Inheritance: MonoBehaviour
コード例 #1
0
ファイル: UMath.cs プロジェクト: CreeperLava/ME3Explorer
 public Rotator IntVectorToRotator(Vector3 v)
 {
     Rotator r = new Rotator();
     r.Yaw = (int)(v.X);
     r.Pitch = (int)(v.Y);
     r.Roll = (int)(v.Z);
     return r;
 }
コード例 #2
0
ファイル: UMath.cs プロジェクト: CreeperLava/ME3Explorer
 public Rotator PropToRotator(byte[] buff)
 {
     Rotator r = new Rotator();
     r.Pitch = -BitConverter.ToInt32(buff, 8);
     r.Roll = BitConverter.ToInt32(buff, 12);
     r.Yaw = -BitConverter.ToInt32(buff, 16);
     return r;
 }
コード例 #3
0
ファイル: UMath.cs プロジェクト: CreeperLava/ME3Explorer
 public Vector3 RotatorToVector(Rotator r)
 {
     Vector3 v = new Vector3();
     float f = (3.1415f * 2f) / 65536f;
     v.X = r.Yaw * f;
     v.Y = r.Pitch * f;
     v.Z = r.Roll * f;
     return v;
 }
コード例 #4
0
ファイル: UMath.cs プロジェクト: CreeperLava/ME3Explorer
 public Rotator VectorToRotator(Vector3 v)
 {
     Rotator r = new Rotator();
     float f2 = 65536f / 360f;
     r.Yaw = (int)(v.Y * f2);
     r.Pitch = (int)(v.X * f2);
     r.Roll = (int)(v.Z  * f2);
     r.Yaw = r.Yaw % (65536 / 2);
     r.Pitch = r.Pitch % (65536 / 2);
     r.Roll = r.Roll % (65536 / 2);
     return r;
 }
コード例 #5
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ファイル: FinishStateUI.cs プロジェクト: Burzok/GodlyCubes
    public void SetWinState()
    {
        GameData.DRAW_CHAT = false;
        GameData.DRAW_STATS = false;

        if (Network.isClient) {
            myPlayerRotator = PlayerManager.instance.myPlayer.GetComponent<Rotator>();
            myPlayerRotator.enabled = false;
            Screen.lockCursor = false;
        }

        DrawUI.instance.drawUI = DrawWinState;
    }
コード例 #6
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        public BackgroundRectanglesLayer(SpriteBatch spriteBatch, Texture2D[] images, Rotator roation, float velocity, Vector2 startOffset, Rectangle ViewPort)
        {
            this.spriteBatch     = spriteBatch;
            this.images          = images;
            frameDimensions      = images.Length > 0 ? new Dimensions(images[0].Width, images[0].Height) : Dimensions.Zero;
            this.currentRotation = roation;
            this._velocity       = velocity;
            // Where we start in relation to our frames. so 0,0 means the top left of the first texture is at 0,0on the screen,
            // 50,50 would be: display background from position 50,50 at screen co-ords 0,0.
            // ie whats' the starting co-ordinate for the top-left of the screen.
            this._currentPosition = startOffset;
            // not perfect, ensures it DOES update.
            this._previousPosition = _currentPosition.AddX(-1);
            _destination           = new Rectangle(Point.Zero, new Point(ViewPort.Width, ViewPort.Height));

            this.totalWidth  = frameDimensions.Width * images.Length;
            this.totalHeight = frameDimensions.Height;
        }
コード例 #7
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        private void SetMovementProps(Transform knife)
        {
            Mover   mover   = knife.GetComponent <Mover>();
            Rotator rotator = knife.GetComponent <Rotator>();

            if (mover)
            {
                Vector2 velocity = new Vector2(UnityEngine.Random.Range(-3f, 3f), UnityEngine.Random.Range(1f, 6f));
                mover.SetVelocity(velocity);
                mover.SwitchRigidbodyType(RigidbodyType2D.Dynamic);
            }
            if (rotator)
            {
                float rotationSpeed = UnityEngine.Random.Range(200f, 350f);
                rotator.SetRotationSpeed(rotationSpeed);
                rotator.SetRotationSide(UnityEngine.Random.Range(0, 2) == 1);
            }
        }
コード例 #8
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        /// <summary>
        /// Spawns an instance of an item
        /// </summary>
        /// <param name="id">Id of the npc id</param>
        /// <param name="position">Position of the npc</param>
        /// <param name="yaw">Yaw of the npc</param>
        /// <param name="zone">Zone where to register the npc</param>
        /// <param name="regionObject">returned object</param>
        /// <returns>Returns true if the object doesn't fail</returns>
        public bool SpawnItemInstance(uint id, Point position, Rotator yaw, Zone zone, out MapObject regionObject)
        {
            if (CreateInstance(id, 1, out regionObject))
            {
                regionObject.Position    = position;
                regionObject.Yaw         = yaw;
                regionObject.currentzone = zone;
                regionObject.OnInitialize(position);
                regionObject.OnLoad();
                regionObject.OnSpawn();
                regionObject.OnRegister();

                if (regionObject.id > 0)
                {
                    Regiontree tree = regionObject.currentzone.Regiontree;
                    foreach (Character regionCharacter in tree.SearchActors(regionObject, Saga.Enumarations.SearchFlags.Characters))
                    {
                        try
                        {
                            if (regionCharacter.client.isloaded == false)
                            {
                                continue;
                            }
                            if (Point.IsInSightRangeByRadius(regionCharacter.Position, regionObject.Position))
                            {
                                regionObject.ShowObject(regionCharacter);
                            }
                        }
                        catch (SocketException)
                        {
                            //Do nothing
                        }
                    }

                    return(true);
                }
                else
                {
                    return(false);
                }
            }

            return(false);
        }
コード例 #9
0
ファイル: Aimbot.cs プロジェクト: vnhaxnet/ExCheat
        public static void EvaluateTarget(AActor actor)
        {
            // if (!IsVisiable(actor))
            //      return;
            if (actor.Health < 1f)
            {
                return;
            }

            Vector2 centerScreen      = new Vector2(screensize.X / 2, screensize.Y / 2);
            Vector3 vecLocalPlayer    = Main.cameraManager.CameraCache.POV.Location;
            Vector3 vecTargetPlayer   = actor.GetBoneLocation((int)aimPos);
            Vector2 vecTargetPlayer2d = Main.cameraManager.WorldToScreen(vecTargetPlayer, screensize);


            float   BulletSpeed    = Main.localPawn.EquipWeapon().ShootWeaponEntityComp().BulletFireSpeed / 100;
            Vector3 TargetVelocity = GetPlayerVelocity(actor);
            float   curDist        = (vecTargetPlayer - vecLocalPlayer).Length();
            float   timeToTravel   = (curDist / 100) / BulletSpeed;

            if (timeToTravel > 1f && !float.IsInfinity(timeToTravel))
            {
                vecTargetPlayer   += TargetVelocity * timeToTravel;
                vecTargetPlayer.Z += TargetVelocity.Z * timeToTravel + 0.5f * 588.6f * timeToTravel * timeToTravel;
            }

            Vector2 head       = Main.cameraManager.WorldToScreen(actor.GetBoneLocation((int)aimPos), screensize);
            Vector2 prediction = Main.cameraManager.WorldToScreen(vecTargetPlayer, screensize);

            DrawFactory.DrawLine(head.X, head.Y, prediction.X, prediction.Y, 3, Color.Yellow);



            if (isInside(centerScreen.X, centerScreen.Y, 200, vecTargetPlayer2d))
            {
                if (curDist < distance)
                {
                    Rotator angDelta = ToRotator(vecLocalPlayer, vecTargetPlayer);
                    idealAngDelta = angDelta;
                    bestActor     = actor;
                    distance      = curDist;
                }
            }
        }
コード例 #10
0
ファイル: HAL3000.cs プロジェクト: rSterling319/HAL3000RLBot
        public override Controller GetOutput(GameTickPacket gameTickPacket)
        {
            // This controller object will be returned at the end of the method.
            // This controller will contain all the inputs that we want the bot to perform.
            Controller controller = new Controller();

            _gameDataMgr.PreProcess(gameTickPacket);

            // Store the required data from the gameTickPacket.
            // The GameTickPacket's attributes are nullables, so you must use .Value.
            // It is recommended to create your own internal data structure to avoid the displeasing .Value syntax.
            Vector3 ballLocation = gameTickPacket.Ball.Value.Physics.Value.Location.Value;
            Vector3 carLocation  = gameTickPacket.Players(this.index).Value.Physics.Value.Location.Value;
            Rotator carRotation  = gameTickPacket.Players(this.index).Value.Physics.Value.Rotation.Value;

