufacturer; Engine = engine; ConsumptationModifier = consumptation; Price = price; MaxSpeed = maxspeed; Ceiling = ceiling; RunwayModifier = runway; RangeModifier = range; Produced = produced; Types = new List<AirlinerType>(); Noise = noise; }
private float ComputeNoiseLevel(AudioSource source, Vector3 position) { NoiseLevel component = source.GetComponent <NoiseLevel>(); if (component && component.Level > 0f) { float num = Vector3.Distance(position, source.transform.position); float result = component.Level / (num + 0.1f); Vector3 position2 = source.transform.position; return(result); } return(0f); }
public EngineType(string model, string manufacturer, TypeOfEngine engine, NoiseLevel noise, double consumptation, long price, int maxspeed, int ceiling, double runway, double range, Period <int> produced) { this.Model = model; this.Manufacturer = manufacturer; this.Engine = engine; this.ConsumptationModifier = consumptation; this.Price = price; this.MaxSpeed = maxspeed; this.Ceiling = ceiling; this.RunwayModifier = runway; this.RangeModifier = range; this.Produced = produced; this.Types = new List <AirlinerType>(); }
public EngineType(string model, string manufacturer, TypeOfEngine engine, NoiseLevel noise, double consumptation, long price, int maxspeed, int ceiling, double runway, double range, Period<int> produced) { this.Model = model; this.Manufacturer = manufacturer; this.Engine = engine; this.ConsumptationModifier = consumptation; this.Price = price; this.MaxSpeed = maxspeed; this.Ceiling = ceiling; this.RunwayModifier = runway; this.RangeModifier = range; this.Produced = produced; this.Types = new List<AirlinerType>(); }
internal static string ToSerializedValue(this NoiseLevel value) { switch (value) { case NoiseLevel.Low: return("Low"); case NoiseLevel.Medium: return("Medium"); case NoiseLevel.High: return("High"); } return(null); }
void UpdateCurrentSpeedAndNoiseLevel() { if (GameInput.instance.movement == Vector2.zero) { noiseLevel = NoiseLevel.none; currentSpeed = 0; } else if (GameInput.instance.isWalkingSlowly) { noiseLevel = NoiseLevel.low; currentSpeed = slowWalkSpeed; } else if (GameInput.instance.isRunning) { noiseLevel = NoiseLevel.high; currentSpeed = runSpeed; } else { noiseLevel = NoiseLevel.medium; currentSpeed = walkSpeed; } }
public EllipseDrawing(int width, int height, NoiseLevel level, Color color) { m_width = width; m_height = height; m_color = color; int m1 = 1; int m2 = 1; switch (level) { case NoiseLevel.None: return; case NoiseLevel.Low: m1 = 100; // 15 points m2 = 25; // 8 size break; case NoiseLevel.Medium: m1 = 60; // 25 points m2 = 30; // 6 size break; case NoiseLevel.High: m1 = 40; // 35 points m2 = 40; // 5 size break; case NoiseLevel.Extreme: m1 = 30; // 50 points m2 = 50; // 4 size break; } m_maxSize = Convert.ToInt32(Math.Max(width, height) / m2); m_count = Convert.ToInt32(width * height / m1); }
public CurveDrawing(int width, int height, NoiseLevel level, Color color) { m_width = width; m_height = height; m_color = color; switch (level) { case NoiseLevel.None: return; case NoiseLevel.Low: m_pointsCount = 4; m_penWidth = height / 38f; // width 2 m_linesCount = 1; break; case NoiseLevel.Medium: m_pointsCount = 3; m_penWidth = height / 30f; // width 2.5 m_linesCount = 2; break; case NoiseLevel.High: m_pointsCount = 3; m_penWidth = height / 25f; // width 3 m_linesCount = 3; break; case NoiseLevel.Extreme: m_pointsCount = 4; m_penWidth = height / 23f; // width 3 m_linesCount = 3; break; } }
