public Shot(Point location, Direction direction, ShotType shotType) { Location = location; Direction = direction; _lastMoved = DateTime.Now; ShotType = shotType; }
private BallisticDemo(IntPtr hInstance) : base(hInstance) { _currentShotType = ShotType.Laser; MainWindowCaption = "Ballistic Demo"; _lastMousePos = new Point(); _camera = new FpsCamera(); _camera.LookAt(new Vector3(10, 2, -10), new Vector3(0, 1, 0), Vector3.UnitY); _dirLights = new[] { new DirectionalLight { Ambient = new Color4( 0.2f, 0.2f, 0.2f), Diffuse = new Color4(0.7f, 0.7f, 0.7f), Specular = new Color4(0.8f, 0.8f, 0.8f), Direction = new Vector3(-0.57735f, -0.57735f, 0.57735f) }, new DirectionalLight { Ambient = new Color4(0,0,0), Diffuse = new Color4(1.0f, 0.4f, 0.4f, 0.4f), Specular = new Color4(1.0f, 0.2f, 0.2f, 0.2f), Direction = new Vector3(-0.707f, -0.707f, 0) }, new DirectionalLight { Ambient = new Color4(0,0,0), Diffuse = new Color4(1.0f,0.2f, 0.2f, 0.2f), Specular = new Color4(0.2f,0.2f,0.2f), Direction = new Vector3(0, 0, -1) } }; }
public HistoryShot(int playerShooting, ShotCoord from, ShotCoord to, ShotType type) { this.playerShooting = playerShooting; this.from = from; this.to = to; this.type = type; }
static void AddHit(ShotType shot) { switch (shot) { case ShotType.Green: { statSheet.GreenHit++; break; } case ShotType.Fairway: { statSheet.FairWayHit++; break; } case ShotType.Scramble: { statSheet.ScrambleHit++; break; } default: { WriteError(CALC_ERROR); break; } } }
private BallisticDemo(IntPtr hInstance) : base(hInstance) { _currentShotType = ShotType.Laser; MainWindowCaption = "Ballistic Demo"; _lastMousePos = new Point(); _camera = new FpsCamera(); _camera.LookAt(new Vector3(10, 2, -10), new Vector3(0, 1, 0), Vector3.UnitY); _dirLights = new[] { new DirectionalLight { Ambient = new Color4(0.2f, 0.2f, 0.2f), Diffuse = new Color4(0.7f, 0.7f, 0.7f), Specular = new Color4(0.8f, 0.8f, 0.8f), Direction = new Vector3(-0.57735f, -0.57735f, 0.57735f) }, new DirectionalLight { Ambient = new Color4(0, 0, 0), Diffuse = new Color4(1.0f, 0.4f, 0.4f, 0.4f), Specular = new Color4(1.0f, 0.2f, 0.2f, 0.2f), Direction = new Vector3(-0.707f, -0.707f, 0) }, new DirectionalLight { Ambient = new Color4(0, 0, 0), Diffuse = new Color4(1.0f, 0.2f, 0.2f, 0.2f), Specular = new Color4(0.2f, 0.2f, 0.2f), Direction = new Vector3(0, 0, -1) } }; }
private void GetTypeOfShot() { var shotTypeOdds = GetOdds(new List <double> { playerShooting.Rating.ShortRange, playerShooting.Rating.MediumRange, playerShooting.Rating.LongRange }).ToList(); shotTypeOdds[1] = shotTypeOdds[0] + shotTypeOdds[1]; shotTypeOdds[2] = shotTypeOdds[1] + shotTypeOdds[2]; var randomNumber = Util.RandomDouble(); if (randomNumber <= shotTypeOdds[0]) { shotType = ShotType.CloseRange; } else if (randomNumber <= shotTypeOdds[1]) { shotType = ShotType.MediumRange; } else { shotType = ShotType.ThreePointer; } }
void PowerUp(PowerBlock po) { PowerBlock.PoweUpType type = po.Type; switch (type) { case PowerBlock.PoweUpType.Plain: soundEffect.playPowerUp1(); GameSystemData.Instance.Score.Value += 100; break; case PowerBlock.PoweUpType.SpeedUp: Speed += 0.5f; soundEffect.playPowerUp2(); break; case PowerBlock.PoweUpType.TwinShot: shotMode = ShotType.Twin; soundEffect.playPowerUp2(); break; case PowerBlock.PoweUpType.TripleShot: shotMode = ShotType.Triple; soundEffect.playPowerUp2(); break; case PowerBlock.PoweUpType.Option: createOption(); soundEffect.playPowerUp2(); break; } }