            // Calculate to get the angle from the front of the bot's car to the ball.
            double botToTargetAngle      = Math.Atan2(ballLocation.Y - carLocation.Y, ballLocation.X - carLocation.X);
            double botFrontToTargetAngle = botToTargetAngle - carRotation.Yaw;

            // Correct the angle
            if (botFrontToTargetAngle < -Math.PI)
            {
                botFrontToTargetAngle += 2 * Math.PI;
            }
            if (botFrontToTargetAngle > Math.PI)
            {
                botFrontToTargetAngle -= 2 * Math.PI;
            }

            // Decide which way to steer in order to get to the ball.
            if (botFrontToTargetAngle > 0)
            {
                controller.Steer = 1;
            }
            else
            {
                controller.Steer = -1;
            }

            // Set the throttle to 1 so the bot can move.
            controller.Throttle = 1;

            return(controller);
        }
コード例 #11
0
ファイル: CarDemo.cs プロジェクト: tgjones/apesharp
        public CarDemo()
        {
            int alpha = 255;
            int colA = Color.FromArgb(alpha, 51, 58, 51).ToArgb();
            int colB = Color.FromArgb(alpha, 51, 102, 170).ToArgb();
            int colC = Color.FromArgb(alpha, 170, 187, 187).ToArgb();
            int colD = Color.FromArgb(alpha, 102, 153, 170).ToArgb();
            int colE = Color.FromArgb(alpha, 119, 136, 119).ToArgb();
            int colPad = Color.FromArgb(alpha, 153, 102, 51).ToArgb();

            APEngine.init((float) 1 / 4);

            Vector massLessForces = new Vector(0, 3);
            APEngine.addMasslessForce(massLessForces);

            Surfaces surfaces = new Surfaces(colA, colB, colC, colD, colE, colPad);
            APEngine.addGroup(surfaces);

            Bridge bridge = new Bridge(colB, colC, colD);
            APEngine.addGroup(bridge);

            Capsule capsule = new Capsule(colC);
            APEngine.addGroup(capsule);

            rotator = new Rotator(colB, colE);
            APEngine.addGroup(rotator);

            SwingDoor swingDoor = new SwingDoor(colC);
            APEngine.addGroup(swingDoor);

            car = new Car(colC, colE);
            APEngine.addGroup(car);

            car.addCollidable(surfaces);
            car.addCollidable(bridge);
            car.addCollidable(rotator);
            car.addCollidable(swingDoor);
            car.addCollidable(capsule);

            capsule.addCollidable(surfaces);
            capsule.addCollidable(bridge);
            capsule.addCollidable(rotator);
            capsule.addCollidable(swingDoor);
        }
コード例 #12
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        private FBXNode CreateFbxBone(int boneIndex, List <MESkeletalMesh.BoneStruct> Skeleton, FBXScene pScene, FBXNode parent)
        {
            MESkeletalMesh.BoneStruct bone          = Skeleton[boneIndex];
            string      boneName                    = bone.BoneName;
            FBXSkeleton lSkeletonLimbNodeAttribute1 = FBXSkeleton.Create(pScene, boneName);

            lSkeletonLimbNodeAttribute1.SetSkeletonType(FBXWrapper.SkelType.eLimbNode);
            lSkeletonLimbNodeAttribute1.SetSize(1.0);
            FBXNode lSkeletonLimbNode1 = FBXNode.Create(pScene, boneName);

            lSkeletonLimbNode1.SetNodeAttribute(lSkeletonLimbNodeAttribute1);

            lSkeletonLimbNode1.LclTranslation = new List <double> {
                bone.Position.X, -bone.Position.Y, bone.Position.Z
            };

            ME3Explorer.Unreal.Classes.SkeletalMeshOld.Quad boneQuad;
            boneQuad.x = -bone.Orientation.X;
            boneQuad.y = bone.Orientation.Y;
            boneQuad.z = bone.Orientation.Z;
            boneQuad.w = -bone.Orientation.W;
            if (boneIndex == 0)
            {
                boneQuad.w = boneQuad.w * -1;
            }
            Rotator rot = QuatToRotator(boneQuad);

            lSkeletonLimbNode1.LclRotation = new List <double> {
                rot.Roll, rot.Pitch, rot.Yaw
            };

            var children = Skeleton.Where(b => b.Parent == boneIndex).ToList();

            foreach (var childBone in children)
            {
                int childIndexInSkeleton = Skeleton.FindIndex(b => b.Name == childBone.Name);
                if (childIndexInSkeleton != boneIndex)
                {
                    FBXNode fbxChildBone = CreateFbxBone(childIndexInSkeleton, Skeleton, pScene, lSkeletonLimbNode1);
                    lSkeletonLimbNode1.AddChild(fbxChildBone);
                }
            }
            return(lSkeletonLimbNode1);
        }
コード例 #13
0
ファイル: ActorUtils.cs プロジェクト: henbagle/ME3Explorer
        //actor must be an Actor
        public static Matrix GetLocalToWorld(ExportEntry actor)
        {
            PropertyCollection props = actor.GetProperties();
            var rotationProp         = props.GetProp <StructProperty>("Rotation");
            var locationsProp        = props.GetProp <StructProperty>("location");
            var drawScale3DProp      = props.GetProp <StructProperty>("DrawScale3D");
            var prePivotProp         = props.GetProp <StructProperty>("PrePivot");

            float drawScale = props.GetProp <FloatProperty>("DrawScale")?.Value ?? 1;

            Vector3 location = locationsProp != null?CommonStructs.GetVector3(locationsProp) : Vector3.Zero;

            Vector3 scale = drawScale * (drawScale3DProp != null ? CommonStructs.GetVector3(drawScale3DProp) : Vector3.One);
            Vector3 pivot = prePivotProp != null?CommonStructs.GetVector3(prePivotProp) : Vector3.Zero;

            Rotator rotator = rotationProp != null?CommonStructs.GetRotator(rotationProp) : new Rotator(0, 0, 0);

            return(ComposeLocalToWorld(location, rotator, scale, pivot));
        }
コード例 #14
0
        private void CameraSwap()
        {
            if (_cam1 == false)
            {
                "Starting to swap cameras".AddLog();
                _cam1             = true;
                _swapCam          = new Camera(false);
                _swapCam.Position = new Vector3(_meCar.AbovePosition.X, _meCar.AbovePosition.Y, _meCar.AbovePosition.Z + 7);
                _swapCam.PointAtEntity(_meCar, Vector3.Zero, false);

                _gameCam          = new Camera(false);
                _gameCam.FOV      = NativeFunction.Natives.GET_GAMEPLAY_CAM_FOV <float>();
                _gameCam.Position = NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD <Vector3>();
                Vector3 rot  = NativeFunction.Natives.GET_GAMEPLAY_CAM_ROT <Vector3>(0);
                var     rot1 = new Rotator(rot.X, rot.Y, rot.Z);
                _gameCam.Rotation = rot1;

                "Swapping camera".AddLog();
                _swapCam.Active = true;
                NativeFunction.Natives.DO_SCREEN_FADE_OUT(7500);
                Stopwatch sw = new Stopwatch();
                sw.Start();
                while (true)
                {
                    _swapCam.PointAtEntity(_meCar, Vector3.Zero, false);
                    if (NativeFunction.Natives.IS_SCREEN_FADED_OUT <bool>() == true)
                    {
                        "Screen faded, swapping stages".AddLog();
                        _swapCam.Active = false;
                        break;
                    }
                    GameFiber.Yield();
                }
                if (_transport)
                {
                    SwapStages(CameraSwap, Ending);
                }
                else
                {
                    SwapStages(CameraSwap, Transport);
                }
            }
        }
コード例 #15
0
ファイル: Aimbot.cs プロジェクト: vnhaxnet/ExCheat
        public static Rotator ToRotator(Vector3 local, Vector3 target)
        {
            Vector3 rotation = local - target;

