コード例 #1
0
 private void handleGravity(float delta)
 {
     // This particular value needs to be multiplied by delta to ensure
     // framerate independence
     if (InUpdraft && Umbrella.Deployed)
     {
         velocity.y -= GRAVITY * delta * (juniInput.JumpHeld ? UPDRAFT_FORCE_HOLD : UPDRAFT_FORCE);
         velocity.y  = Mathf.Max(juniInput.JumpHeld ? MAX_UPDRAFT_SPEED_HOLD : MAX_UPDRAFT_SPEED, velocity.y);
     }
     else
     {
         if (!Grounded)
         {
             velocity.y += GRAVITY * delta;
         }
         else
         {
             velocity.y = GRAVITY * delta;
         }
         if (juniInput.JumpHeld)
         {
             var jump_hold = Powers.getPower(PowerNames.HighJump) ? HIGH_JUMP_HOLD_POWER : JUMP_HOLD_POWER;
             if (Umbrella.Deployed)
             {
                 jump_hold *= UMBRELLA_JUMP_HOLD_PENALTY;
             }
             velocity.y -= jump_hold * delta;
         }
     }
 }
コード例 #2
0
 protected void Page_Load(object sender, EventArgs e)
 {
     if (!Powers.HasAuth(LoginUser.Auths, AuthType.SEP, Powers.A601))
     {
         throw new Exception("没有权限访问");
     }
 }
コード例 #3
0
ファイル: Power.cs プロジェクト: Plenituz/Same
    public static Power GetInstance(Powers pow, Slider slider)
    {
        switch (pow)
        {
        case Powers.Boom:
            return(new BoomPower(slider));

        case Powers.SlowTime:
            return(new SlowTime(slider));

        case Powers.United:
            return(new UnitedPower(slider));

        case Powers.Laser:
            return(new LaserPower(slider, 5f));

        case Powers.Invincible:
            return(new InvinciblePower(slider));

        case Powers.Ultimate:
            return(new UltimatePower(slider));

        default:
            return(null);
        }
    }
コード例 #4
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        protected override void Validation()
        {
            if (_NewAccount.Id == _LoginUser.Id)
            {
                return;
            }

            //权限验证
            if (!Powers.HasAuth(_LoginUser.Auths, AuthType.SEP, Powers.A101))
            {
                throw MessageKeys.AppException(MessageKeys._NoAuth);
            }

            //用户名唯一性验证
            if (DalInstance.AccountDalInstance.ValidationLoginName(_NewAccount.Id, _NewAccount.LoginName))
            {
                throw MessageKeys.AppException(MessageKeys._Account_Not_Repeat);
            }

            //姓名唯一性验证
            if (DalInstance.AccountDalInstance.ValidationName(_NewAccount.Id, _NewAccount.Name))
            {
                throw MessageKeys.AppException(MessageKeys._Employee_Name_Repeat);
            }
        }
コード例 #5
0
    public override void CheckPower()
    {
        if (player.PowerUp != null)
        {
            power = player.PowerUp.GetComponent <Powers>();
            string PowerUpName = player.PowerUp.name;

            if (PowerUpName == "Boots")
            {
                power.Activate();
                player.SuperSpeedOn = true;
                player.map.BootsUI.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f);

                player.PowerUp.gameObject.SetActive(false);
                player.SetAnimations();
                player.PowerUp.Interact();
                player.RemoveFocus();
                player.Invoke("SPOff", 5f);
            }

            else if (PowerUpName == "Shield")
            {
                power.Activate();
                player.InvulOn();
                player.map.ShieldUI.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f);

                player.PowerUp.gameObject.SetActive(false);
                player.PowerUp.Interact();
                player.RemoveFocus();
                player.Invoke("InvulOff", 5f);
            }
        }
    }
コード例 #6
0
    public void SetPowers(Powers powers)
    {
        StopAllCoroutines();
        SetNormalState();
        switch (powers.Index())
        {
        case 0:
            StartCoroutine(SetLargerBall());
            break;

