public static Compaign CreateCompaign(Annonceur annonceur, TypeCompaign typeCompaign, Vague vague, Marque marque = null) { var comp= new Compaign(){Annonceur = annonceur,Marque = marque,id = Guid.NewGuid(),TypeCompaign = typeCompaign,Vague = vague}; comp.Signalitiques = vague.Signalitique; return comp; }
public void ChargerVague(Vague v) { if (Vagues.Count() < NB_VAGUE - 1) { //Vagues[Vagues.Count()+1](v); } }
public static VagueCreationReponse ConvertVagueToResponse(this Vague vague) { var response = new VagueCreationReponse { Vague = vague }; return(response); }
public Senario(int nb_vie) { this.Nb_vie = nb_vie; Joueurs = new Joueur[NB_MAX_JOUEUR]; Vagues = new Vague[NB_VAGUE]; Tours = new List <Tour>(); }
private void dispatchVague(Vague vague) { int h1 = 0; int f1 = 0; int c1 = 0; int h2 = 0; int f2 = 0; int c2 = 0; int h3 = 0; int f3 = 0; int c3 = 0; //Debug.Log (vague._hunterNumber); int modH = vague._hunterNumber % 4; h1 = vague._hunterNumber / 4; h3 = vague._hunterNumber / 4; h2 = vague._hunterNumber / 2 + modH; int modF = vague._frigateNumber % 4; f1 = vague._frigateNumber / 4; f3 = vague._frigateNumber / 4; f2 = vague._frigateNumber / 2 + modF; int modC = vague._cruiserNumber % 4; c1 = vague._cruiserNumber / 4; c3 = vague._cruiserNumber / 4; c2 = vague._cruiserNumber / 2 + modC; _lineAttack1.setShips(h1, f1, c1); _lineAttack2.setShips(h2, f2, c2); _lineAttack3.setShips(h3, f3, c3); _fpNow = vague._FP; _vagueNumberNow = vague._number; }
public Partie() { Terrain t = new Terrain("gouffre", 16, 16, 1); t.initTerrain(); Vague v1 = new Vague(50); int i = 0; while (i < 50) { v1.AjouterUnite(new Unite("Troll_" + i, 250)); i++; } Senario s = new Senario(100); s.InitJoueur(2); s.Terrain = t; Moteur m = new Moteur(s.Terrain); }
// Use this for initialization void Awake() { m_seaMaterial = SeaRenderer.material; if (m_seaMaterial.HasProperty("_WavesAmount") == false || m_seaMaterial.HasProperty("_windDir") == false) { Debug.LogError("The SeaRenderer associated doesn't have the right Material Shader"); gameObject.SetActive(false); } if (m_seaMaterial.HasProperty("_WavesAmount")) m_seaMaterial.SetFloat("_WavesAmount", amount); for (int i = 0; i < WaveParameters.Length; ++i) { WaveParameter parametres = WaveParameters[i]; //new child vague game object GameObject go = Instantiate(WavePrefab); vague = go.GetComponent<Vague>(); vague.transform.Rotate(Vector3.up * parametres.angle); vague.waveLenght = parametres.waveLenght; parametres.period = Mathf.Sqrt(vague.waveLenght / 1.6f); vague.period = parametres.period; vague.radius = parametres.radius; if (parametres.density > 1) parametres.density = 1f; if (parametres.density <= 0) parametres.density = 0.001f; vague.density = parametres.density; if (parametres.advance > Mathf.PI / 2) parametres.advance = Mathf.PI / 2; if (parametres.advance < 0) parametres.advance = 0; vague.advance = parametres.advance; vague.transform.parent = transform; } vagues = gameObject.GetComponentsInChildren<Vague>(); }
public void ChangementInsertion(object sender, EventArgsMedia e) { MediaAct = e.Media; supportAct = e.Support; FormatAct = e.Format; ListeLibelleAct = e.Libelle; vagueAct = e.vague; FiltreAct = e.filtre; supportTvAct = e.SupportTv; supportPrAct = e.SupportPr; supportRdAct = e.SupportRd; }
public void createNextVague() { int fp = _fp; int nbH = 0; int nbF = 0; int nbC = 0; //init with 20% of Hunter int fpInitHunter = (int)(fp * _minPercentHunter); fp = fp - fpInitHunter; do { nbH++; fpInitHunter -= _costHunter; if (fpInitHunter < 0) { nbH--; fpInitHunter = 0; } } while(fpInitHunter > 0); int nbMaxCruiser = (int)((fp * _maxPercentCruiser) / _costCruiser); do { int possible = 2; if (fp < _costCruiser && nbC == nbMaxCruiser) { possible = 1; } if (fp < _costFrigate) { possible = 0; } int selectShip = Random.Range(0, possible + 1); if (selectShip == 0) { nbH++; fp -= _costHunter; if (fp < 0) { nbH--; fp = 0; } } else if (selectShip == 1) { nbF++; fp -= _costFrigate; } else if (selectShip == 2) { nbC++; fp -= _costCruiser; } } while(fp > 0); _tabVague = new Vague(_fp, nbH, nbF, nbC, _numVague); updateVague(); }
public static Compaign CreateCompaign(Annonceur annonceur, TypeCompaign typeCompaign, Filter filtre, Vague vague, Marque marque = null) { var comp= new Compaign() { Annonceur = annonceur, Marque = marque, id = Guid.NewGuid(), TypeCompaign = typeCompaign,Filtre = filtre,Vague = vague}; comp.Signalitiques = (comp.GetSignalitique()).ToList(); return comp; }
public static Vague CreateVague(String vagueName) { var vague = new Vague() {id = new Guid(),Libelle = vagueName}; return vague; }