            Rotator newViewAngle = new Rotator();

            float hyp = (float)Math.Sqrt(rotation.X * rotation.X + rotation.Y * rotation.Y);

            newViewAngle.Pitch = (float)(-Math.Atan(rotation.Z / hyp) * (180f / Math.PI));
            newViewAngle.Yaw   = (float)(Math.Atan(rotation.Y / rotation.X) * (180f / Math.PI));
            newViewAngle.Roll  = (float)0f;

            if (rotation.X >= 0f)
            {
                newViewAngle.Yaw += 180.0f;
            }

            return(newViewAngle.Clamp());
        }
コード例 #16
0
ファイル: RoadSigns.cs プロジェクト: corzdev/Traffic-Policer
 //private static bool BarriersListSelected = false;
 public static void Process(object sender, GraphicsEventArgs e)
 {
     _menuPool.ProcessMenus();
     if (Albo1125.Common.CommonLibrary.ExtensionMethods.IsKeyDownRightNowComputerCheck(TrafficPolicerHandler.RoadManagementModifierKey) || TrafficPolicerHandler.RoadManagementModifierKey == System.Windows.Forms.Keys.None)
     {
         if (Albo1125.Common.CommonLibrary.ExtensionMethods.IsKeyDownComputerCheck(TrafficPolicerHandler.roadManagementMenuKey))
         {
             roadManagementMenu.Visible = !roadManagementMenu.Visible;
         }
     }
     if (PlaceSignMenu.Visible)
     {
         if (UpdateSignPositionItem.Checked)
         {
             PositionToPlaceAt = Game.LocalPlayer.Character.Position;
             RotationToPlaceAt = Game.LocalPlayer.Character.Rotation;
         }
     }
 }
コード例 #17
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            internal static unsafe CameraAnimInst Invoke(IntPtr obj, CameraAnim Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0))   = Anim;
                *((float *)(b + 8))    = Rate;
                *((float *)(b + 12))   = Scale;
                *((float *)(b + 16))   = BlendInTime;
                *((float *)(b + 20))   = BlendOutTime;
                *((bool *)(b + 24))    = bLoop;
                *((bool *)(b + 25))    = bRandomStartTime;
                *((float *)(b + 28))   = Duration;
                *(b + 32)              = PlaySpace;
                *((Rotator *)(b + 36)) = UserPlaySpaceRot;
                Main.GetProcessEvent(obj, PlayCameraAnim_ptr, new IntPtr(p));;
                return(*((IntPtr *)(b + 48)));
            }
        }
コード例 #18
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 public void Generatematerials(Vector2 hitpoint)
 {
     if (available_item_count > 0)
     {
         available_item_count -= 1;
         GameObject item     = items[Random.Range(0, items.Count - 1)];
         GameObject material = Instantiate(item, hitpoint, Quaternion.identity) as GameObject;
         Rotator    R        = material.GetComponent <Rotator>();
         if (R != null)
         {
             R.Set_rotation_Speed(Random.Range(-item_rotate_speed_min, item_rotate_speed_max));
         }
         UnityFunctions.Move_RB_Random(material.GetComponent <Rigidbody2D>(), item_move_speed_min, item_move_speed_max);
         if (time_to_live > 0)
         {
             Destroy(material, time_to_live);
         }
     }
 }
コード例 #19
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    public void Rotate(Vector3 spin)
    {
        if (hasMoved)
        {
            return;
        }
        hasMoved = true;
        Vector2 target = Rotator.RotateVector(this.xy, spin);
        // Crates.Remove(xy);
        Vector2 direction = target - xy;

        xy = target;
        Crates.Add(this);
        // try {Crates.Add(this);}
        // catch (ArgumentException) {
        // Debug.Log("gridofCrates doesn't register this move correctly");
        // }
        StartCoroutine(AnimateRotation(target, spin));
    }
コード例 #20
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    protected override void ReceiveTick(float DeltaSeconds)
    {
        float yawDelta = RotationRate * DeltaSeconds;

        if (!RotateClockwise)
        {
            yawDelta *= -1;
        }

        Rotator rotation = GetActorRotation();

        rotation.Yaw += yawDelta;

        OpenTK.Vector3 forwardVec = GetActorForwardVector();
        OpenTK.Vector3 location   = GetActorLocation();
        location += DeltaSeconds * Velocity * forwardVec;

        SetActorLocationAndRotation(location, rotation, true);
    }
コード例 #21
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            internal static unsafe bool Invoke(IntPtr obj, Rotator Actual, Rotator Expected, string What, float Tolerance, UObject ContextObject)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((Rotator *)(b + 0))  = Actual;
                *((Rotator *)(b + 12)) = Expected;
                var What_handle = GCHandle.Alloc(What, GCHandleType.Pinned);

                *(IntPtr *)(b + 24)                = What_handle.AddrOfPinnedObject();
                *(int *)(b + IntPtr.Size + 24)     = What.Length;
                *(int *)(b + IntPtr.Size + 4 + 24) = What.Length;
                *((float *)(b + 40))               = Tolerance;
                *((IntPtr *)(b + 48))              = ContextObject;
                Main.GetProcessEvent(obj, AssertEqual_Rotator_ptr, new IntPtr(p));;
                What_handle.Free();
                return(*((bool *)(b + 56)));
            }
        }
コード例 #22
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        public Program()

        {
            // The constructor, called only once every session and
            // always before any other method is called. Use it to
            // initialize your script.
            //
            // The constructor is optional and can be removed if not
            // needed.
            //
            // It's recommended to set RuntimeInfo.UpdateFrequency
            // here, which will allow your script to run itself without a
            // timer block.


            Runtime.UpdateFrequency = UpdateFrequency.Update1;

            engine   = new GravEngine(this);
            _rotator = new Rotator(this);
        }
コード例 #23
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        public async Task IsMovingAsync_SendValidRequest()
        {
            //Arrange
            string       commandName       = "ismoving";
            IRestRequest sentRequest       = null;
            var          commandSenderMock = new Mock <ICommandSender>();

            commandSenderMock
            .Setup(x => x.ExecuteRequestAsync <BoolResponse>(It.IsAny <string>(), It.IsAny <RestRequest>()))
            .Callback((string baseUrl, IRestRequest request) => sentRequest = request)
            .Returns(Task.FromResult(new BoolResponse(false)));
            var rotator = new Rotator(_deviceConfiguration, commandSenderMock.Object);

            //Act
            await rotator.IsMovingAsync();

            //Assert
            Assert.Equal(Method.GET, sentRequest.Method);
            AssertCommonParameters(sentRequest.Parameters, _deviceConfiguration, commandName);
        }
コード例 #24
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        public void Halt_SendValidRequest()
        {
            //Arrange
            string       commandName       = "halt";
            IRestRequest sentRequest       = null;
            var          commandSenderMock = new Mock <ICommandSender>();

            commandSenderMock
            .Setup(x => x.ExecuteRequest <CommandResponse>(It.IsAny <string>(), It.IsAny <RestRequest>()))
            .Callback((string baseUrl, IRestRequest request) => sentRequest = request)
            .Returns(new CommandResponse());
            var rotator = new Rotator(_deviceConfiguration, commandSenderMock.Object);

            //Act
            rotator.Halt();

            //Assert
            Assert.Equal(Method.PUT, sentRequest.Method);
            AssertCommonParameters(sentRequest.Parameters, _deviceConfiguration, commandName);
        }
コード例 #25
0
        private float CollectBoost(int boostId, Vector3 carPosition, Rotator carRotation)
        {
            Vector3f pos         = new Vector3f(carPosition.X, carPosition.Y, carPosition.Z);
            Vector3f target      = BoostLocations[boostId];
            double   targetAngle = Math.Atan2(target.y - pos.y, target.x - pos.x);
            double   botAngle    = targetAngle - carRotation.Yaw;

            if (botAngle < -Math.PI)
            {
                botAngle += Math.PI * 2;
            }
            if (botAngle > Math.PI)
            {
                botAngle -= Math.PI * 2;
            }

            double angleToGo = botAngle / Math.PI;

            return(Math.Min(1, (Math.Max(-1, (float)angleToGo))));
        }
コード例 #26
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    /// <summary>
    /// Display all proterties of one rotator
    /// </summary>
    /// <param name="rotator"></param>
    void DrawData(Rotator rotator)
    {
        EditorUtility.SetDirty(rotator);
        SerializedObject serializedObject = new SerializedObject(rotator);

        EditorGUILayout.BeginFadeGroup(_togleDisplayedRotator[rotator].faded);
        EditorGUI.indentLevel++;

        EditorGUILayout.PropertyField(serializedObject.FindProperty("_identifier"));

        EditorGUILayout.PropertyField(serializedObject.FindProperty("_timeBeforeStoppingInSeconds"));

        EditorGUILayout.PropertyField(serializedObject.FindProperty("_shouldReverseRotation"));