        case 1:
            StartCoroutine(SetSmallerAndSemiTransparentBall());
            break;

        case 2:
            StartCoroutine(SetLargerPaddle());
            break;

        case 3:
            StartCoroutine(SetSmallerPaddle());
            break;

        default:
            Debug.LogError("Invalid powers");
            break;
        }
        StartCoroutine(SetLargerBall());
    }
コード例 #7
0
 public void SetPowers(Powers pow)
 {
     for (int i = 0; i < GameManager.MAXPOWER; i++)
     {
         if (pow == Powers.jump)
         {
             if (i < GameManager.numOfJumps)
             {
                 buttonsJump [i].fillCenter = true;
             }
             else
             {
                 buttonsJump [i].fillCenter = false;
             }
         }
         if (pow == Powers.shield)
         {
             if (i < GameManager.numOfShields)
             {
                 buttonsShield [i].fillCenter = true;
             }
             else
             {
                 buttonsShield [i].fillCenter = false;
             }
         }
     }
 }
コード例 #8
0
    protected void SetPower(Powers powerName)
    {
        GetComponent <Player>().activeEvolutions++;
        evolution = GameManager.EvolutionManager.GetEvolutionByPowerName(powerName, true);
        if ((int)evolution.BodyPart < transform.GetChild((int)PlayerChildren.SlimeMesh).childCount)
        {
            affectedPart = transform.GetChild((int)PlayerChildren.SlimeMesh).GetChild((int)evolution.BodyPart).gameObject;
        }
        if (evolution.BodyPart == BodyPart.Hammer)
        {
            affectedPart.transform.SetParent(transform.GetChild((int)PlayerChildren.SlimeMesh).GetChild(0).GetChild(0).GetChild(0));
        }
        else if (evolution.BodyPart == BodyPart.Staff)
        {
            affectedPart.transform.SetParent(transform.GetChild((int)PlayerChildren.SlimeMesh).GetChild(0).GetChild(0).GetChild(1));
        }
        else if (evolution.BodyPart == BodyPart.Ghost)
        {
            //Change player appearence
            ((EvolutionGhost)(this)).SetGhostVisual();
            //Then do Nothing
            affectedPart = transform.gameObject;
        }
        affectedPart.SetActive(true);

        Timer            = evolution.duration;
        playerController = GetComponent <PlayerController>();
    }
コード例 #9
0
ファイル: Board.cs プロジェクト: vfridell/Diplomacy
        public UnitMove GetBuildMove(string mapNodeName, UnitType unitType)
        {
            Unit    unit;
            MapNode mapNode = MapNodes.Get(mapNodeName);

            OccupiedMapNodes.TryGetValue(mapNode, out unit);
            if (unit != null)
            {
                throw new ArgumentException($"A {unit.Power} {unit.UnitType} unit occupies {mapNodeName} ");
            }
            if (!mapNode.Territory.IsSupplyCenter)
            {
                throw new ArgumentException($"Can't build in {mapNode.Territory} because it's not a supply center");
            }
            if (!OwnedSupplyCenters.Any(kvp => kvp.Value.Contains(mapNode.Territory)))
            {
                throw new ArgumentException($"No power controls {mapNode.Territory}");
            }

            Powers power = OwnedSupplyCenters.Where(kvp => kvp.Value.Contains(mapNode.Territory)).First().Key;
            var    edge  = Maps.BuildMap.AdjacentOutEdges(MapNodes.Get("build")).First(e => e.Target == mapNode);

            if (unitType == UnitType.Army)
            {
                unit = Army.Get(power);
            }
            else
            {
                unit = Fleet.Get(power);
            }

