public override void Run() { base.Run(); GameObject currentVehicle = VTOLAPI.instance.GetPlayersVehicleGameObject(); ModuleEngine[] engines = currentVehicle.GetComponentsInChildren <ModuleEngine>(); System.Random rand = new System.Random(); int index = rand.Next(engines.ToList().Count()); Debug.Log($"Total Engines: {engines.ToList().Count()}"); if (!engines[index].failed) { Debug.Log($"Failing Engine {index}"); engines[index].FailEngine(); if (rand.Next(1, 100) < 80) { Debug.Log($"Unfailing Engine {index}"); StartCoroutine(unfailEngine(index, engines)); } else { Debug.Log($"Engine {index} is permanently failed"); } } }
private void GenerateEnemy(int size) { var random = new System.Random(); if (Enemy == null) { Enemy = GameObject.FindWithTag("Enemy"); } AddElement(Enemy, random.Next(size) / 2, 1, random.Next(size) / 2, 1, 0); }
/// <summary> /// 字体随机颜色 /// </summary> public System.Drawing.Color GetRandomColor() { System.Random RandomNum_First = new System.Random((int)DateTime.Now.Ticks); System.Threading.Thread.Sleep(RandomNum_First.Next(50)); System.Random RandomNum_Sencond = new System.Random((int)DateTime.Now.Ticks); int int_Red = RandomNum_First.Next(180); int int_Green = RandomNum_Sencond.Next(180); int int_Blue = (int_Red + int_Green > 300) ? 0 : 400 - int_Red - int_Green; int_Blue = (int_Blue > 255) ? 255 : int_Blue; return(System.Drawing.Color.FromArgb(int_Red, int_Green, int_Blue)); }
GameObject SpawnCloud(bool canSpawnInScreen) { int idx2Spawn = random.Next(cloudPrefabsToSpawn.Count); Vector3 position2Spawn = new Vector3 ( canSpawnInScreen ? random.Next(-600, 600) : random.Next(800, 1000), random.Next(-500, 500), random.Next(-3, 0) ); return(Instantiate(cloudPrefabsToSpawn[idx2Spawn], position2Spawn, Quaternion.identity)); }
public static Vector3 GetRandomPoint(this Bounds bounds, string seed = "random") { if (seed == "random") { seed = Time.realtimeSinceStartup.ToString(); } Random pseudoRandom = new System.Random(seed.GetHashCode()); float x = pseudoRandom.Next((int)(bounds.min.x * 100), (int)(bounds.max.x * 100)) / 100f; float y = pseudoRandom.Next((int)(bounds.min.y * 100), (int)(bounds.max.y * 100)) / 100f; float z = pseudoRandom.Next((int)(bounds.min.z * 100), (int)(bounds.max.z * 100)) / 100f; return(new Vector3(x, y, z)); }
private PlayerSkills.BaseSkill GetVincentEnergySkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 5); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().fireball; break; case 1: skill = player.GetComponent <PlayerSkills>().lightning; break; case 2: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 3: skill = player.GetComponent <PlayerSkills>().offering; break; case 4: skill = player.GetComponent <PlayerSkills>().healingWave; break; } return(skill); }
private PlayerSkills.BaseSkill GetMarcEnergySkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 5); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().warcry; break; case 1: skill = player.GetComponent <PlayerSkills>().berserk; break; case 2: skill = player.GetComponent <PlayerSkills>().feelNoPain; break; case 3: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 4: skill = player.GetComponent <PlayerSkills>().offering; break; } return(skill); }
private IEnumerator FlashLightsRandom() { var colorList = new List <Color> { Color.black, Color.green, Color.red, Color.yellow }; System.Random rand = new System.Random(); int index = rand.Next(colorList.Count); Color randColor = colorList[index]; double randWait = rand.NextDouble(); if (gear != null && gear.statusLight != null) { gear.statusLight.toggleColor = randColor; gear.statusLight.Toggle(); } else { Debug.Log("It seems gear or statuslight is null"); } yield return(new WaitForSeconds((float)randWait)); if (running) { this.StartCoroutine(FlashLightsRandom()); } }