        EditorGUILayout.PropertyField(serializedObject.FindProperty("_rotationsSettings"), true);
        serializedObject.ApplyModifiedProperties();
        EditorGUI.indentLevel--;
        EditorGUILayout.EndFadeGroup();
    }
コード例 #27
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Warcraft.ADT.Chunks.WorldModelObjectPlacementEntry"/> class.
        /// </summary>
        /// <param name="data">Data.</param>
        public WorldModelObjectPlacementEntry(byte[] data)
        {
            using (MemoryStream ms = new MemoryStream(data))
            {
                using (BinaryReader br = new BinaryReader(ms))
                {
                    this.WorldModelObjectEntryIndex = br.ReadUInt32();
                    this.UniqueID = br.ReadInt32();

                    this.Position    = br.ReadVector3f();
                    this.Rotation    = br.ReadRotator();
                    this.BoundingBox = br.ReadBox();

                    this.Flags     = (WorldModelObjectFlags)br.ReadUInt16();
                    this.DoodadSet = br.ReadUInt16();
                    this.NameSet   = br.ReadUInt16();
                    this.Unused    = br.ReadUInt16();
                }
            }
        }
コード例 #28
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 protected void Page_Load(object sender, EventArgs e)
 {
     Response.Cookies["loginreferrer"].Value   = "/admin/rotator_header.aspx";
     Response.Cookies["loginreferrer"].Expires = DateTime.Now.AddDays(30);
     if (Request.Cookies["adminid"] != null && Request.Cookies["adminid"].Value != "")
     {
         intProfile = Int32.Parse(Request.Cookies["adminid"].Value);
     }
     else
     {
         Response.Redirect("/admin/login.aspx");
     }
     oRotator = new Rotator(intProfile, dsn);
     if (!IsPostBack)
     {
         LoopRepeater();
         btnImage.Attributes.Add("onclick", "return OpenWindow('IMAGEPATH','','" + txtImage.ClientID + "',false,500,550);");
         btnDelete.Attributes.Add("onclick", "return confirm('Are you sure you want to delete this item?');");
         btnCancel.Attributes.Add("onclick", "return Cancel();");
     }
 }
コード例 #29
0
    override public void update(float dt)
    {
        Unit    cu      = caster.GetComponentInParent <Unit>();
        Rotator rotator = caster.GetComponent <Rotator>();

        rotator.turn(target.transform.position);

        if (Time.time - sightCheckAt > SIGHT_CHECK_PERIOD)
        {
            sightCheckAt = Time.time;
            if (cu.canSee(target))
            {
                brain.memory.write("enemyPos", target.transform.position);
            }
            else
            {
                complete();
                return;
            }
        }
    }
コード例 #30
0
        protected virtual bool Visit(Puzzle puzzle, Algorithm algorithm, ImmutableArray <NotationMoveType> moves)
        {
            if (this.WalkerStates.Count > this.MaximumDepth)
            {
                this.AtMaximumDepth();
                return(false);
            }

            this.WalkerStates.Add(new SolveWalkerState(puzzle, algorithm, moves));
            try
            {
                this.AlgorithmsTried++;
                this.TotalMoves += moves.Length;
                return(this.Visit(Rotator.ApplyMoves(puzzle, moves)));
            }
            finally
            {
                this.WalkerStates.RemoveAt(this.WalkerStates.Count - 1);
                this.TotalMoves -= moves.Length;
            }
        }
コード例 #31
0
ファイル: GeoffBot.cs プロジェクト: anthonymendez/Geoff
        public override Controller GetOutput(GameTickPacket gameTickPacket)
        {
            // This controller object will be returned at the end of the method.
            // This controller will contain all the inputs that we want the bot to perform.
            Controller controller = new Controller();

            // Wrap gameTickPacket retrieving in a try-catch so that the bot doesn't crash whenever a value isn't present.
            // A value may not be present if it was not sent.
            // These are nullables so trying to get them when they're null will cause errors, therefore we wrap in try-catch.
            try
            {
                // Store the required data from the gameTickPacket.
                Vector3 ballLocation = gameTickPacket.Ball.Value.Physics.Value.Location.Value;
                Vector3 carLocation  = gameTickPacket.Players(this.index).Value.Physics.Value.Location.Value;
                Rotator carRotation  = gameTickPacket.Players(this.index).Value.Physics.Value.Rotation.Value;

                // Calculate to get the angle from the front of the bot's car to the ball.
                double botToTargetAngle      = GetHorizontalAngle(carLocation, ballLocation);
                double botFrontToTargetAngle = botToTargetAngle - carRotation.Yaw;
                // Correct the angle
                botFrontToTargetAngle = CorrectAngle(botFrontToTargetAngle);

                // Decide which way to steer in order to get to the ball.
                controller.Steer = (float)(botFrontToTargetAngle / Math.PI);

                /* Throttle between 0.5 and 1 depending on the steering angle
                 * 0 Steer = 1 Throttle
                 * +-1 Steer = 0.5 Throttle
                 * A simply y = -2x+1 equation
                 */
                controller.Throttle = (float)(-2 * Math.Abs(controller.Steer)) + 1;
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
                Console.WriteLine(e.StackTrace);
            }

            return(controller);
        }
コード例 #32
0
ファイル: Shoot.cs プロジェクト: VitalyZaborov/ew8
    override public void update(float dt)
    {
        Unit    cu      = caster.GetComponentInParent <Unit> ();
        Rotator rotator = caster.GetComponent <Rotator>();

        // Try to aim
        if (!rotator.turn(target.transform.position))
        {
            weapon.shooting = false;
            return;
        }

        // Stop shooting on empty clip, exceed recoil or burst size

        if (weapon.justShot && (weapon.clip == 0 || weapon.recoil > accuracy || weapon.burst > shots))
        {
            complete();
            return;
        }

        // Spotting check
        if (Time.time - sightCheckAt > SIGHT_CHECK_PERIOD)
        {
            sightCheckAt = Time.time;
            if (cu.canSee(target))
            {
                brain.memory.write("enemyPos", target.transform.position);
            }
            else
            {
                complete();
                return;
            }
        }

        if (!weapon.shooting)
        {
            weapon.shooting = true;
        }
    }
コード例 #33
0
    private void insetCoin(Vector3 coinPos)
    {
        GameObject coin     = GameGlobals.Instance.trackGenerator.getRandomTrackObjectByType(TrackObject.ObjectType.PointsSingle);
        GameObject coinMesh = coin.transform.Find("coinMesh").gameObject;

        if (coin != null)
        {
            coin.GetComponent <TrackObject>().positioned = true;
            coin.transform.parent        = transform;
            coin.transform.localPosition = coinPos;

            if (coinMesh != null)
            {
                coinMesh.transform.rotation = new Quaternion(0, 0, 0, 0);
                coinMesh.transform.Rotate(0, coins.Count * 35f, 0);

                Rotator rotator = coinMesh.GetComponent <Rotator>();
                if (rotator != null)
                {
                    rotator.enabled = true;
                }
            }

            if (coinLineRefraction == CoinLineRefraction.None)
            {
                coin.GetComponent <Coin>().audioPitch = 0;
            }
            else
            {
                float pitch = 1.0f + (0.4f / coinCount * lastAddedIndex);
                coin.GetComponent <Coin>().audioPitch = pitch;
            }


            coin.gameObject.SetActive(true);
            coins.Insert(lastAddedIndex, coin.transform);

            lastAddedIndex++;
        }
    }
コード例 #34
0
    private void DetachFromRotator()
    {
        if (connectedRotator == null)
        {
            return;
        }

        isDrifting = false;
        line.gameObject.SetActive(false);

        driftSign = Mathf.Sign(connectedRotator.ClockwiseValue);

        skidTimer.Duration = driftDuration + 0.5f;

        driftRotation = carTransform.rotation;


        if (connectedRotator)
        {
            connectedRotator = null;
        }
    }
コード例 #35
0
        public Program()

        {
            // The constructor, called only once every session and
            // always before any other method is called. Use it to
            // initialize your script.
            //
            // The constructor is optional and can be removed if not
            // needed.
            //
            // It's recommended to set RuntimeInfo.UpdateFrequency
            // here, which will allow your script to run itself without a
            // timer block.