            UnitMove uBuild = new UnitMove(unit, edge);

            return(uBuild);
        }
コード例 #10
0
 /// <inheritdoc />
 public SMSG_POWER_UPDATE_Payload(PackedGuid unitGuid, Powers powerType, int newValue)
     : this()
 {
     UnitGuid  = unitGuid;
     PowerType = powerType;
     NewValue  = newValue;
 }
コード例 #11
0
        public void UpdateSpecial()
        {
            if (CurrentPlayer.isDead)
            {
                CurrentPlayer.remove_condition_in_player(id_condition);
                return;
            }


            if (!isReadyToUse)
            {
                return;
            }
            float _tick = (float)DateTime.Now.Subtract(TimeOfStartForSpecial).TotalSeconds;

            if (isSpecialActive && _tick > DefaultContinuityOfSpecial)
            {
                EndTickAndRemove();
            }
            else if (isSpecialActive && !(_tick > DefaultContinuityOfSpecial))
            {
                UpdateTimer(DefaultContinuityOfSpecial - _tick);
            }

            if (!isSpecialActive && (float)DateTime.Now.Subtract(TimeOfEndForSpecial).TotalSeconds > TimeTillNextSpecial)
            {
                TimeOfStartForSpecial = DateTime.Now;
                isSpecialActive       = true;
                CurrentActivePower    = GetSpecial();

                UpdateConditions();
            }
        }
コード例 #12
0
ファイル: Survivor.cs プロジェクト: zachary-kaelan/CSharp
 public void MaybeAddPower(SurvivorPower power, double chance)
 {
     if (!Powers.HasFlag(power) && Utils.RANDOM.NextDouble() >= chance)
     {
         Powers &= power;
     }
 }
コード例 #13
0
 protected void Page_Load(object sender, EventArgs e)
 {
     if (!Powers.HasAuth(LoginUser.Auths, AuthType.HRMIS, HrmisPowers.A108))
     {
         throw new ApplicationException("没有权限访问");
     }
 }
コード例 #14
0
 public Villain(string name, Powers power)
     : base(name, power)
 {
     this.Name         = name;
     this.superCostume = new Costume(power);
     this.Punchline    = String.Format("My name is {0}, my super power is {1} and I will destroy the world !!!", name, power);
 }
コード例 #15
0
ファイル: DrawnMap.cs プロジェクト: vfridell/Diplomacy
        public void Populate(Board board, FeatureMeasurementCollection featureMeasurementCollection)
        {
            foreach (var edge in Maps.Full.Edges)
            {
                Unit         unit1            = board.OccupiedMapNodes.FirstOrDefault(kvp => kvp.Key.Territory.ShortName == edge.Source.ShortName).Value;
                Powers       owningPower1     = board.OwnedSupplyCenters.Where(kvp => kvp.Value.Any(t => t.ShortName == edge.Source.Territory.ShortName)).FirstOrDefault().Key;
                DrawnMapNode from             = GetDrawnMapNode(edge.Source, unit1, owningPower1);
                Unit         unit2            = board.OccupiedMapNodes.FirstOrDefault(kvp => kvp.Key.Territory.ShortName == edge.Target.ShortName).Value;
                Powers       owningPower2     = board.OwnedSupplyCenters.Where(kvp => kvp.Value.Any(t => t.ShortName == edge.Target.Territory.ShortName)).FirstOrDefault().Key;
                DrawnMapNode to               = GetDrawnMapNode(edge.Target, unit2, owningPower2);
                DrawnMapEdge drawnEdge        = new DrawnMapEdge(from, to);
                DrawnMapEdge drawnEdgeInverse = new DrawnMapEdge(to, from);

                if (!ContainsVertex(from))
                {
                    AddVertex(from);
                    AddFeatureValueText(from, featureMeasurementCollection);
                }

                if (!ContainsVertex(to))
                {
                    AddVertex(to);
                    AddFeatureValueText(to, featureMeasurementCollection);
                }