public void RemoveTest() { int num = 50000; var list = new SortSet <int, int>(); var lst = new List <int>(); var rand = new System.Random(); for (var i = 0; i < num; i++) { var val = rand.Next(); lst.Add(val); list.Add(val, val); } foreach (int n in lst) { list.Remove(n); } foreach (var val in list) { Assert.Fail(); if (val < 0) { } } if (list.Count != 0) { Assert.Fail(); } }
public void AddElementTest() { //var list2 = new SortSet<object, int>(); int num = 50000; var list = new SortSet <int, int>(); var rand = new System.Random(); for (var i = 0; i < num; i++) { var val = rand.Next(); list.Add(val, val); //list.Add(i,i); } var max = 0; foreach (var val in list) { if (max <= val) { max = val; } else { Assert.Fail(); } } }
public void Shoot(float projectileSize = 5, float soundVolume = 0.1f) { if (Time.time > timeToFire) { if (Firerate > 0) { timeToFire = Time.time + 1 / Firerate; } int randomAmmo = rand.Next(0, Ammunition.Length); GameObject ammu = Instantiate(Ammunition[randomAmmo], firePoint.position, firePoint.rotation); ammu.transform.localScale = new Vector3(projectileSize, projectileSize, 1); ammu.transform.Rotate(new Vector3(0, 0, -90)); ammu.GetComponent <AudioSource>().volume = soundVolume; ProjectileLogic ammuLogic = ammu.GetComponent <ProjectileLogic>(); ammuLogic.AvoidCollisionByGameObject(gameObject); float currentSpread = UnityEngine.Random.Range(-Spread, Spread); Vector3 travelDirection = (firePoint.position - transform.position); Vector3 travelDirectionSpread = new Vector3(travelDirection.x + currentSpread, travelDirection.y + currentSpread); ammuLogic.Initiate(travelDirectionSpread, Damage, Speed); } }
public override void PostProcessProjectile(Projectile projectile) { PlayerController owner = this.gun.CurrentOwner as PlayerController; //hammerpoint bool hammer = owner.PlayerHasActiveSynergy("Hop-up: Hammer Point Rounds"); if (hammer) { projectile.baseData.damage = 15f; } else { projectile.baseData.damage = 3f; } bool shatter = owner.PlayerHasActiveSynergy("Hop-up: Shattering Tier Lists"); if (shatter) { int rng = rand.Next(1, 20); if (rng == 1) { Projectile shatterer = ((Gun)ETGMod.Databases.Items[157]).DefaultModule.projectiles[0]; GameObject gameObject = SpawnManager.SpawnProjectile(shatterer.gameObject, owner.specRigidbody.UnitCenter, Quaternion.Euler(0f, 0f, (owner.CurrentGun == null) ? 0f : owner.CurrentGun.CurrentAngle)); Projectile component = gameObject.GetComponent <Projectile>(); component.Owner = owner; component.baseData.damage = 50f; component.ignoreDamageCaps = true; } } }
/// <summary> /// Generate a valid credit card number based on provider using Luhn's (Mod10) formula. /// </summary> /// <returns>The random valid credit card number.</returns> public string GetRandomValidCreditCardNumber(CreditCard provider) { bool isValid = false; string fakeCreditCardNumber = ""; while (!isValid) { System.Random r = new System.Random(); fakeCreditCardNumber = provider.Prefix.ToString(); //Build out randomized number that is 16 digits long. while (fakeCreditCardNumber.Length < 16) { fakeCreditCardNumber += r.Next(0, 10); } List <char> ccChar = fakeCreditCardNumber.ToCharArray().ToList(); List <char> reversedNumber = ccChar; reversedNumber.Reverse(); char check_digit = reversedNumber.First(); reversedNumber.RemoveAt(0); var sum = 0; for (var x = 0; x < reversedNumber.Count; x++) { var