            // Configure this program to run the Main method every 100 update ticks
            Runtime.UpdateFrequency = UpdateFrequency.Update100;

            rotator = new Rotator(this);

            GridTerminalSystem.GetBlocks(list);             //get at start
        }
コード例 #36
0
ファイル: ItemSlot.cs プロジェクト: DeusIntra/Snowball-Fight
    public void Equip(Item item)
    {
        if (occupied)
        {
            return;
        }
        occupied = true;

        this.item = item;

        // spawn item
        GameObject itemGO = Instantiate(item.prefab, transform);

        itemGO.transform.position   += new Vector3(0, 0, itemOffsetZ);
        itemGO.transform.localScale *= scaleMultiplier;

        GameObjectUtil.IterateChildren(gameObject, SetUILayer, true);

        Rotator rotator = itemGO.AddComponent <Rotator>();

        rotator.rotation = new Vector3(0, itemYRotation, 0);
    }
コード例 #37
0
		void CreateScene ()
		{
			var cache = ResourceCache;
			scene = new Scene ();

			// Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
			// (-1000, -1000, -1000) to (1000, 1000, 1000)
			scene.CreateComponent<Octree> ();

			// Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
			// it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y
			// and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
			var zoneNode = scene.CreateChild("Zone");
			var zone = zoneNode.CreateComponent<Zone>();
		
			// Set same volume as the Octree, set a close bluish fog and some ambient light
			zone.SetBoundingBox (new BoundingBox(-1000.0f, 1000.0f));
			zone.AmbientColor = new Color (0.05f, 0.1f, 0.15f);
			zone.FogColor = new Color (0.1f, 0.2f, 0.3f);
			zone.FogStart = 10;
			zone.FogEnd = 100;

			var boxesNode = scene.CreateChild("Boxes");
	
			const int numObjects = 2000;
			for (var i = 0; i < numObjects; ++i)
			{
				Node boxNode = new Node(); 
				boxesNode.AddChild(boxNode, 0);
				boxNode.Position = new Vector3(NextRandom (200f) - 100f, NextRandom (200f) - 100f, NextRandom (200f) - 100f);
				// Orient using random pitch, yaw and roll Euler angles
				boxNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f));

				using (var boxObject = boxNode.CreateComponent<StaticModel>())
				{
					boxObject.Model = cache.GetModel("Models/Box.mdl");
					boxObject.SetMaterial(cache.GetMaterial("Materials/Stone.xml"));
					//we don't need this component in C# anymore so let's just delete a MCW for it (howerver, we can access it anytime if we need via GetComponent<>) 
					//it's just an optimization to reduce cached objects count
				}
		
				// Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
				// The Rotator component derives from the base class LogicComponent, which has convenience functionality to subscribe
				// to the various update events, and forward them to virtual functions that can be implemented by subclasses. This way
				// writing logic/update components in C++ becomes similar to scripting.
				// Now we simply set same rotation speed for all objects

				var rotationSpeed = new Vector3(10.0f, 20.0f, 30.0f);

				// First style: use a Rotator instance, which is a component subclass, and
				// add it to the boxNode.
				var rotator = new Rotator () { RotationSpeed = rotationSpeed };
				boxNode.AddComponent (rotator);
			}
			// Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
			// bring the far clip plane closer for more effective culling of distant objects
			CameraNode = scene.CreateChild("Camera");
			var camera = CameraNode.CreateComponent<Camera>();
			camera.FarClip = 100.0f;
	
			// Create a point light to the camera scene node
			var light = CameraNode.CreateComponent<Light>();
			light.LightType = LightType.Point;
			light.Range = 30.0f;
		}
コード例 #38
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Warcraft.ADT.Chunks.ModelPlacementEntry"/> class.
        /// </summary>
        /// <param name="data">Data.</param>
        public ModelPlacementEntry(byte[] data)
        {
            using (MemoryStream ms = new MemoryStream(data))
            {
                using (BinaryReader br = new BinaryReader(ms))
                {
                    this.ModelEntryIndex = br.ReadUInt32();
                    this.UniqueID = br.ReadUInt32();
                    this.Position = br.ReadVector3f();
                    this.Rotation = br.ReadRotator();

                    this.ScalingFactor = br.ReadUInt16();
                    this.Flags = (ModelPlacementFlags)br.ReadUInt16();
                }
            }
        }
コード例 #39
0
 public void WriteRotator(MemoryStream m, Rotator r)
 {
     m.Write(BitConverter.GetBytes(r.yaw), 0, 4);
     m.Write(BitConverter.GetBytes(r.pitch), 0, 4);
     m.Write(BitConverter.GetBytes(r.roll), 0, 4);
 }
コード例 #40
0
 public Rotator ReadRotator(int pos)
 {
     Rotator r = new Rotator();
     r.yaw = BitConverter.ToInt32(memory, pos);
     r.pitch = BitConverter.ToInt32(memory, pos + 4);
     r.roll = BitConverter.ToInt32(memory, pos + 8);
     return r;
 }
コード例 #41
0
ファイル: CrystalClient.cs プロジェクト: Burzok/GodlyCubes
 void ReplyCrystalEating()
 {
     if(myPlayerRotator == null)
         myPlayerRotator = PlayerManager.instance.myPlayer.GetComponent<Rotator>();
     eatingInProgress = true;
     crystalBarUI.eatingInProgress = true;
 }
コード例 #42
0
ファイル: Editor.cs プロジェクト: LordRevan2/MissionCreator
 public SerializableObject CreateObject(Model model, Vector3 pos, Rotator rot)
 {
     var tmpObject = new Object(model, pos);
     tmpObject.Rotation = rot;
     tmpObject.Position = pos;
     var tmpObj = new SerializableObject();
     tmpObj.SetEntity(tmpObject);
     tmpObj.SpawnAfter = 0;
     tmpObj.RemoveAfter = 0;
     CurrentMission.Objects.Add(tmpObj);
     return tmpObj;
 }
コード例 #43
0
        void CreateScene()
        {
            var cache = GetSubsystem<ResourceCache>();

            {
                rttScene = new Scene();
                // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
                rttScene.CreateComponent<Octree>();

                // Create a Zone for ambient light & fog control
                Node zoneNode = rttScene.CreateChild("Zone");
                Zone zone = zoneNode.CreateComponent<Zone>();
                // Set same volume as the Octree, set a close bluish fog and some ambient light
                zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
                zone.AmbientColor = new Color(0.05f, 0.1f, 0.15f);
                zone.FogColor = new Color(0.1f, 0.2f, 0.3f);
                zone.FogStart = 10.0f;
                zone.FogEnd = 100.0f;

                // Create randomly positioned and oriented box StaticModels in the scene
                const uint numObjects = 2000;
                for (uint i = 0; i < numObjects; ++i)
                {
                    Node boxNode = rttScene.CreateChild("Box");
                    boxNode.Position = new Vector3(NextRandom(200.0f) - 100.0f, NextRandom(200.0f) - 100.0f,
                        NextRandom(200.0f) - 100.0f);
                    // Orient using random pitch, yaw and roll Euler angles
                    boxNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f));
                    StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
                    boxObject.Model = cache.Get<Model>("Models/Box.mdl");
                    boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));

                    // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
                    // Simply set same rotation speed for all objects
                    Rotator rotator = new Rotator();
                    boxNode.AddComponent(rotator);
                    rotator.SetRotationSpeed(new Vector3(10.0f, 20.0f, 30.0f));
                }

                // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
                rttCameraNode = rttScene.CreateChild("Camera");
                Camera camera = rttCameraNode.CreateComponent<Camera>();
                camera.FarClip = 100.0f;

                // Create a point light to the camera scene node
                Light light = rttCameraNode.CreateComponent<Light>();
                light.LightType = LightType.LIGHT_POINT;
                light.Range = 30.0f;
            }

            {
                // Create the scene in which we move around

                scene = new Scene();

                // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
                scene.CreateComponent<Octree>();

                // Create a Zone component for ambient lighting & fog control
                Node zoneNode = scene.CreateChild("Zone");
                Zone zone = zoneNode.CreateComponent<Zone>();
                zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
                zone.AmbientColor = new Color(0.1f, 0.1f, 0.1f);
                zone.FogStart = 100.0f;
                zone.FogEnd = 300.0f;

                // Create a directional light without shadows
                Node lightNode = scene.CreateChild("DirectionalLight");
                lightNode.SetDirection(new Vector3(0.5f, -1.0f, 0.5f));
                Light light = lightNode.CreateComponent<Light>();
                light.LightType = LightType.LIGHT_DIRECTIONAL;
                light.Color = new Color(0.2f, 0.2f, 0.2f);
                light.SpecularIntensity = 1.0f;

                // Create a "floor" consisting of several tiles
                for (int y = -5; y <= 5; ++y)
                {
                    for (int x = -5; x <= 5; ++x)
                    {
                        Node floorNode = scene.CreateChild("FloorTile");
                        floorNode.Position = new Vector3(x*20.5f, -0.5f, y*20.5f);
                        floorNode.Scale = new Vector3(20.0f, 1.0f, 20.0f);
                        StaticModel floorObject = floorNode.CreateComponent<StaticModel>();
                        floorObject.Model = cache.Get<Model>("Models/Box.mdl");
                        floorObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
                    }
                }

                // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
                // and a plane for the actual view
                {
                    Node boxNode = scene.CreateChild("ScreenBox");
                    boxNode.Position = new Vector3(0.0f, 10.0f, 0.0f);
                    boxNode.Scale = new Vector3(21.0f, 16.0f, 0.5f);
                    StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
                    boxObject.Model = cache.Get<Model>("Models/Box.mdl");
                    boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));