public void Update() { GameObject gameObject = null; float num = 10000f; GameObject gameObject2 = GameObject.FindGameObjectWithTag("MainCamera"); if (gameObject2 == null) { return; } Vector3 position = gameObject2.transform.position; bool flag = false; for (int i = 0; i < this.sources.Count; i++) { GameObject gameObject3 = this.sources[i]; if (gameObject3) { float num2 = Vector3.Distance(gameObject3.transform.position, position) / (0.25f + gameObject3.GetComponent <AudioSource>().volume); if (num2 < num) { num = num2; gameObject = gameObject3; } } else { flag = true; } } if (this.activeSound) { float num3 = 0f; if (gameObject) { for (int j = 0; j < this.sources.Count; j++) { GameObject gameObject4 = this.sources[j]; if (gameObject4 != null && gameObject4 != gameObject) { num3 += 0.7f * gameObject4.GetComponent <AudioSource>().volume *(4f / (4f + Vector3.Distance(gameObject.transform.position, gameObject4.transform.position))); } } float max = Mathf.Min(1.75f * this.prefab.GetComponent <AudioSource>().volume, 1f); this.activeSound.GetComponent <AudioSource>().volume = Mathf.Clamp(gameObject.GetComponent <AudioSource>().volume + num3, 0f, max); } } if (!gameObject) { if (this.activeSound) { Singleton <AudioManager> .Instance.StopLoopingEffect(this.activeSound.GetComponent <AudioSource>()); } } else if (!this.activeSound) { this.activeSound = UnityEngine.Object.Instantiate <AudioSource>(this.prefab).gameObject; this.activeSound.gameObject.name = "LoopingSoundCombined-" + this.prefab.GetComponent <AudioSource>().clip.name; NoiseLevel component = this.activeSound.GetComponent <NoiseLevel>(); if (component) { UnityEngine.Object.Destroy(component); } Singleton <AudioManager> .Instance.StartLoopingEffect(this.activeSound.GetComponent <AudioSource>(), gameObject.transform.parent); } else if (!this.activeSound.GetComponent <AudioSource>().isPlaying&& !Singleton <AudioManager> .Instance.Paused && this.activeSound.activeInHierarchy && this.activeSound.GetComponent <AudioSource>().enabled) { Singleton <AudioManager> .Instance.StartLoopingEffect(this.activeSound.GetComponent <AudioSource>(), gameObject.transform.parent); } if (gameObject && this.activeSound && this.activeSound.transform.parent != gameObject.transform.parent) { this.activeSound.transform.parent = gameObject.transform.parent; this.activeSound.transform.localPosition = Vector3.zero; } if (flag) { for (int k = 0; k < this.sources.Count; k++) { if (!this.sources[k]) { this.sources.RemoveAt(k); break; } } } }
public static void SetNoiseLevel(NoiseLevel newNoiseLevel) { noiseLevel = newNoiseLevel; }
void OnTriggerEnter(Collider other) { Debug.Log ("start enter event"); if (!MiniGame22_Manager.instance.isPlay) { return; } NoiseSource ns = other.GetComponent<NoiseSource>(); if (ns != null) { _lastNoiseColider = other; noiseSource = ns; noiseLevel = ns.noiseLevel; } Debug.Log ("finish enter event"); }
void OnTriggerExit(Collider other) { Debug.Log ("start exit event"); if (!MiniGame22_Manager.instance.isPlay || _lastNoiseColider == null) { Debug.Log ("finish exit event"); return; } if (_lastNoiseColider == other) { noiseSource = null; noiseLevel = NoiseLevel._0; _lastNoiseColider = null; } Debug.Log ("finish exit event"); }
/// <summary> /// Initializes a new instance of the Noise class. /// </summary> /// <param name="noiseLevel">An enum value indicating level of noise. /// Possible values include: 'Low', 'Medium', 'High'</param> /// <param name="value">A number indicating level of noise level /// ranging from 0 to 1. [0, 0.25) is under exposure. [0.25, 0.75) is /// good exposure. [0.75, 1] is over exposure. [0, 0.3) is low noise /// level. [0.3, 0.7) is medium noise level. [0.7, 1] is high noise /// level.</param> public Noise(NoiseLevel noiseLevel = default(NoiseLevel), double value = default(double)) { NoiseLevel = noiseLevel; Value = value; CustomInit(); }
void OnTriggerEnter(Collider other) { if (!MiniGame22_Manager.instance.isPlay) return; NoiseSource ns = other.GetComponent<NoiseSource>(); if (ns != null) { _lastNoiseColider = other; noiseLevel = ns.noiseLevel; MiniGame22_Manager.instance.WasFindNoise(ns); } }
void OnTriggerExit(Collider other) { if (!MiniGame22_Manager.instance.isPlay || _lastNoiseColider == null) return; if (_lastNoiseColider == other) { noiseLevel = NoiseLevel._0; _lastNoiseColider = null; } }