/// <summary> /// Creates a shot object /// </summary> /// <param name="texture"> /// The object's texture /// </param> /// <param name="position"> /// The 2D position of the object on the game screen /// </param> /// <param name="direction"> /// The direction in which the shot will move /// </param> /// /// <param name="speed"> /// The speed of the object /// </param> public Shot(Texture2D texture, Vector2 position, Direction direction, int speed, ShotType generatedBy) : base(texture, position, speed) { this.direction = direction; this.speed = speed; this.generatedBy = generatedBy; }
public ShotType Fire(int playerId, Position pos) { gb.SendMessage(new ChatMessage("SYSTEM", "TURN:" + (1 - playerId))); ShotType stype = gb.games[1 - playerId].FireAtShip(pos); return(stype); }
private void capture(ShotType shotType) { try { CaptureForm _captureForm = new CaptureForm(shotType); if ((_captureForm.ShowDialog() != DialogResult.OK) || (_captureForm.Image == null)) { return; } string _filename = string.Format("{0}.{1}", DateTime.Now.ToString("yyyyMMddHHmmssff"), ImageFormat.Jpeg).ToLower(); Image _img = _captureForm.Image; string _pathToSave = Path.Combine(GCONST.CachePath, _filename); _img.Save(_pathToSave, ImageFormat.Jpeg); Post(new List <string> { GCONST.CachePath + _filename }, PostType.Photo); } catch (Exception _e) { MessageBox.Show(_e.Message, Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error); } }
/// <summary> /// The projectile now triggers this method /// </summary> public void PlayShootingAnimation(ShotType shotType) { //Animation //Reset current animation to force ChangeFlipbook validation succeed ChangeFlipbookState(ActorFlipbookState.All, true); if (shotType == ShotType.S1 || shotType == ShotType.TeleportationBeacon) { ChangeFlipbookState(ActorFlipbookState.ShootingS1, true); } else if (shotType == ShotType.S2) { ChangeFlipbookState(ActorFlipbookState.ShootingS2, true); } else if (shotType == ShotType.SS) { ChangeFlipbookState(ActorFlipbookState.ShootingSS, true); } if (IsHealthCritical) { MobileFlipbook.EnqueueAnimation(ActorFlipbookState.StandLowHealth); } else { MobileFlipbook.EnqueueAnimation(ActorFlipbookState.Stand); } }
static void WriteWithGolfColors(string line, ShotType shot) { switch (shot) { case ShotType.Green: { Console.BackgroundColor = ConsoleColor.DarkGreen; Console.ForegroundColor = ConsoleColor.Yellow; break; } case ShotType.Fairway: { Console.BackgroundColor = ConsoleColor.DarkBlue; Console.ForegroundColor = ConsoleColor.Yellow; break; } case ShotType.Scramble: { Console.BackgroundColor = ConsoleColor.Yellow; Console.ForegroundColor = ConsoleColor.Black; break; } default: { Console.BackgroundColor = ConsoleColor.DarkMagenta; Console.ForegroundColor = ConsoleColor.Yellow; break; } } Console.WriteLine("\n"+line); Console.ResetColor(); Console.WriteLine(); }
private void Update() { //get inputs if particle demo is active if (Input.GetKeyDown("1")) { currentShotType = ShotType.PISTOL; Debug.Log("currentShotType->" + currentShotType); } if (Input.GetKeyDown("2")) { currentShotType = ShotType.ARTILLERY; Debug.Log("currentShotType->" + currentShotType); } if (Input.GetKeyDown("3")) { currentShotType = ShotType.FIREBALL; Debug.Log("currentShotType->" + currentShotType); } if (Input.GetKeyDown("4")) { currentShotType = ShotType.LASER; Debug.Log("currentShotType->" + currentShotType); } if (Input.GetButtonDown("Fire1")) { Fire(); } }
