コード例 #1
0
ファイル: CircleLine.cs プロジェクト: 0tsukq/LabLife
	// Use this for initialization
	void Start ()
    {
        this.CP = new CalculatePosition();
        this.RBM = new RandomBoxMuller();
        this.targetHuman0 = 0;
        this.targetHuman1 = 0;
        this.IsUseKinet = false;

        this.preCenter = Vector3.zero;
        this.preSD = 0;
	
	}
コード例 #2
0
ファイル: Form1.cs プロジェクト: eplus921/git-kuniiR
        private void MAKEDATA(ref double[,] _designmatrix, ref double[] _t, ref double[] _X)
        {
            var      r    = new RandomBoxMuller();
            RandomMT rand = new RandomMT(1);

            for (int i = 0; i < CONST.N; i++)
            {
                _X[i] = rand.Double() * Math.PI * 2;
                _t[i] = System.Math.Sin(_X[i]) + r.next();
            }
            for (int j = 0; j < CONST.N; j++)
            {
                for (int i = 0; i < CONST.M; i++)
                {
                    _designmatrix[j, i] = System.Math.Pow(_X[j], i);
                    if (i == 0)
                    {
                        _designmatrix[j, i] = 1;
                    }
                }
            }
        }
コード例 #3
0
ファイル: shapeemittetr.cs プロジェクト: aburafia/curveparty
    // Use this for initialization
    IEnumerator letsgo()
    {
        for (int i = 0; i < 50; i++)
        {
            yield return(0);

            GameObject g         = Instantiate(quardPrefab);
            var        shaperobj = g.GetComponent <shaper>();

            var random = new RandomBoxMuller();

            g.transform.position = new Vector3((float)random.next() * 5f, (float)random.next() * 5f, 0.0f);
            float scaleset = Mathf.Abs((float)random.next()) * 5f + 1f;
            g.transform.localScale = new Vector3(scaleset, scaleset, 0.0f);
            g.transform.rotation   = Quaternion.Euler((float)random.next() * 90f, 0.0f, (float)random.next() * 360f);

            //fill
            List <float> plist = new List <float>()
            {
                0.6f, 0.2f, 0.1f, 0.1f
            };
            List <List <Texture2D> > filllist = new List <List <Texture2D> > ()
            {
                gradation, pattern, glitch, surface
            };

            float p = Mathf.Abs((float)random.next());



            float countup = 0f;

            countup = 0f;
            for (int j = 0; j < filllist.Count; j++)
            {
                countup += plist[j];
                if (p < countup)
                {
                    if (j != 1 && UnityEngine.Random.Range(0f, 1f) > 0.5)
                    {
                        shaperobj.scalevalue = 1f;
                    }
                    else
                    {
                        shaperobj.scalevalue = shaperobj.transform.localScale.x;
                    }

                    shaperobj.fill = filllist[j][UnityEngine.Random.Range(0, filllist[j].Count)];
                    break;
                }
            }

            //line
            List <List <Texture2D> > linelist = new List <List <Texture2D> >()
            {
                gradation, pattern, glitch, surface, black
            };

            List <Texture2D> selected = linelist[UnityEngine.Random.Range(0, linelist.Count)];

            shaperobj.line = selected[UnityEngine.Random.Range(0, selected.Count)];

            //sape
            shaperobj.mask = shapemask[UnityEngine.Random.Range(0, shapemask.Count)];

            shaperobj.init();
        }
    }