current_sum = 0; //Double every other value. if (x % 2 == 0) { var doubled_sum = reversedNumber[x].ToString().ToInt() * 2; if (doubled_sum >= 10) { current_sum = doubled_sum.ToString()[0].ToString().ToInt() + doubled_sum.ToString()[1].ToString().ToInt(); } else { current_sum = doubled_sum; } } else { current_sum = reversedNumber[x].ToString().ToInt(); } sum += current_sum; } string new_sum = (sum * 9).ToString(); if (new_sum[new_sum.Length - 1].ToString().ToInt() == check_digit.ToString().ToInt()) { isValid = true; break; } fakeCreditCardNumber = ""; } return(fakeCreditCardNumber); }
public int Get(System.Random random) { if (Min == Max) { return(Min); } return(random.Next(Min, Max)); }
/// <summary> /// 创建随机的字符区域编码 /// </summary> /// <param name="length">要随机的长度</param> /// <returns></returns> private object[] CreateRegionCode(int length) { //定义一个字符串数组储存汉字编码的组成元素 string[] rBase = new String[16] { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f" }; var rnd = new System.Random(); //定义一个object数组用来 object[] bytes = new object[length]; /*每循环一次产生一个含两个元素的十六进制字节数组,并将其放入byte数组中 * 每个汉字有四个区位码组成 * 区位码第1位和区位码第2位作为字节数组第一个元素 * 区位码第3位和区位码第4位作为字节数组第二个元素 */ for (int i = 0; i < length; i++) { //区位码第1位 int r1 = rnd.Next(11, 14); string str_r1 = rBase[r1].Trim(); //区位码第2位 rnd = new Random(r1 * Guid.NewGuid().GetHashCode() + i);//更换随机数发生器的种子避免产生重复值 var r2 = rnd.Next(0, r1 == 13 ? 7 : 16); string str_r2 = rBase[r2].Trim(); //区位码第3位 rnd = new Random(r2 * Guid.NewGuid().GetHashCode() + i); int r3 = rnd.Next(10, 16); string str_r3 = rBase[r3].Trim(); //区位码第4位 rnd = new Random(r3 * Guid.NewGuid().GetHashCode() + i); int r4; switch (r3) { case 10: r4 = rnd.Next(1, 16); break; case 15: r4 = rnd.Next(0, 15); break; default: r4 = rnd.Next(0, 16); break; } string str_r4 = rBase[r4].Trim(); //定义两个字节变量存储产生的随机汉字区位码 byte byte1 = Convert.ToByte(str_r1 + str_r2, 16); byte byte2 = Convert.ToByte(str_r3 + str_r4, 16); //将两个字节变量存储在字节数组中 byte[] str_r = { byte1, byte2 }; //将产生的一个汉字的字节数组放入object数组中 bytes.SetValue(str_r, i); } return(bytes); }
private static void Scramble(String[] data, System.Random r) { for (int i = 0; i < data.Length; ++i) { int ix = r.Next(data.Length); String s = data[i]; data[i] = data[ix]; data[ix] = s; } }
public AssociatedResponce(int SwarmReward_Index, int MoveReward_Index) { Random rnd = new System.Random(); int x1 = rnd.Next(5); int x2 = rnd.Next(5); int x3 = rnd.Next(5); SwarmChoice = new int[3] { x1, x3, x2 }; MovementChoice = new int[3] { x2, x1, x3 }; SwarmChoice[SwarmReward_Index] += 1; MovementChoice[MoveReward_Index] += 1; setresponse(); }
public int NextRandomMovementType(int start, int end) { if (randomRandoms.Next(2) == 0) { return(nextMovementType.Next(start, end)); } else { return(nextMovementType2.Next(start, end)); } }
int[] getRanArray(int pCurrentN, System.Random pRand) { int[] randArr = new int[pCurrentN]; int n = randArr.Length; for (int i = 0; i < n; i++) { randArr[i] = pRand.Next(1, 101); } return(randArr); }
void DrawMaze() { for (int i = 0; i < mazeWidth; i++) { for (int j = 0; j < mazeHeight; j++) { Vector3 position = new Vector3(i, j); if (maze.Grid[i, j] == true) { CreateMazeSprite(position, floor, transform, 0, mazeRg.Next(0, 3) * 90); } else { CreateMazeSprite(position, roof, transform, 0, 0); DrawWalls(i, j); } } } }