public void ConsumeShootAction(SyncMobile syncMobile) { ShotType tmp = syncMobile.SelectedShotType; if (tmp == ShotType.SS) { GameScene.Camera.ApplyCameraEffect(CameraSpecialEffect.FadeOut); } ShootWithModifiers(syncMobile); LastCreatedProjectileList.ForEach((x) => x.OnFinalizeExecutionAction += () => { if (tmp == ShotType.SS) { GameScene.Camera.ApplyCameraEffect(CameraSpecialEffect.FadeIn); } FinalizeTurn(syncMobile.SelectedShotType); LevelScene.HUD.StatusBarDictionary[this].UpdateAttributeList(); OnEndTurn?.Invoke(); OnEndTurn = default; //Refresh Status (if necessary) LevelScene.HUD.StatusBarDictionary[this].UpdateAttributeList(); }); GameScene.Camera.TrackObject(LastCreatedProjectileList.First()); if (IsPlayable) { LevelScene.HUD.DisableSS(); } }
/// <summary> /// Plays an animation given the type and hand. /// </summary> public void PlayAnimationForType(ShotType type, bool leftHanded) { switch (type) { case ShotType.SHOT: m_animator.Play("Shoot"); break; case ShotType.LAYUP: if (leftHanded) { m_animator.Play("LayupL"); } else { m_animator.Play("Layup"); } break; case ShotType.DUNK: if (leftHanded) { m_animator.Play("1hand_dunkL"); } else { m_animator.Play("1hand_dunk"); } StartCoroutine(PlayerUtils.Dunk(this, GameManager.GetBasket())); break; default: break; } }
/// <summary> /// Konstruktor kopiuj¹cy. /// </summary> /// <param name="shot">Obiekt wzorcowy.</param> public Shot(Shot shot) { _shotGraphic = shot._shotGraphic.Clone(); _shotType = shot._shotType; _speed = shot._speed; _shootEnemy = shot._shootEnemy; }
static private Bitmap Shot(ShotType shotType) { Rectangle rect = new Rectangle(); switch (shotType) { case ShotType.PrimaryScreen: rect = Screen.PrimaryScreen.Bounds; break; case ShotType.VirtualScreen: rect = SystemInformation.VirtualScreen; break; case ShotType.WorkingArea: rect = Screen.PrimaryScreen.WorkingArea; break; case ShotType.ActiveWindow: rect = ForegroundWindow.GetForegroundWindowRect(); break; } return(Shot(rect)); }
static void AddMiss(ShotType shot, bool left = false) // left is set to false, making it an optional parameter. { switch (shot) { case ShotType.Green: { if (left) statSheet.GreenMissLeft++; else statSheet.GreenMissRight++; break; } case ShotType.Fairway: { if (left) statSheet.FairWayMissLeft++; else statSheet.FairWayMissRight++; break; } case ShotType.Scramble: { statSheet.ScrambleMiss++; break; } default: { WriteError(CALC_ERROR); break; } } }
public CaptureForm(ShotType shotType) { InitializeComponent(); //this code must be here, you must set beckground before form takes focus ScreenCapture _sc = new ScreenCapture(); BackgroundImageLayout = ImageLayout.None; BackgroundImage = _sc.CaptureRectangle(GetScreenSize()); SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.UserPaint, true); SetStyle(ControlStyles.OptimizedDoubleBuffer, true); switch (shotType) { case ShotType.General: m_state = new GeneralState(this); break; case ShotType.Region: m_state = new RegionState(this); break; case ShotType.Window: m_state = new WindowState(this); break; case ShotType.Screen: m_state = new ScreenState(this); break; } }
public bool CanFire(GameTime gameTime, ShotType type) { if (m_Hull <= 0f) { return(false); } float time = (float)gameTime.TotalGameTime.TotalSeconds; if (type == ShotType.Artillery) { if (time - m_LastArtillery < m_ArtilleryDelay) { return(false); } m_LastArtillery = time; } else if (type == ShotType.Laser) { if (time - m_LastLaser < m_LaserDelay) { return(false); } m_LastLaser = time; } return(true); }