                    Node screenNode = scene.CreateChild("Screen");
                    screenNode.Position = new Vector3(0.0f, 10.0f, -0.27f);
                    screenNode.Rotation = new Quaternion(-90.0f, 0.0f, 0.0f);
                    screenNode.Scale = new Vector3(20.0f, 0.0f, 15.0f);
                    StaticModel screenObject = screenNode.CreateComponent<StaticModel>();
                    screenObject.Model = cache.Get<Model>("Models/Plane.mdl");

                    // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
                    Texture2D renderTexture = new Texture2D();
                    renderTexture.SetSize(1024, 768, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET);
                    renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR;

                    // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
                    // as its diffuse texture, then assign the material to the screen plane object
                    Material renderMaterial = new Material();
                    renderMaterial.SetTechnique(0, cache.Get<Technique>("Techniques/DiffUnlit.xml"), 0, 0);
                    renderMaterial.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture);
                    screenObject.SetMaterial(renderMaterial);

                    // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
                    // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
                    // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
                    // in the main view
                    RenderSurface surface = renderTexture.RenderSurface;
                    Viewport rttViewport = new Viewport(rttScene, rttCameraNode.GetComponent<Camera>());
                    surface.SetViewport(0, rttViewport);
                }

                // Create the camera. Limit far clip distance to match the fog
                CameraNode = scene.CreateChild("Camera");
                var camera = CameraNode.CreateComponent<Camera>();
                camera.FarClip = 300.0f;
                // Set an initial position for the camera scene node above the plane
                CameraNode.Position = new Vector3(0.0f, 7.0f, -30.0f);
            }
        }
コード例 #44
0
ファイル: Issue1914.cs プロジェクト: Costo/Xamarin.Forms
		public Issue1914 ()
		{
			Content = new Rotator ();
		}
コード例 #45
0
ファイル: Program.cs プロジェクト: OptecInc/Pyxis_Software-PC
        static void Main(string[] args)
        {
            var progId = Rotator.Choose(string.Empty);
            var driver = new Rotator(progId);
            driver.Connected = true;
            Console.WriteLine("Connected to Rotator Driver");

            driver.Move(5);
            while (driver.IsMoving)
            {
                Console.WriteLine("Moving...");
            }
            Console.WriteLine("Moved 5 degrees Relative");

            //driver.Move(5);
            //while (driver.IsMoving)
            //{
            //    Console.WriteLine("Moving...");
            //}
            //Console.WriteLine("Moved 5 degrees relative");

            //driver.Move(5);
            //while (driver.IsMoving)
            //{
            //    Console.WriteLine("Moving...");
            //}
            //Console.WriteLine("Moved 5 degrees Relative");

            //Console.WriteLine("Moving to Absolute Pos 5");
            //while (driver.IsMoving)
            //{
            //    Console.WriteLine("Moving...");
            //}

            Console.WriteLine("Moving to Absolute Pos 5");
            driver.MoveAbsolute(5.9F);
            while (driver.IsMoving)
            {
                Console.WriteLine("Moving... Current Position = " + driver.Position.ToString());
                Console.WriteLine("Moving... Target Position = " + driver.TargetPosition.ToString());
            }

            Console.WriteLine("Moving to Absolute Pos 15");
            driver.MoveAbsolute(75.125F);
            while (driver.IsMoving)
            {
                Console.WriteLine("Moving... Current Position = " + driver.Position.ToString() );
                Console.WriteLine("Moving... Target Position = " + driver.TargetPosition.ToString());
            }
            Console.WriteLine("Finished Move! Current Position = " + driver.Position.ToString());

            Console.WriteLine("Moving to Absolute Pos 5");
            driver.MoveAbsolute(5.9F);
            while (driver.IsMoving)
            {
                Console.WriteLine("Moving... Current Position = " + driver.Position.ToString());
                Console.WriteLine("Moving... Target Position = " + driver.TargetPosition.ToString());
            }

            Console.WriteLine("Moving... Current Position = " + driver.Position.ToString());
            Console.WriteLine("Moving... Target Position = " + driver.TargetPosition.ToString());

            driver.Connected = false;
            Console.WriteLine("Disconnected to Rotator Driver");

            Console.ReadLine();
        }
コード例 #46
0
        public static Rotator GetRotation(this GridDirection direction)
        {
            Vector3 offset = direction.AsOffset();
            offset.Normalize();

            Rotator rotation = new Rotator((int)((Angle)Math.Atan2(offset.Y, offset.X)).InDegrees, (int)((Angle)Math.Atan2(offset.Z, offset.Y)).InDegrees, 0);
            return rotation;
        }
コード例 #47
0
ファイル: Editor.cs プロジェクト: LordRevan2/MissionCreator
        public SerializableVehicle CreateVehicle(Model model, Vector3 pos, Rotator rotation, Color primColor, Color seconColor)
        {
            var tmpVeh = new Vehicle(model, pos)
            {
                PrimaryColor = primColor,
                SecondaryColor = seconColor,
            };

            var blip = tmpVeh.AttachBlip();
            blip.Color = Color.Orange;
            blip.Scale = 0.7f;
            _blips.Add(blip);

            tmpVeh.IsPositionFrozen = false;
            tmpVeh.Rotation = rotation;
            var tmpObj = new SerializableVehicle();
            tmpObj.SetEntity(tmpVeh);
            tmpObj.SpawnAfter = 0;
            tmpObj.RemoveAfter = 0;
            tmpObj.FailMissionOnDeath = false;
            tmpObj.Health = 1000;
            CurrentMission.Vehicles.Add(tmpObj);
            return tmpObj;
        }
コード例 #48
0
ファイル: Form1.cs プロジェクト: OptecInc/FocRot-Software-PC
        private void Form1_Load(object sender, EventArgs e)
        {
            try
            {
                // Set the view menu checked states
                positionAndTemperatureToolStripMenuItem.Checked = Properties.Settings.Default.DisplayPositionAndTemperature;
                relativeFocusAdjustToolStripMenuItem.Checked = Properties.Settings.Default.DisplayRelativeFocusAdjust;
                temperatureCompensationToolStripMenuItem.Checked = Properties.Settings.Default.DisplayTempComp;
                absoluteFocusAdjustToolStripMenuItem.Checked = Properties.Settings.Default.DisplayAbsoluteFocusAdjust;
                relativeFocusOffsetsToolStripMenuItem.Checked = Properties.Settings.Default.DisplayRelativeFocusOffsets;
                absoluteFocusPresetsToolStripMenuItem.Checked = Properties.Settings.Default.DisplayAbsoluteFocusPresets;
                rotatorGraphic1.NewPositionRequested += new EventHandler(rotatorGraphic1_NewPositionRequested);

                if (Properties.Settings.Default.Focuser2Disabled)
                {
                    //Only Focuser 1 is disabled
                    if (Properties.Settings.Default.SwitchF1F2)
                        Foc1_CHK.Checked = !Properties.Settings.Default.Focuser2Disabled;
                    //Only Focuser 2 is disabled
                    else
                        Foc2_CHK.Checked = !Properties.Settings.Default.Focuser2Disabled;
                }
                //Both are enabled
                else
                {
                    Foc1_CHK.Checked = !Properties.Settings.Default.Focuser2Disabled;
                    Foc2_CHK.Checked = !Properties.Settings.Default.Focuser2Disabled;
                }

                // hook up the view item checked_changed events
                positionAndTemperatureToolStripMenuItem.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                relativeFocusAdjustToolStripMenuItem.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                temperatureCompensationToolStripMenuItem.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                absoluteFocusAdjustToolStripMenuItem.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                relativeFocusOffsetsToolStripMenuItem.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                absoluteFocusPresetsToolStripMenuItem.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                Foc1_CHK.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                Foc2_CHK.CheckedChanged += new EventHandler(this.viewItemToolStripMenuItem_CheckStateChanged);
                alwaysOnTopToolStripMenuItem.CheckedChanged += new EventHandler(alwaysOnTopToolStripMenuItem_CheckedChanged);
                alwaysOnTopToolStripMenuItem.Checked = Properties.Settings.Default.AlwaysOnTop; // We do this after so the change takes affect now...