                if (!ContainsEdge(drawnEdge) && !ContainsEdge(drawnEdgeInverse))
                {
                    AddEdge(drawnEdge);
                }
            }
        }
コード例 #16
0
ファイル: BoardFutures.cs プロジェクト: vfridell/Diplomacy
        private static void GetWinterBoardMovesDisbandsOnlyRecursive(Board originalBoard, BoardMove workingBoardMove, IEnumerable <UnitMove> availableMoves, HashSet <BoardMove> completedBoardMoves, PowersDictionary <int> buildDisbandCounts, int minMoves)
        {
            if (workingBoardMove.Count == minMoves)
            {
                completedBoardMoves.Add(workingBoardMove.Clone());
                return;
            }

            var    moveGrouping = availableMoves.ToLookup(um => um.Unit.Power);
            Powers power        = availableMoves.First().Unit.Power;
            IEnumerable <UnitMove> remainingMoves;

            foreach (UnitMove unitMove in moveGrouping[power])
            {
                if (workingBoardMove.Count(um => um.Unit.Power == power) == Math.Abs(buildDisbandCounts[power]))
                {
                    remainingMoves = availableMoves.Where(um => um.Unit.Power != power);
                }
                else
                {
                    remainingMoves = availableMoves.Where(um => um != unitMove);
                }
                BoardMove newBoardMove = workingBoardMove.Clone();
                newBoardMove.Add(unitMove);
                GetWinterBoardMovesDisbandsOnlyRecursive(originalBoard, newBoardMove, remainingMoves, completedBoardMoves, buildDisbandCounts, minMoves);
            }
        }
コード例 #17
0
 private void Start()
 {
     slider = GameObject.Find("Slider").GetComponent <Slider>();
     body   = GetComponent <SpriteRenderer>();
     player = GetComponent <CPPlayer>();
     powers = GetComponent <Powers>();
 }
コード例 #18
0
 public Superman() : base("Superman", "Clark Kent")
 {
     Powers.Add("Fly", new Fly());
     Powers.Add("LaserVision", new LaserVision());
     Powers["LaserVision"].UpgradeStrength(100);
     Powers["Punch"].UpgradeStrength(60);
 }
コード例 #19
0
ファイル: Program.cs プロジェクト: schakuu/Algorithms
        public static void Main11(string[] args)
        {
            var _in  = decimal.Parse(args[0]);
            var _out = new Powers().Sqrt(_in);

            Console.Write("Sqrt [{0}] is [{1}]", _in, _out);
        }
コード例 #20
0
    // A power was dequeued to get here!
    void UsePower(Powers power)
    {
        switch (power)
        {
        case Powers.Shift:
            shifting    = true;
            shiftTime   = shiftStartTime;
            col.enabled = false;
            // Change colours
            Color curColor = sr.color;
            curColor.r = 0;
            curColor.b = 0;
            sr.color   = curColor;

            //Trigger the jump animation
            anim.SetTrigger("Jump");
            jumping = true;
            Debug.Log("Shift power!");
            break;

        case Powers.JumpReset:
            jumping = false;
            break;
        }
        // A power was used, shift all powers one to the right
        for (int i = 0; i < 3; i++)
        {
            if (powerUI [i].GetPos() > 0)
            {
                powerUI [i].SetPos(powerUI [i].GetPos() - 1);
            }
        }
    }
コード例 #21
0
ファイル: Superman.cs プロジェクト: boogermanus/dotnet
 public override void MakeHero()
 {
     Powers.Add(new Flight());
     Powers.Add(new Strength());
     Powers.Add(new Invulnerable());
     Powers.Add(new HeatVision());
 }
コード例 #22
0
        // beginning of program
        private void Generator()
        {
            printDocument1.PrintPage += new PrintPageEventHandler(printDocument1_PrintPage);


            btnMutate.Enabled = true;
            ClearForm();

            // refreshes lists
            Animal.NewAnimals();
            Powers.NewPowers();
            Paths.NewPaths();
            Gifts.NewGifts();
            Background.NewBackgrounds();
            Skills.NewSkills();
            Story.NewStories();