private IEnumerator ExplodeCreature(Creature creature, Vector3 dir) { var random = new System.Random(); while (Time.time - creature.spawnTime <= 2) { yield return(new WaitForFixedUpdate()); } string[] parts = { "LeftHand", "LeftForeArm", "LeftArm", "RightHand", "RightForeArm", "RightArm", "LeftFoot", "LeftLeg", "RightFoot", "RightLeg", "Head" }; int index = 0; while (index < parts.Length) { foreach (var part in creature.ragdoll.parts) { try { part.rb.AddForce((dir + Vector3.up), ForceMode.Impulse); if (part.name == parts[index]) { if (random.Next(1, 101) <= 50) { part.Slice(); } } } catch (Exception exception) { Debug.Log(exception.Message); } } index++; } if (creature.state != Creature.State.Dead) { creature.Kill(); } yield return(null); }
void OnTriggerEnter(Collider other) { System.Random r = new System.Random(); int rInt = r.Next(0, 100); Debug.Log("A"); if (probability > rInt) { Debug.Log("Dead"); EventController.current.ChangeMode("finish", "You get burn"); } }
private void Start() { energySkillOneImage.sprite = player.GetComponent <PlayerController>().energySkill1.icon; energySkillTwoImage.sprite = player.GetComponent <PlayerController>().energySkill2.icon; staminaSkillImage.sprite = player.GetComponent <PlayerController>().staminaSkill.icon; _newSkill = GetNewSkill(); var random = new System.Random(); var random1 = random.Next(0, 10); _newSkill.skillLevel = random1 > 6 ? 1 : 0; newSkillImage.sprite = _newSkill.icon; }
private void Partition(int left, int right, int top, int bottom, bool splitVertical, int splitRemaining, System.Random pseudoRandom) { if (splitRemaining <= 0 || left >= right || top >= bottom) { return; } splitRemaining -= 1; if (splitVertical) { int target = pseudoRandom.Next(left, right + 1); _mapManager.CreatePassage(new Coordinate(target, top), new Coordinate(target, bottom), drawPassage? 0: 1); Partition(left, target - 1, top, bottom, false, splitRemaining, pseudoRandom); Partition(target + 1, right, top, bottom, false, splitRemaining, pseudoRandom); } else { int target = pseudoRandom.Next(top, bottom + 1); _mapManager.CreatePassage(new Coordinate(left, target), new Coordinate(right, target), drawPassage? 0: 1); Partition(left, right, top, target - 1, true, splitRemaining, pseudoRandom); Partition(left, right, target + 1, bottom, true, splitRemaining, pseudoRandom); } }
// Select `count` elements randomly from list private IEnumerable <T> RandomSelect <T>(int count, IList <T> list, System.Random random = null) { var retVal = new List <T>(count); var randomImpl = random ?? new System.Random(); for (var i = 0; i < count; i++) { var idx = random.Next(list.Count()); retVal.Add(list[idx]); list.RemoveAt(idx); } return(retVal); }
public static int linear_fit_classification_rosenblatt(ref double[] model, double[,] inputs, double[] outputs, int iterationNumber, double step) { double[,] X = new double[inputs.GetLength(0), inputs.GetLength(1) + 1]; for (int j = 0; j < inputs.GetLength(0); j++) { X[j, 0] = 1; for (int k = 0; k < inputs.GetLength(1); k++) { X[j, k + 1] = inputs[j, k]; } } System.Random random = new System.Random(); int len1 = X.GetLength(1); double[,] rndInput = new double[len1, 1]; double[] flatRndInput = new double[len1 - 1]; double[,] rndOutput = new double[1, 1]; for (int i = 0; i < iterationNumber; i++) { int num = random.Next(0, outputs.Length); for (int j = 0; j < len1; j++) { rndInput[j, 0] = X[num, j]; if (j > 0) { flatRndInput[j - 1] = X[num, j]; } } rndOutput[0, 0] = outputs[num]; double linearClassifyRes = linear_classify(ref model, flatRndInput); double[,] sub = new double[1, 1]; sub[0, 0] = linearClassifyRes; double[,] subRes = SubstractMatrix(rndOutput, sub); double[,] multiplyRes = MultiplyMatrix(rndInput, subRes); double[,] rectModel = ToRectangular(model, 1); rectModel = AdditionMatrix(rectModel, MultiplyMatrixScalar(step, multiplyRes)); ToLinear(ref model, rectModel); } return(0); }
