public void playTest() { fire instance = new fire(); instance.play(); Assert.Fail(); }
public void fireTest() { fire instance = new fire(); instance.fireGun(); Assert.Fail(); }
//public float time2; // Use this for initialization void Start() { instance = this; cd = new CDTime[2]; cd[0] = new CDTime(cd1); cd[1] = new CDTime(cd2); }
public List <fire> GetFireList() { List <fire> lc = new List <fire>(); string sql = "select srcUid,count(id) as b from t_user where srcUid > 0 and date(addOn) > '2017-05-01' group by srcUid order by b desc"; using (DataTable dt = helper.GetDataTable(sql)) { if (dt != null && dt.Rows.Count > 0) { foreach (DataRow r in dt.Rows) { fire o = new fire() { nickName = "", photoUrl = "", uId = Convert.ToInt32(r["srcUid"]), fireNum = Convert.ToInt16(r["b"]) }; user u = new _User().GetUser("", "", o.uId); if (u != null) { o.nickName = u.nickName; o.contact = u.contact; o.photoUrl = u.photoUrl; } lc.Add(o); } } } return(lc); }
// Use this for initialization void Start() { sparks = new fire[sparkAmount]; for (int i = 0; i < sparkAmount; i++) { sparks[i] = new fire(); sparks[i].ball = Instantiate(spark); sparks[i].Acceleration = Vector3.up; sparks[i].Velocity = Vector3.zero; sparks[i].damp = .1f; } }
// Use this for initialization void Start() { myFire = GetComponentInChildren <fire>(); speed = myFire.speed; multi = myFire.max - myFire.min; multi *= bullshit; d = ((Mathf.Pow(multi * speed, 2f)) / Physics.gravity.y) * Mathf.Sin(90);//distance Vector3 indicPos = (((d / speed) * 1.3f) * transform.forward) + transform.position; indicator.transform.position = indicPos; }
public void Save() { // 1. Get the SaveName; string scenarioName = ScenarioName.text; // 2. Get all the existing scenes from gamemanager. List <GameObject> AllScenes = null; if (gamemanager.name == "DesignSceneGameManager") { AllScenes = gamemanager.GetComponent <DesignSceneGameManager>().AllScenes; } // 3. Create a folder named with savename. WorkingDirectory = Application.persistentDataPath + "/" + scenarioName; // If there already exists a scenario with scenarioName, replace it with the new one. Therefore, // users should make sure not to use the same scenario name if (Directory.Exists(WorkingDirectory)) { Directory.Delete(WorkingDirectory, true); } Directory.CreateDirectory(WorkingDirectory); // 4. For each scene, do the followings foreach (GameObject Scene in AllScenes) { // 4.1 create a sub-folder with the scenarioName name WorkingDirectory = Application.persistentDataPath + "/" + scenarioName + "/" + Scene.name; Directory.CreateDirectory(WorkingDirectory); // 4.2 create a list to store all the names of the objects List <string> AllObjectNames = new List <string>(); // 4.3 Fill in the class SceneDetails according to the design of the scene SceneDetails sceneDetails = new SceneDetails(); sceneDetails.Walls = new List <wall>(); sceneDetails.Floors = new List <floor>(); sceneDetails.Ceilings = new List <ceiling>(); sceneDetails.Obstacles = new List <obstacle>(); sceneDetails.Doors = new List <door>(); sceneDetails.Fires = new List <fire>(); sceneDetails.Pedestrians = new List <pedestrian>(); sceneDetails.Players = new List <player>(); // 4.3.1 Fill in the simulation info sceneDetails.SimTime = Scene.GetComponent <SceneInfo>().SimulationTime; sceneDetails.Width = Scene.GetComponent <SceneInfo>().Width; sceneDetails.Length = Scene.GetComponent <SceneInfo>().Length; sceneDetails.Height = Scene.GetComponent <SceneInfo>().Height; sceneDetails.PlayerX = Scene.GetComponent <SceneInfo>().PlayerX; sceneDetails.PlayerY = Scene.GetComponent <SceneInfo>().PlayerY; // 4.3.2 fill in the info of different objects into sceneDetails foreach (Transform ChildObjectTransform in Scene.transform) { // Wall and its doors if (ChildObjectTransform.tag == "Wall") { wall WallInfo = new wall(); Wall wallinfo = ChildObjectTransform.gameObject.GetComponent <Wall>(); AllObjectNames.Add(wallinfo.Name); WallInfo.NameIndex = AllObjectNames.Count - 1; WallInfo.xpos = wallinfo.x_pos; WallInfo.ypos = wallinfo.y_pos; WallInfo.zrot = wallinfo.z_rot; WallInfo.Width = wallinfo.Width; WallInfo.Height = wallinfo.Height; WallInfo.Opacity = wallinfo.Opacity; sceneDetails.Walls.Add(WallInfo); // doors that are attached to it foreach (Transform doorTransform in ChildObjectTransform) { if (doorTransform.tag == "Door") { door DoorInfo = new