                // adjust form height for user preferences
                setFormHeight();

                EventLogger.LogMessage("Creating Gemini Focuser Driver", TraceLevel.Info);
                myFoc = new ASCOM.DriverAccess.Focuser("ASCOM.Gemini.Focuser");
                EventLogger.LogMessage("Creating Gemini Rotator Driver", TraceLevel.Info);
                myRot = new ASCOM.DriverAccess.Rotator("ASCOM.Gemini.Rotator");

                FocLastConnectedState = !myFoc.Connected;    // Set these to the opposite so that controls are immediatly refreshed.
                RotLastConnectedState = !myRot.Connected;

            }
            catch (Exception ex)
            {
                EventLogger.LogMessage("An error occurred while creating instances of Gemini ASCOM Drivers. " + ex.Message, TraceLevel.Error);
                CustomErrorBox error = new CustomErrorBox("An error occurred while creating the initial instances of the Gemini ASCOM Driver. " +
                    "The program cannot continue. Please contact technical support.", ex.Message);
                error.ShowDialog();
                Application.Exit();
            }

            LoadFocusOffsets_F1();
            LoadFocusPresets_F1();
            //LoadFocusOffsets_F2();
            //LoadFocusPresets_F2();

            setFormWidth();
            //setFormHeight(); Automatically occurs.
        }
コード例 #49
0
        public void BuildFor(SerializableData.Objectives.SerializableActorObjective actor)
        {
            Clear();

            #region SpawnAfter
            {
                var item = new MenuListItem("Spawn After Objective", StaticData.StaticLists.NumberMenu, actor.SpawnAfter);

                item.OnListChanged += (sender, index) =>
                {
                    actor.SpawnAfter = index;
                };

                AddItem(item);
            }
            #endregion

            #region ObjectiveIndex
            {
                var item = new MenuListItem("Objective Index", StaticData.StaticLists.ObjectiveIndexList, actor.ActivateAfter);

                item.OnListChanged += (sender, index) =>
                {
                    actor.ActivateAfter = index;


                    if (string.IsNullOrEmpty(Editor.CurrentMission.ObjectiveNames[actor.ActivateAfter]))
                    {
                        MenuItems[4].SetRightBadge(NativeMenuItem.BadgeStyle.Alert);
                        MenuItems[4].SetRightLabel("");
                    }
                    else
                    {
                        var title = Editor.CurrentMission.ObjectiveNames[actor.ActivateAfter];
                        MenuItems[4].SetRightLabel(title.Length > 20 ? title.Substring(0, 20) + "..." : title);
                        MenuItems[4].SetRightBadge(NativeMenuItem.BadgeStyle.None);
                    }
                };

                AddItem(item);
            }
            #endregion 
            // TODO: Change NumberMenu to max num of objectives in mission

            // Note: if adding items before weapons, change item order in VehiclePropertiesMenu

            #region Weapons
            {
                
                var item = new NativeMenuItem("Weapon");
                var dict = StaticData.WeaponsData.Database.ToDictionary(k => k.Key, k => k.Value.Select(x => x.Item1).ToArray());
                var menu = new CategorySelectionMenu(dict, "Weapon", true, "SELECT WEAPON");
                menu.Build("Melee");
                Children.Add(menu);
                AddItem(item);
                BindMenuToItem(menu, item);
                
                menu.SelectionChanged += (sender, eventargs) =>
                {
                    GameFiber.StartNew(delegate
                    {
                        var hash = StaticData.WeaponsData.Database[menu.CurrentSelectedCategory].First(
                                tuple => tuple.Item1 == menu.CurrentSelectedItem).Item2;
                        NativeFunction.CallByName<uint>("REMOVE_ALL_PED_WEAPONS", actor.GetPed().Handle.Value, true);
                        actor.GetPed().GiveNewWeapon(hash, actor.WeaponAmmo == 0 ? 9999 : actor.WeaponAmmo, true);
                        actor.WeaponHash = hash;
                    });
                };
            }

            {
                var listIndex = actor.WeaponAmmo == 0
                    ? StaticData.StaticLists.AmmoChoses.FindIndex(n => n == (dynamic) 9999)
                    : StaticData.StaticLists.AmmoChoses.FindIndex(n => n == (dynamic) actor.WeaponAmmo);
                var item = new MenuListItem("Ammo Count", StaticData.StaticLists.AmmoChoses, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem) sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.WeaponAmmo = newAmmo;
                    if(actor.WeaponHash == 0) return;
                    NativeFunction.CallByName<uint>("REMOVE_ALL_PED_WEAPONS", actor.GetPed().Handle.Value, true);
                    ((Ped)actor.GetPed()).GiveNewWeapon(actor.WeaponHash, newAmmo, true);
                };

                AddItem(item);
            }
            #endregion

            #region Objective Name
            {
                var item = new NativeMenuItem("Objective Name");
                if (string.IsNullOrEmpty(Editor.CurrentMission.ObjectiveNames[actor.ActivateAfter]))
                    item.SetRightBadge(NativeMenuItem.BadgeStyle.Alert);
                else
                {
                    var title = Editor.CurrentMission.ObjectiveNames[actor.ActivateAfter];
                    item.SetRightLabel(title.Length > 20 ? title.Substring(0, 20) + "..." : title);
                }

                item.Activated += (sender, selectedItem) =>
                {
                    GameFiber.StartNew(delegate
                    {
                        ResetKey(Common.MenuControls.Back);
                        Editor.DisableControlEnabling = true;
                        string title = Util.GetUserInput();
                        if (string.IsNullOrEmpty(title))
                        {
                            item.SetRightBadge(NativeMenuItem.BadgeStyle.Alert);
                            Editor.CurrentMission.ObjectiveNames[actor.ActivateAfter] = "";
                            SetKey(Common.MenuControls.Back, GameControl.CellphoneCancel, 0);
                            Editor.DisableControlEnabling = false;
                            return;
                        }
                        item.SetRightBadge(NativeMenuItem.BadgeStyle.None);
                        title = Regex.Replace(title, "-=", "~");
                        Editor.CurrentMission.ObjectiveNames[actor.ActivateAfter] = title;
                        selectedItem.SetRightLabel(title.Length > 20 ? title.Substring(0, 20) + "..." : title);
                        SetKey(Common.MenuControls.Back, GameControl.CellphoneCancel, 0);
                    });
                };
                AddItem(item);
            }
            #endregion

            #region Health
            {
                var listIndex = actor.Health == 0
                    ? StaticData.StaticLists.HealthArmorChoses.FindIndex(n => n == (dynamic)200)
                    : StaticData.StaticLists.HealthArmorChoses.FindIndex(n => n == (dynamic)actor.Health);
                var item = new MenuListItem("Health", StaticData.StaticLists.HealthArmorChoses, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem)sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.Health = newAmmo;
                };

                AddItem(item);
            }
            #endregion

            #region Armor
            {
                var listIndex = StaticData.StaticLists.HealthArmorChoses.FindIndex(n => n == (dynamic)actor.Armor);
                var item = new MenuListItem("Armor", StaticData.StaticLists.HealthArmorChoses, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem)sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.Armor = newAmmo;
                };

                AddItem(item);
            }
            #endregion

            #region Accuracy
            {
                var listIndex = StaticData.StaticLists.AccuracyList.FindIndex(n => n == (dynamic)actor.Accuracy);
                var item = new MenuListItem("Accuracy", StaticData.StaticLists.AccuracyList, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem)sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.Accuracy = newAmmo;
                };

                AddItem(item);
            }
            #endregion

            #region Relationship
            {
                var item = new MenuListItem("Relationship", StaticData.StaticLists.RelationshipGroups, actor.RelationshipGroup);

                item.OnListChanged += (sender, index) =>
                {
                    actor.RelationshipGroup = index;
                };

                AddItem(item);
            }
            #endregion

            #region Behaviour
            {
                var wpyItem = new NativeMenuItem("Waypoints");

                {
                    var waypMenu = new WaypointEditor(actor);
                    BindMenuToItem(waypMenu.CreateWaypointMenu, wpyItem);

                    Vector3 camPos = new Vector3();
                    Rotator camRot = new Rotator();

                    wpyItem.Activated += (sender, selectedItem) =>
                    {
                        camPos = Editor.MainCamera.Position;
                        camRot = Editor.MainCamera.Rotation;

                        waypMenu.Enter();
                        Editor.WaypointEditor = waypMenu;
                    };

                    waypMenu.OnEditorExit += (sender, args) =>
                    {
                        Editor.WaypointEditor = null;
                        Editor.DisableControlEnabling = true;
                        if (camPos != new Vector3())
                        {
                            Editor.MainCamera.Position = camPos;
                            Editor.MainCamera.Rotation = camRot;
                        }
                    };
                }

                if (actor.Behaviour != 4) // Follow Waypoints
                    wpyItem.Enabled = false;

                var item = new MenuListItem("Behaviour", StaticData.StaticLists.Behaviour, actor.Behaviour);

                item.OnListChanged += (sender, index) =>
                {
                    actor.Behaviour = index;
                    wpyItem.Enabled = index == 4;
                };

                AddItem(item);
                AddItem(wpyItem);
            }
            #endregion

