private void Awake() { // get the GameManager script component em = GameObject.Find("EnemyManager").GetComponent <EnemyManager>(); player = GameObject.FindGameObjectWithTag("Player"); pl = GameObject.Find("PlayerManager").GetComponent <PlayerLevel>(); rulebook = GameObject.Find("DifficultyManager").GetComponent <Rulebook>(); ws = GameObject.Find("DifficultyManager").GetComponent <WeightSystem>(); }
public void weighting_player_test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.Start(); weight.pWeighting = ""; weight.playerWeighting = 8; weight.weighting(); Assert.That(weight.pWeighting, Is.EqualTo("high")); }
/// <summary> /// /// </summary> /// <param name="dtPin"></param> /// <param name="sckPin"></param> /// <param name="calibrationWeightSystem">Determines which calibration unit will be used</param> /// <param name="calibrationImperialUnit">Only needs entered if weight system is Imperial</param> /// <param name="calibrationMetricUnit">Only needs entered if weight system is Metric</param> /// <param name="pinNumberingScheme"></param> /// <param name="gain"></param> /// <param name="msb">Boolean indicating that the HX711 outputs the most significant bit first</param> public HX711Settings(int dtPin, int sckPin, WeightSystem calibrationWeightSystem = WeightSystem.Metric, ImperialUnit calibrationImperialUnit = ImperialUnit.Pounds, MetricUnit calibrationMetricUnit = MetricUnit.Grams, double calibrationValue = 0, PinNumberingScheme pinNumberingScheme = PinNumberingScheme.Logical, bool msb = true) { DTPin = dtPin; SCKPin = sckPin; MSB = msb; CalibrationWeightSystem = calibrationWeightSystem; CalibrationImperialUnit = calibrationImperialUnit; CalibrationMetricUnit = calibrationMetricUnit; CalibrationValue = calibrationValue; PinNumberingScheme = pinNumberingScheme; }
public void playerDeathWeighing_No_Average_Test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.playerLvl = 2; weight.playerDeaths = 1; weight.playerDeathWeighting(); Assert.That(weight.playerWeighting, Is.EqualTo(1)); }
public void weighting_enemy_test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.Start(); weight.eWeighting = ""; weight.enemyWeighting = 1; weight.weighting(); Assert.That(weight.eWeighting, Is.EqualTo("small")); }
public void playerHealthWeighting_No_Average_Test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem pHealth = weightSystem; pHealth.playerLvl = 2; pHealth.playerHealth = 35; pHealth.playerMaxHealth = 100; pHealth.playerHealthWeighting(); Assert.That(pHealth.playerWeighting, Is.EqualTo(2)); }
public void playerDamageHitsWeighing_No_Average_Test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.playerLvl = 2; weight.playerDamageHits = 100; weight.enemyDamageHits = 50; weight.playerDamageHitsWeighting(); Assert.That(weight.playerWeighting, Is.EqualTo(1)); }
public void averageOfLastThreeLevels_Test() { var average = new WeightSystem(); List <int> averageList = new List <int>(); averageList.Add(1); averageList.Add(2); averageList.Add(3); var expected = 2; var averageMethod = average.averageOfLastThreeLevels(averageList); Assert.That(averageMethod, Is.EqualTo(expected)); }
public void enemyHitPlayerWeighting_No_Average_Test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.playerLvl = 2; weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 2)); weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 1)); weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 0)); weight.allIndividualEnemyHitsOnPlayer.Insert(0, new KeyValuePair <int, int>(0, 0)); weight.enemyHitPlayerWeighting(); Assert.That(weight.enemyWeighting, Is.EqualTo(0)); }
public void enemySeenPlayerWeighting_No_Average_Test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.playerLvl = 2; weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, true)); weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, false)); weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, false)); weight.checkEnemyMovementStatus.Insert(0, new KeyValuePair <int, bool>(2, false)); weight.enemySeenPlayerWeighting(); Assert.That(weight.enemyWeighting, Is.EqualTo(3)); }
public void playerDeathWeighing_Average_Test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.playerLvl = 4; weight.allPlayerDeaths.Add(1); weight.allPlayerDeaths.Add(1); weight.allPlayerDeaths.Add(1); weight.playerDeathWeighting(); Assert.That(weight.playerWeighting, Is.EqualTo(1)); Assert.That(weight.enemyWeighting, Is.EqualTo(2)); }
public void playerDamageHitsWeighing_Average_Test() { WeightSystem weightSystem = new WeightSystem(); WeightSystem weight = weightSystem; weight.playerLvl = 4; weight.allPlayerDamageHits.Add(80); weight.allPlayerDamageHits.Add(80); weight.allPlayerDamageHits.Add(80); weight.allEnemyDamageHits.Add(45); weight.allEnemyDamageHits.Add(45); weight.allEnemyDamageHits.Add(45); weight.playerDamageHits = 100; weight.enemyDamageHits = 50; weight.playerDamageHitsWeighting(); Assert.That(weight.playerWeighting, Is.EqualTo(3)); }
/// <summary> /// Re-calibrates HX711 using the given weight system, unit, and weight value. Returns calibration factor. /// </summary> /// <param name="weightSystem"></param> /// <param name="calibrationWeight"></param> /// <param name="imperialCalibrationUnit">Only used if <paramref name="weightSystem"/> is imperial</param> /// <param name="metricCalibrationUnit">Only used if <paramref name="weightSystem"/> is metric</param> /// <param name="readings">Number of readings to average together. Defaults to 10</param> /// <returns></returns> public double Calibrate(WeightSystem weightSystem, double calibrationWeight, ImperialUnit imperialCalibrationUnit = ImperialUnit.Pounds, MetricUnit metricCalibrationUnit = MetricUnit.Grams, int readings = 10) { _readLock.Wait(); try { List <double> values = new List <double>(readings); for (int i = 0; i < readings; i++) { values.Add((ReadRaw() - TareValue) / calibrationWeight); } _settings.CalibrationValue = values.Average(); _settings.CalibrationWeightSystem = weightSystem; _settings.CalibrationMetricUnit = metricCalibrationUnit; _settings.CalibrationImperialUnit = imperialCalibrationUnit; return(_settings.CalibrationValue); } finally { _readLock.Release(); } }
public void Start() { multiplier = gameObject.GetComponent <Multiplier>(); weightSystem = gameObject.GetComponent <WeightSystem>(); }