door(); Door doorinfo = doorTransform.gameObject.GetComponent <Door>(); AllObjectNames.Add(doorinfo.Name); DoorInfo.NameIndex = AllObjectNames.Count - 1; DoorInfo.RelativePosition = doorinfo.RelativePosition; DoorInfo.Width = doorinfo.Width; DoorInfo.Height = doorinfo.Height; if (doorinfo.Open) { DoorInfo.Open = 1; } else { DoorInfo.Open = 0; } DoorInfo.WallNameIndex = WallInfo.NameIndex; AllObjectNames.Add(doorinfo.NextScene.name); DoorInfo.SceneNameIndex = AllObjectNames.Count - 1; sceneDetails.Doors.Add(DoorInfo); } } } // Floor else if (ChildObjectTransform.tag == "Floor") { floor FloorInfo = new floor(); Floor floorinfo = ChildObjectTransform.gameObject.GetComponent <Floor>(); AllObjectNames.Add(floorinfo.Name); FloorInfo.NameIndex = AllObjectNames.Count - 1; FloorInfo.xpos = floorinfo.x_pos; FloorInfo.ypos = floorinfo.y_pos; FloorInfo.Width = floorinfo.Width; FloorInfo.Length = floorinfo.Length; sceneDetails.Floors.Add(FloorInfo); } // Ceiling else if (ChildObjectTransform.tag == "Ceiling") { ceiling CeilingInfo = new ceiling(); Ceiling ceilinginfo = ChildObjectTransform.gameObject.GetComponent <Ceiling>(); AllObjectNames.Add(ceilinginfo.Name); CeilingInfo.NameIndex = AllObjectNames.Count - 1; CeilingInfo.xpos = ceilinginfo.x_pos; CeilingInfo.ypos = ceilinginfo.y_pos; CeilingInfo.zpos = ceilinginfo.z_pos; CeilingInfo.Width = ceilinginfo.Width; CeilingInfo.Length = ceilinginfo.Length; CeilingInfo.Opacity = ceilinginfo.Opacity; sceneDetails.Ceilings.Add(CeilingInfo); } // Obstacle else if (ChildObjectTransform.tag == "Obstacle") { obstacle ObstacleInfo = new obstacle(); Obstacle obstacleinfo = ChildObjectTransform.gameObject.GetComponent <Obstacle>(); AllObjectNames.Add(obstacleinfo.Name); ObstacleInfo.NameIndex = AllObjectNames.Count - 1; ObstacleInfo.xpos = obstacleinfo.x_pos; ObstacleInfo.ypos = obstacleinfo.y_pos; ObstacleInfo.Width = obstacleinfo.Width; ObstacleInfo.Length = obstacleinfo.Length; ObstacleInfo.Height = obstacleinfo.Height; ObstacleInfo.Opacity = obstacleinfo.Opacity; sceneDetails.Obstacles.Add(ObstacleInfo); } // Fire else if (ChildObjectTransform.tag == "Fire") { fire FireInfo = new fire(); Fire fireinfo = ChildObjectTransform.gameObject.GetComponent <Fire>(); AllObjectNames.Add(fireinfo.Name); FireInfo.NameIndex = AllObjectNames.Count - 1; FireInfo.xpos = fireinfo.x_pos; FireInfo.ypos = fireinfo.y_pos; FireInfo.zpos = fireinfo.z_pos; FireInfo.Width = fireinfo.Width; FireInfo.Length = fireinfo.Length; FireInfo.HRRPUA = fireinfo.HRRPUA; FireInfo.CO_YIELD = fireinfo.CO_YIELD; FireInfo.SOOT_YIELD = fireinfo.SOOT_YIELD; FireInfo.Fuel = Array.IndexOf(fireinfo.Fuels, fireinfo.FUEL); sceneDetails.Fires.Add(FireInfo); } // Pedestrian else if (ChildObjectTransform.tag == "Pedestrian") { pedestrian PedestrianInfo = new pedestrian(); Pedestrian pedestrianinfo = ChildObjectTransform.gameObject.GetComponent <Pedestrian>(); AllObjectNames.Add(pedestrianinfo.Name); PedestrianInfo.NameIndex = AllObjectNames.Count - 1; PedestrianInfo.xpos = pedestrianinfo.x_pos; PedestrianInfo.ypos = pedestrianinfo.y_pos; PedestrianInfo.Speed = pedestrianinfo.Speed; PedestrianInfo.Health = pedestrianinfo.Health; AllObjectNames.Add(pedestrianinfo.Exit.name); PedestrianInfo.ExitNameIndex = AllObjectNames.Count - 1; sceneDetails.Pedestrians.Add(PedestrianInfo); } else if (ChildObjectTransform.tag == "Player") { player PlayerInfo = new player(); Player playerinfo = ChildObjectTransform.gameObject.GetComponent <Player>(); AllObjectNames.Add(playerinfo.Name); PlayerInfo.NameIndex = AllObjectNames.Count - 1; PlayerInfo.xpos = playerinfo.x_pos; PlayerInfo.ypos = playerinfo.y_pos; PlayerInfo.Speed = playerinfo.Speed; PlayerInfo.Health = playerinfo.Health; sceneDetails.Players.Add(PlayerInfo); } } // 4.4 Save AllObjectNames into a text file StreamWriter NamesTxtFile = new StreamWriter(WorkingDirectory + "/AllNames.txt"); foreach (string name in AllObjectNames) { NamesTxtFile.WriteLine(name); } NamesTxtFile.Close(); // 4.5 Save sceneDetails into a binary file, SceneDetails.dat BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(WorkingDirectory + "/SceneDetails.dat", FileMode.OpenOrCreate); bf.Serialize(file, sceneDetails); file.Close(); } }
public void frstchanceTest() { fire obj = new fire(); }
void Start() { fire1 = GetComponent <fire>(); }
public void genNoTest() { fire obj = new fire(); }