            // creates new blank character
            _character = Character.CreateDefaultCharacter();

            // roll stats, background, skills and story
            _character.IsPhysical = Dice.FlipCoin();
            _character.Stats      = Dice.RollStats(_character.IsPhysical, _character.Stats);
            _character.Sanity     = _character.Stats["Intelligence"] + _character.Stats["Willpower"];
            _character.Background = Background.ChooseBackground(_character.IsPhysical, _character.Background);
            _character.Skills     = Skills.AssignSkills(_character.Background.Skills, _character.Skills, _character.Background.SkillsLimit);
            _character.Story      = Story.ChooseStory(_character.Background.ID);

            DisplayHuman();
        }
コード例 #23
0
            public bool SetEvolutions(List <ExportEntry> availableEvolutions)
            {
                // 1. Calculate the number of required bonus evolutions
                var numToPick = Powers.Count(x => x.HasEvolution()) * 2;

                while (numToPick > 0)
                {
                    var numAttempts      = availableEvolutions.Count;
                    var evolutionToCheck = new Talent(availableEvolutions.PullFirstItem(), true);
                    while (numAttempts > 0 && EvolvedPowers.Any(x => x.PowerExport.InstancedFullPath == evolutionToCheck.PowerExport.InstancedFullPath)) // Ensure there are no duplicate power exports
                    {
                        // Repick
                        availableEvolutions.Add(evolutionToCheck.BasePower);
                        evolutionToCheck = new Talent(availableEvolutions.PullFirstItem(), true);
                        numAttempts--;
                        if (numAttempts == 0)
                        {
                            Debug.WriteLine("Could not find suitable evolution for talentset!");
                            return(false); // There is no viable solution
                        }
                    }

                    EvolvedPowers.Add(evolutionToCheck);
                    numToPick--;
                }

                return(true);
            }
コード例 #24
0
    public Evolution GetEvolutionByPowerName(Powers _powerName, bool isPermanent = false)
    {
        Evolution tmpEvolution;

        switch (_powerName)
        {
        case Powers.Strength:
            tmpEvolution = strengthEvolution;
            break;

        case Powers.Agile:
            tmpEvolution = agileEvolution;
            break;

        case Powers.Platformist:
            tmpEvolution = platformistEvolution;
            break;

        case Powers.Ghost:
            tmpEvolution = ghostEvolution;
            break;

        default:
            Debug.Log("Unknown power, something went wrong");
            return(null);
        }