private void SetShotSelectionBackgroundImageColour(ShotType shotType, bool animated) { Color targetColour = shotType switch { ShotType.Flat => flatShotColour, ShotType.TopSpin => topSpinShotColour, ShotType.Slice => sliceShotColour, ShotType.DropOrLob => dropOrLobShotColour, _ => Color.white }; if (animated) { AnimationOperation colourOperation = new AnimationOperation(shotSelectionBackgroundImage.gameObject, UIAnimationType.Colour, EaseType.SmoothStepSmoother, 0, 0.5f) { colourSettings = new AnimationOperation.ColourSettings { startColour = shotSelectionBackgroundImage.color, targetColour = targetColour } }; AnimationSequence colourAnimation = new AnimationSequence(e => StartCoroutine(e)); colourAnimation.AddOperation(colourOperation); colourAnimation.Play(); } else { shotSelectionBackgroundImage.color = targetColour; } }
public Shot(ShotType type) { this.Type = type; switch (type) { case ShotType.Normal: this.Color = ConsoleColor.White; this.Symbol = new char[,] { { '^' } }; break; case ShotType.MachineGune: this.Color = ConsoleColor.Red; this.Symbol = new char[,] { { '\'' }, { ' ' } , { '\'' } }; break; case ShotType.Laser: this.Color = ConsoleColor.Yellow; this.Symbol = new char[,] { { '|' }, { '|' } }; break; case ShotType.Hook: this.Color = ConsoleColor.Green; this.Symbol = new char[,] { { '^' } }; break; default: break; } }
void Fire(ShotType shotType) { if (ammo.Count < 64) { ammo.Add(new AmmoRound(shotType)); } }
void Update() { if (shotCap == 10) { shotCap = 0; shotType = ShotType.Basic; } if (Time.time >= nextAttackTime) { if (Input.GetButtonDown("Fire1")) { anim.SetBool("isShooting", true); //T6_AudioManager.am.RandomSoundEffect(shotsAudio); T6_AudioManager.am.Play(shotsAudio[0]); // AudioSource.PlayClipAtPoint(shotAudio[0], Camera.main.transform.position, 1); switch (shotType) { case ShotType.Basic: ShotBasic(); player.ShootPlaceState(true); break; case ShotType.Triple: ShotTriple(); player.ShootPlaceState(true); break; default: break; } AttackTime(); } else { anim.SetBool("isShooting", false); player.ShootPlaceState(false); } if (canShotGranade) { if (Input.GetButtonDown("Fire2")) { anim.SetBool("granade", true); // T6_AudioManager.am.RandomSoundEffect(shotsAudio); T6_AudioManager.am.Play(shotsAudio[1]); //AudioSource.PlayClipAtPoint(shotAudio[1], Camera.main.transform.position, 2); shotType = ShotType.Granade; player.GranadePlaceState(true); ShotGranade(); AttackTime(); shotType = ShotType.Basic; } else { anim.SetBool("granade", false); player.GranadePlaceState(false); } } } }
public void FireShot(ShotType shot, int powderCharge = 5) { if (!this.IsReady || this._isFiring) { return; } this.IsReady = false; this._isFiring = true; var ossVect = new Vector2(this.ShotSpawnLocation.transform.position.x - this.transform.position.x, this.ShotSpawnLocation.transform.position.y - this.transform.position.y); switch (shot) { case ShotType.CHAIN: break; case ShotType.GRAPE: break; case ShotType.ROUND: this.FireRoundShot(ossVect.normalized * powderCharge); break; default: throw new ArgumentOutOfRangeException("shot"); } this._isFiring = false; }
public void ChangeShotType(ShotType ShotType) { if (ShotType == this.ShotType) { return; } this.ShotType = ShotType; if (ShotType == ShotType.S1 || ShotType == ShotType.SS) { desiredFinalPosition = S1OwnerOffset.Y; } else if (ShotType == ShotType.S2) { desiredFinalPosition = S2OwnerOffset.Y; } if (desiredFinalPosition == CurrentOffset.Y) { return; } if (desiredFinalPosition < CurrentOffset.Y) { currentStartingSpeed = -currentStartingSpeed; } else { currentStartingSpeed = Math.Abs(currentStartingSpeed); } yMovementComponent.Preset(CurrentOffset.Y, desiredFinalPosition, currentStartingSpeed, Parameter.SatelliteSSAnimationTotalMotionTime); }