// FIX THIS public void shuffle() { System.Random RandomGen = new System.Random(DateTime.Now.Millisecond); ArrayList ScrambledList = new ArrayList(); Int32 Index; while (this.deck.Count > 0) { Index = RandomGen.Next(this.deck.Count); ScrambledList.Add(this.deck[Index]); this.deck.RemoveAt(Index); } this.deck = ScrambledList; }
//列表乱序函数 public static void RandomizeList(IList pList) { System.Random rng = new System.Random(); int n = pList.Count; while (n > 1) { n--; int k = rng.Next(n + 1); var value = pList[k]; pList[k] = pList[n]; pList[n] = value; } }
private GameObject FindPotentialListeningDeviceObject() { List <GameObject> potentialListeningDevices = GameObject.FindObjectsOfType <BuggableFurniture>().Select(x => x.gameObject).OfType <GameObject>().ToList(); if (potentialListeningDevices.Count == 0) { return(null); } System.Random random = new System.Random(); int randomIndex = random.Next(0, potentialListeningDevices.Count); return(potentialListeningDevices.ElementAt(randomIndex)); }
public void ReplaceSkill() { if (_newSkill.description == "Fireball" || _newSkill.description == "Summon Arrows" || _newSkill.description == "Lightning" || _newSkill.description == "Poisonous Fumes" || _newSkill.description == "Warcry" || _newSkill.description == "Metallicize" || _newSkill.description == "Berserk" || _newSkill.description == "Feel No Pain" || _newSkill.description == "Rushdown" || _newSkill.description == "Offering" || _newSkill.description == "Healing Wave") // switch energy skill { var random = new System.Random(); var skillIdx = random.Next(0, 2); var random2 = random.Next(0, 10); switch (skillIdx) { case 0: player.GetComponent <PlayerController>().energySkill1 = _newSkill; if (random2 > 6) { player.GetComponent <PlayerController>().energySkill1.skillLevel = 1; } break; case 1: player.GetComponent <PlayerController>().energySkill2 = _newSkill; if (random2 > 6) { player.GetComponent <PlayerController>().energySkill2.skillLevel = 1; } break; } } else { player.GetComponent <PlayerController>().staminaSkill = _newSkill; } LoadNextScene(); }
public Stage GenerateStage(int eventCount, int timeStep, bool shields, bool asteroids, bool bosses, bool colorsShifts, bool rotators) { var stage = new List<GameEvent> (); var currentColor = Colors.player; System.Random randGen = new System.Random (); //Set seeds! var firstShift = (int)eventCount / 3; var secondShift = (int)(eventCount * 2.0 / 3.0); for (int i = 0; i < eventCount; i++) { if (i == eventCount - 1 && bosses) { stage.Add (((GameEvent)new Boss (new Vector3 (0, 0, 0), 1, timeStep))); continue; } if (colorsShifts && (i == firstShift || i == secondShift)) { currentColor = ColorUtils.GetRandomBackgroundColor (currentColor, randGen); stage.Add ((GameEvent)new BackgroundShift (currentColor, timeStep)); continue; } var spawns = new List<Spawn> (); foreach (var slot in RandomSample(Constants.slots, randGen, randGen.Next(2,5))) { var chance = randGen.NextDouble (); var position = new Vector3 (slot, 5, 1); var color = ColorUtils.GetRandomColorForBackground (currentColor, randGen); var cannons = new bool[8]; for(int j=0; j<8; j++) { if((randGen.Next() % 3) == 0) cannons[j] = true; else cannons[j] = false; } if (cannons.All(f=>!f)) { var luckyCannon = randGen.Next () % 8; cannons [luckyCannon] = true; } spawns.Add (BuildSingleSpawn (position, cannons, shields, asteroids, rotators, color, chance)); } stage.Add ((GameEvent)new SpawnSet (spawns, timeStep)); } return new Stage (stage); }