        if (isPermanent)
        {
            tmpEvolution.duration = 0.0f;
        }
        return(tmpEvolution);
    }
コード例 #25
0
 public Evolution(Powers _powerName, float _duration, CollectableType _associatedCollectable, int _cost, BodyPart _bodyPart)
 {
     id       = (int)_powerName;
     duration = _duration;
     associatedCollectable = _associatedCollectable;
     cost     = _cost;
     bodyPart = _bodyPart;
 }
コード例 #26
0
 internal Territory(string name, string shortName, bool isSupply, Powers homePower, TerritoryType territoryType)
 {
     Name            = name;
     ShortName       = shortName;
     IsSupplyCenter  = isSupply;
     HomeSupplyPower = homePower;
     TerritoryType   = territoryType;
 }
コード例 #27
0
 protected void Page_Load(object sender, EventArgs e)
 {
     if (!Powers.HasAuth(LoginUser.Auths, AuthType.HRMIS, HrmisPowers.A605))
     {
         throw new ApplicationException("没有权限访问");
     }
     new EmployeeWelfareSearchListPresenter(EmployeeWelfareSearchList1, LoginUser, IsPostBack);
 }
コード例 #28
0
 protected override void Validation()
 {
     //权限验证
     if (!Powers.HasAuth(_LoginUser.Auths, AuthType.SEP, Powers.A503))
     {
         throw MessageKeys.AppException(MessageKeys._NoAuth);
     }
 }
コード例 #29
0
 protected void Page_Load(object sender, EventArgs e)
 {
     if (!Powers.HasAuth(LoginUser.Auths, AuthType.HRMIS, HrmisPowers.A504))
     {
         throw new ApplicationException("没有权限访问");
     }
     new SearchEmployeeInAndOutInfoPresenter(PersonalInAndOutInfoView1, LoginUser).Initialize(IsPostBack);
 }
コード例 #30
0
ファイル: AuthBll.cs プロジェクト: zzz1985xxxwl/bjl_hrmis
 public List <Auth> GetAccountAllAuth(int accountId, Account loginUser)
 {
     if (!Powers.HasAuth(loginUser.Auths, AuthType.SEP, Powers.A103) && accountId != loginUser.Id)
     {
         throw MessageKeys.AppException(MessageKeys._NoAuth);
     }
     return(DalInstance.AuthDalInstance.GetAccountAuthTree(accountId));
 }
コード例 #31
0
ファイル: Mac.cs プロジェクト: x893/LoRaMoteConfig
		public Mac()
		{
			Channels = new ChannelParams[16];
			for (int id = 0; id < Channels.Length; ++id)
				Channels[id] = new ChannelParams(id, 0U, Datarates.DR_0, Datarates.DR_0, Bands.BAND_G1_0);
			Rx2Channel = new Rx2ChannelParams(0U, Datarates.DR_0);
			ChannelsMask = new ushort[6];
			Channels[0].Frequency = 868100000U;
			Channels[0].DatarateRange.Value = (sbyte)80;
			Channels[0].Band = Bands.BAND_G1_1;
			Channels[1].Frequency = 868300000U;
			Channels[1].DatarateRange.Value = (sbyte)96;
			Channels[1].Band = Bands.BAND_G1_1;
			Channels[2].Frequency = 868500000U;
			Channels[2].DatarateRange.Value = (sbyte)80;
			Channels[2].Band = Bands.BAND_G1_1;
			Channels[3].Frequency = 867100000U;
			Channels[3].DatarateRange.Value = (sbyte)80;
			Channels[3].Band = Bands.BAND_G1_0;
			Channels[4].Frequency = 867300000U;
			Channels[4].DatarateRange.Value = (sbyte)80;
			Channels[4].Band = Bands.BAND_G1_0;
			Channels[5].Frequency = 867500000U;
			Channels[5].DatarateRange.Value = (sbyte)80;
			Channels[5].Band = Bands.BAND_G1_0;
			Channels[6].Frequency = 867700000U;
			Channels[6].DatarateRange.Value = (sbyte)80;
			Channels[6].Band = Bands.BAND_G1_0;
			Channels[7].Frequency = 867900000U;
			Channels[7].DatarateRange.Value = (sbyte)80;
			Channels[7].Band = Bands.BAND_G1_0;
			Channels[8].Frequency = 868800000U;
			Channels[8].DatarateRange.Value = (sbyte)119;
			Channels[8].Band = Bands.BAND_G1_2;
			ChannelsMask[0] = (ushort)7;
			ChannelsMask[1] = (ushort)0;
			ChannelsMask[2] = (ushort)0;
			ChannelsMask[3] = (ushort)0;
			ChannelsMask[4] = (ushort)0;
			ChannelsMask[5] = (ushort)0;
			ChannelsTxPower = Powers.TX_POWER_14_DBM;
			ChannelsDatarate = Datarates.DR_0;
			ChannelsNbTrans = (byte)1;
			MaxRxWindow = 3000000U;
			ReceiveDelay1 = 1000000U;
			ReceiveDelay2 = 2000000U;
			JoinAcceptDelay1 = 5000000U;
			JoinAcceptDelay2 = 6000000U;
			DutyCycleOn = true;
			PublicNetwork = true;
			DeviceClass = DeviceClasses.CLASS_A;
			DevicePhy = DevicePhys.EU868;
		}