public void UpdateShotType(int new_type) { //0 - normal, 1 - cluster, 2 - chain switch (new_type) { case 0: default: SelectedShotType = ShotType.Normal; ShotHullDamage = 2; ShotSailDamage = 2; break; case 1: SelectedShotType = ShotType.Cluster; ShotHullDamage = 3; ShotSailDamage = 1; break; case 2: SelectedShotType = ShotType.Chain; ShotHullDamage = 1; ShotSailDamage = 3; break; } UpdatePlayerDamage(); }
//------------------------------------------------------------------------------------------------------------------ // SHOT TYPES //------------------------------------------------------------------------------------------------------------------ public static ShotTypeProbabilities GenerateShotTypeProbabilities(ShotType previousType, PlayerMatchInstance player) { ShotTypeProbabilities shotTypeProbabilities = ShotTypeProbabilities.GetShotTypeProbabilitiesFollowing(previousType); ShotTypePlaystyleModification(ref shotTypeProbabilities, player); return(shotTypeProbabilities); }
//初期設定 public void setUp() { //使用する各種コンポーネントを設定 enemyMove = GetComponent <EnemyMove> (); shottype = GetComponent <ShotType> (); spaceship = GetComponent <Spaceship> (); managerObj = FindObjectOfType <Manager> (); //プレイヤーを設定 || Player -> null, Player(Clone) -> OK playerObj = GameObject.Find(managerObj.selectedPlayer.name + "(Clone)"); //managerObj.selectedPlayer.name + "(Clone)" // 倒した時のポイントを設定 if (isLastBoss != false) { point = LAST_BOSS_POINT; } else if (isSpecialEnemy != false) { point = SPECIAL_ENEMY_POINT; } else { point = NORMAL_ENEMY_POINT; } }
void ShotChange(int plus) { if (select_prim) { prim_shot += plus; if (prim_shot < ShotType.FourWay) { prim_shot = ShotType.Spread; } else if (prim_shot > ShotType.Spread) { prim_shot = ShotType.FourWay; } } else { seco_shot += plus; if (seco_shot < ShotType.FourWay) { seco_shot = ShotType.Spread; } else if (seco_shot > ShotType.Spread) { seco_shot = ShotType.FourWay; } } StartCoroutine(CoolTime()); }
/// <summary> /// Show the shot result on the shooting board. /// </summary> /// <param name="coords"></param> /// <param name="result"></param> public void ProcessShotResult(Coordinates coords, ShotType result) { var cell = ShootingBoard.Cells.At(coords.Row, coords.Column) as ShootingCell; if (cell == null) { return; } switch (result) { case ShotType.Hit: case ShotType.Miss: case ShotType.Sunk: { cell.ShotType = result; break; } default: { cell.ShotType = ShotType.Unknown; break; } } }
private static Shot Create(ShotType shotType, int accuracy, int timeUnits) { return new Shot { ShotType = shotType, Accuracy = accuracy, TimeUnits = timeUnits }; }
public IWindAdjuster GetWindAdjuster(ShotType shotType) { switch (shotType) { case ShotType.Normal: return new NormalShotWindAdjuster(this.Elevation, this.WindSpeed, this.WindDirection); default: return new NullShotWindAdjuster(); } }
public IEnumerator FireAtWill( bool shouldFireAtWill, ShotType sType ) { this.ShouldFireAtWill = shouldFireAtWill; do { yield return new WaitForFixedUpdate(); if ( !this.IsReady ) { this.SignalReady(); } yield return new WaitForFixedUpdate(); this.FireShot( sType ); } while ( this.ShouldFireAtWill ); }