            #region Show Health Bar
            {
                var item = new MenuCheckboxItem("Show Healthbar", actor.ShowHealthBar);
                AddItem(item);

                item.CheckboxEvent += (sender, @checked) =>
                {
                    actor.ShowHealthBar = @checked;
                    MenuItems[12].Enabled = @checked;
                };
            }
            #endregion

            #region Bar Name
            {
                var item = new NativeMenuItem("Healthbar Label");
                AddItem(item);

                if (!actor.ShowHealthBar)
                    item.Enabled = false;

                if (string.IsNullOrEmpty(actor.Name) && actor.ShowHealthBar)
                    actor.Name = "HEALTH";
                if(actor.ShowHealthBar)
                    item.SetRightLabel(actor.Name.Length > 20 ? actor.Name.Substring(0, 20) : actor.Name);

                
                item.Activated += (sender, selectedItem) => 
                {
                    GameFiber.StartNew(delegate
                    {
                        ResetKey(Common.MenuControls.Back);
                        Editor.DisableControlEnabling = true;
                        string title = Util.GetUserInput();
                        if (string.IsNullOrEmpty(title))
                        {
                            actor.Name = "HEALTH";
                            item.SetRightLabel(actor.Name.Length > 20 ? actor.Name.Substring(0, 20) : actor.Name);
                            SetKey(Common.MenuControls.Back, GameControl.CellphoneCancel, 0);
                            Editor.DisableControlEnabling = false;
                            return;
                        }
                        title = Regex.Replace(title, "-=", "~");
                        actor.Name = title;
                        item.SetRightLabel(actor.Name.Length > 20 ? actor.Name.Substring(0, 20) : actor.Name);
                        SetKey(Common.MenuControls.Back, GameControl.CellphoneCancel, 0);
                    });
                };
            }
            #endregion

            RefreshIndex();
        }
コード例 #50
0
        public void BuildFor(SerializableData.SerializablePed actor)
        {
            Clear();

            #region SpawnAfter
            {
                var item = new MenuListItem("Spawn After Objective", StaticData.StaticLists.NumberMenu, actor.SpawnAfter);

                item.OnListChanged += (sender, index) =>
                {
                    actor.SpawnAfter = index;
                };

                AddItem(item);
            }
            #endregion 

            #region RemoveAfter
            {
                var item = new MenuListItem("Remove After Objective", StaticData.StaticLists.RemoveAfterList, actor.RemoveAfter);

                item.OnListChanged += (sender, index) =>
                {
                    actor.RemoveAfter = index;
                };

                AddItem(item);
            }
            #endregion 
            // TODO: Change NumberMenu to max num of objectives in mission

            // Note: if adding items before weapons, change item order in VehiclePropertiesMenu

            #region Weapons
            {
                
                var item = new NativeMenuItem("Weapon");
                var dict = StaticData.WeaponsData.Database.ToDictionary(k => k.Key, k => k.Value.Select(x => x.Item1).ToArray());
                var menu = new CategorySelectionMenu(dict, "Weapon", true, "SELECT WEAPON");
                menu.Build("Melee");
                Children.Add(menu);
                AddItem(item);
                BindMenuToItem(menu, item);
                
                menu.SelectionChanged += (sender, eventargs) =>
                {
                    GameFiber.StartNew(delegate
                    {
                        var hash = StaticData.WeaponsData.Database[menu.CurrentSelectedCategory].First(
                                tuple => tuple.Item1 == menu.CurrentSelectedItem).Item2;
                        NativeFunction.CallByName<uint>("REMOVE_ALL_PED_WEAPONS", actor.GetEntity().Handle.Value, true);
                        ((Ped) actor.GetEntity()).GiveNewWeapon(hash, actor.WeaponAmmo == 0 ? 9999 : actor.WeaponAmmo, true);
                        actor.WeaponHash = hash;
                    });
                };
            }

            {
                var listIndex = actor.WeaponAmmo == 0
                    ? StaticData.StaticLists.AmmoChoses.FindIndex(n => n == (dynamic) 9999)
                    : StaticData.StaticLists.AmmoChoses.FindIndex(n => n == (dynamic) actor.WeaponAmmo);
                var item = new MenuListItem("Ammo Count", StaticData.StaticLists.AmmoChoses, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem) sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.WeaponAmmo = newAmmo;
                    if(actor.WeaponHash == 0) return;
                    NativeFunction.CallByName<uint>("REMOVE_ALL_PED_WEAPONS", actor.GetEntity().Handle.Value, true);
                    ((Ped)actor.GetEntity()).GiveNewWeapon(actor.WeaponHash, newAmmo, true);
                };

                AddItem(item);
            }
            #endregion

            #region Health
            {
                var listIndex = actor.Health == 0
                    ? StaticData.StaticLists.HealthArmorChoses.FindIndex(n => n == (dynamic)200)
                    : StaticData.StaticLists.HealthArmorChoses.FindIndex(n => n == (dynamic)actor.Health);
                var item = new MenuListItem("Health", StaticData.StaticLists.HealthArmorChoses, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem)sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.Health = newAmmo;
                };

                AddItem(item);
            }
            #endregion

            #region Armor
            {
                var listIndex = StaticData.StaticLists.HealthArmorChoses.FindIndex(n => n == (dynamic)actor.Armor);
                var item = new MenuListItem("Armor", StaticData.StaticLists.HealthArmorChoses, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem)sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.Armor = newAmmo;
                };

                AddItem(item);
            }
            #endregion

            #region Accuracy
            {
                var listIndex = StaticData.StaticLists.AccuracyList.FindIndex(n => n == (dynamic)actor.Accuracy);
                var item = new MenuListItem("Accuracy", StaticData.StaticLists.AccuracyList, listIndex);

                item.OnListChanged += (sender, index) =>
                {
                    int newAmmo = int.Parse(((MenuListItem)sender).IndexToItem(index).ToString(), CultureInfo.InvariantCulture);
                    actor.Accuracy = newAmmo;
                };

                AddItem(item);
            }
            #endregion

            #region Relationship
            {
                var item = new MenuListItem("Relationship", StaticData.StaticLists.RelationshipGroups, actor.RelationshipGroup);

                item.OnListChanged += (sender, index) =>
                {
                    actor.RelationshipGroup = index;
                };

                AddItem(item);
            }
            #endregion

            #region Behaviour
            {
                var wpyItem = new NativeMenuItem("Waypoints");

                {
                    var waypMenu = new WaypointEditor(actor);
                    BindMenuToItem(waypMenu.CreateWaypointMenu, wpyItem);

                    Vector3 camPos = new Vector3();
                    Rotator camRot = new Rotator();

                    wpyItem.Activated += (sender, selectedItem) =>
                    {
                        camPos = Editor.MainCamera.Position;
                        camRot = Editor.MainCamera.Rotation;

                        waypMenu.Enter();
                        Editor.WaypointEditor = waypMenu;
                    };

                    waypMenu.OnEditorExit += (sender, args) =>
                    {
                        Editor.WaypointEditor = null;
                        Editor.DisableControlEnabling = true;
                        if (camPos != new Vector3())
                        {
                            Editor.MainCamera.Position = camPos;
                            Editor.MainCamera.Rotation = camRot;
                        }
                    };
                }

                if (actor.Behaviour != 4) // Follow Waypoints
                    wpyItem.Enabled = false;

                var item = new MenuListItem("Behaviour", StaticData.StaticLists.Behaviour, actor.Behaviour);

                item.OnListChanged += (sender, index) =>
                {
                    actor.Behaviour = index;
                    wpyItem.Enabled = index == 4;
                };

                AddItem(item);
                AddItem(wpyItem);
            }
            #endregion

            #region FailOnDeath
            {
                var item = new MenuCheckboxItem("Mission Fail On Death", actor.FailMissionOnDeath);
                item.CheckboxEvent += (sender, @checked) =>
                {
                    actor.FailMissionOnDeath = @checked;
                };
                AddItem(item);
            }
            #endregion

            RefreshIndex();
        }
コード例 #51
0
ファイル: Editor.cs プロジェクト: LordRevan2/MissionCreator
 public SerializablePickupObjective CreatePickupObjective(int weaponHash, Vector3 pos, Rotator rot)
 {
     var tmpObject = new Rage.Object(new Model("prop_mp_repair"), pos);
     tmpObject.Rotation = rot;
     tmpObject.Position = pos;
     tmpObject.IsPositionFrozen = true;
     var tmpObj = new SerializablePickupObjective();
     tmpObj.SetObject(tmpObject);
     tmpObj.SpawnAfter = 0;
     tmpObj.ActivateAfter = 0;
     tmpObj.Respawn = false;
     tmpObj.Ammo = 9999;
     tmpObj.PickupHash = weaponHash;
     CurrentMission.Objectives.Add(tmpObj);
     return tmpObj;
 }