public void FireShot( ShotType shot, int powderCharge = 5 ) { if ( !this.IsReady || this._isFiring ) return; this.IsReady = false; this._isFiring = true; var ossVect = new Vector2( this.ShotSpawnLocation.transform.position.x - this.transform.position.x, this.ShotSpawnLocation.transform.position.y - this.transform.position.y ); switch ( shot ) { case ShotType.CHAIN: break; case ShotType.GRAPE: break; case ShotType.ROUND: this.FireRoundShot( ossVect.normalized * powderCharge ); break; default: throw new ArgumentOutOfRangeException( "shot" ); } this._isFiring = false; }
public void Shot(ShotType pShotType) { if(pShotType == ShotType.Magic) { Instantiate(Magic, transform.position, transform.rotation); } if (pShotType == ShotType.Fireball) { Instantiate(Fireball, transform.position, transform.rotation); } if (pShotType == ShotType.Boulder) { Instantiate(Boulder, transform.position, transform.rotation); } if (pShotType == ShotType.Meatmissile) { Instantiate(MeatMissile, transform.position, transform.rotation); Instantiate(MeatMissile, transform.position, new Quaternion(transform.rotation.x,transform.rotation.y,transform.rotation.z+ 0.1f,transform.rotation.w)); Instantiate(MeatMissile, transform.position, new Quaternion(transform.rotation.x, transform.rotation.y, transform.rotation.z - 0.1f, transform.rotation.w)); } }
public StandardShot(World world, Vector2 position, Direction d, int energy, ShotType shotType) : base(world, position) { this.Energy = energy; this.ShotType = shotType; this._directionOfTravel = d; TrySetDirectionAndDestination(); string textureName; switch (this.ShotType) { case ShotType.Player: textureName = "Sprites/Shot/RedShot"; break; case ShotType.Monster: textureName = "Sprites/Shot/GreenShot"; break; default: throw new InvalidOperationException(); } var staticImage = Animation.StaticAnimation(World, textureName); Ap.PlayAnimation(staticImage); ResetTimeToTravel(); }
public ShotTypeViewModel(ShotType shotType) { this.ShotType = shotType; }
private IEnumerator FireOffShot( GunCrew gCrew, ShotType sType ) { if ( !gCrew.IsReady ) { gCrew.SignalReady(); yield return new WaitForSeconds( gCrew.ReloadTime ); } this.FireShot( gCrew, sType ); }
void FireShot( GunCrew gCrew, ShotType sType ) { gCrew.FireShot( sType ); this.RoundShotsRemaining--; this.OnFiredRoundShot( this ); }
// Use this for initialization void Start() { // Screen.SetResolution(1600, 900, true); life = MAXLIFE; mShotType = ShotType.Boulder; isLatter = false; startVector = transform.position; }
public override void UpdateScene(float dt) { base.UpdateScene(dt); if (Util.IsKeyDown(Keys.Up)) { _camera.Walk(10.0f * dt); } if (Util.IsKeyDown(Keys.Down)) { _camera.Walk(-10.0f * dt); } if (Util.IsKeyDown(Keys.Left)) { _camera.Strafe(-10.0f * dt); } if (Util.IsKeyDown(Keys.Right)) { _camera.Strafe(10.0f * dt); } if (Util.IsKeyDown(Keys.PageUp)) { _camera.Zoom(-dt); } if (Util.IsKeyDown(Keys.PageDown)) { _camera.Zoom(+dt); } _camera.UpdateViewMatrix(); for (var index = 0; index < _ammo.Count; index++) { var shot = _ammo[index]; shot.Particle.Integrate(dt); if (shot.Particle.Position.Y < 0.0f || shot.StartTime + 10.0f < Timer.TotalTime || shot.Particle.Position.Z > 200.0f) { _ammo.Remove(shot); } } fireDelay -= dt; if (Util.IsKeyDown(Keys.D1)){ _currentShotType = ShotType.Pistol; } else if (Util.IsKeyDown(Keys.D2)) { _currentShotType = ShotType.Artillery; } else if (Util.IsKeyDown(Keys.D3)) { _currentShotType = ShotType.Fireball; } else if (Util.IsKeyDown(Keys.D4)) { _currentShotType = ShotType.Laser; } else if (Util.IsKeyDown(Keys.Space) && fireDelay < 0) { Fire(); fireDelay = 0.2f; } }