public static MultiplayerBench FromBench(Bench origin, GameObject target, Side side, GameObject animatorRoot) { Animator animator = animatorRoot.GetComponent <Animator>(); Transform playerTarget = animatorRoot.transform.Find("root/cine_loc/player_target"); Transform playerOutTarget = animatorRoot.transform.Find("out_target"); MultiplayerBench bench = target.AddComponent <MultiplayerBench>(); bench.frontObstacleCheck = origin.frontObstacleCheck; bench.backObstacleCheck = origin.backObstacleCheck; bench.frontAnimRotation = origin.frontAnimRotation; bench.backAnimRotation = origin.backAnimRotation; bench.checkDistance = origin.checkDistance; bench.handText = origin.handText; bench.triggerType = origin.triggerType; bench.volumeTriggerType = origin.volumeTriggerType; bench.standUpCinematicController = origin.standUpCinematicController; bench.cinematicController = origin.cinematicController; bench.onCinematicStart = new CinematicModeEvent(); bench.onCinematicEnd = new CinematicModeEvent(); bench.side = side; bench.animator = animator; bench.playerTarget = playerTarget; bench.cinematicController.animatedTransform = playerTarget; bench.cinematicController.animator = animator; bench.cinematicController.informGameObject = target; bench.standUpCinematicController.animatedTransform = playerTarget; bench.standUpCinematicController.endTransform = playerOutTarget; bench.standUpCinematicController.animator = animator; bench.standUpCinematicController.informGameObject = target; return(bench); }
/* * Add to the bench with the least amount of people on it * * If nothing available return null */ public Bench AddToBench(Passenger passenger) { // find the bench with the lostwest number of passengers on it Bench mostAvailableBench = null; foreach (Bench bench in benches) { if (mostAvailableBench == null) { mostAvailableBench = bench; } else if (bench.GetBenchSpaces() > mostAvailableBench.GetBenchSpaces()) { mostAvailableBench = bench; } } // make sure there is a bench available if (mostAvailableBench != null) { mostAvailableBench.AddPassenger(passenger); return(mostAvailableBench); } return(null); }
/// <summary> /// Attempts to add a bench. /// /// ROUTE: /// "api/bench" /// /// REQUEST BODY: /// { /// "Description": `string`, /// "Latitude": `float`, /// "Longitude": `float`, /// "NumberSeats": `int`, /// "UserId": `int` /// } /// /// RESPONSE BODY: /// { /// "Success": `bool`, /// "Id": `int`, /// "Description": `string`, /// "Latitude": `float`, /// "Longitude": `float`, /// "NumberSeats": `int`, /// "UserId": `int` /// } /// </summary> /// <param name="request">The request body.</param> /// <returns>The response body.</returns> public async Task <BenchAddResponse> Post(BenchAddRequest request) { var response = new BenchAddResponse() { Success = false }; if (ModelState.IsValid) { var bench = new Bench() { Description = request.Description, Latitude = request.Latitude.Value, Longitude = request.Longitude.Value, NumberSeats = request.NumberSeats.Value, UserId = request.UserId.Value }; var benchId = await _benchRepo.AddAsync(bench); if (benchId.HasValue) { response.Success = true; response.Id = benchId.Value; response.Description = bench.Description; response.Latitude = bench.Latitude; response.Longitude = bench.Longitude; response.NumberSeats = bench.NumberSeats; response.UserId = bench.UserId; } } return(response); }
public ActionResult Add(BenchAddViewModel viewModel) { if (ModelState.IsValid) { var bench = new Bench() { Description = viewModel.Description, Latitude = viewModel.Latitude.Value, Longitude = viewModel.Longitude.Value, NumberSeats = viewModel.NumberSeats, UserId = ((CustomPrincipal)User).Id }; // TODO validation if (benchRepo.Add(bench)) { return(RedirectToAction("Index")); } else { ModelState.AddModelError("", "Unable to add bench."); } } else { ModelState.AddModelError("", "All fields are required."); } return(View(viewModel)); }
public ActionResult View(int?id) { if (id == null) { return(RedirectToAction("Index")); } BenchRepository benchRepo = new BenchRepository(context); Bench bench = benchRepo.GetBenchById(id.Value); if (bench == null) { return(RedirectToAction("Index")); } ReviewRepository reviewRepo = new ReviewRepository(context); List <Review> reviews = reviewRepo.GetReviewsByBench(id.Value); UserRepository userRepo = new UserRepository(context); List <User> users = userRepo.GetUsers(); var viewModel = new BenchViewModel(); viewModel.Id = bench.Id; viewModel.Name = bench.Name; viewModel.Seats = bench.Seats; viewModel.Description = bench.Description; viewModel.DateDiscovered = bench.DateDiscovered; viewModel.Latitude = bench.Latitude; viewModel.Longitude = bench.Longitude; viewModel.Reviews = reviews; viewModel.Users = users; return(View("View", viewModel)); }
public mGame(IBidloFactory level) { you = new Hero(); Tree[] trees = new Tree[] { new Tree(), new Tree(), new Tree(), }; Bench[] benches = new Bench[] { new Bench(), new Bench(), }; IBidlo[] bidlos = new IBidlo[100]; for (int i = 0; i < bidlos.Length; i++) { bidlos[i] = level.Create(); } park = new Park(bidlos, trees, benches); }
public void Remove_Then_Add() { var bench = new Bench(); var p1 = new PokemonCard(); var p2 = new PokemonCard(); var p3 = new PokemonCard(); var p4 = new PokemonCard(); bench.Add(p1); bench.Add(p2); bench.Add(p3); bench.Remove(p2); Assert.Equal(1, bench.GetNextFreeIndex()); bench.Add(p4); Assert.Equal(3, bench.Count); Assert.True(bench.Contains(p1)); Assert.False(bench.Contains(p2)); Assert.True(bench.Contains(p3)); Assert.True(bench.Contains(p4)); Assert.Equal(p4, bench.Pokemons[1]); }
private void UpgradeUnits(string title, int level) { AnimaText animaText = new AnimaText(); for (int i = 0; i < Bench.SIZE; i++) { if (Bench.occupied[i]) { if (Bench.units[i].title == title && Bench.units[i].level < level) { Bench bench = new Bench(); bench.Destroy(i); animaText.ShowText(Bench.benches[i], "Upgraded", Color.green); } } } for (int i = 0; i < Formation.SIZE; i++) { if (Formation.occupied[i]) { if (Formation.units[i].title == title && Formation.units[i].level < level) { Formation formation = new Formation(); formation.Destroy(i); animaText.ShowText(Formation.formations[i], "Upgraded", Color.green); } } } }
static void ProfileMath() { bool bo; byte b1, br, b2; b1 = sbyte.MaxValue - 7; b2 = sbyte.MaxValue - 13; sbyte sb1, sbr, sb2; sb1 = (sbyte)b1; sb2 = (sbyte)b2; ushort us1, usr, us2; us1 = short.MaxValue - 7; us2 = short.MaxValue - 13; short s1, sr, s2; s1 = (short)us1; s2 = (short)us2; uint ui1, uir, ui2; ui1 = int.MaxValue - 7; ui2 = int.MaxValue - 13; int i1, ir, i2; i1 = (int)ui1; i2 = (int)ui2; ulong ul1, ulr, ul2; ul1 = long.MaxValue - 7; ul2 = long.MaxValue - 13; long l1, lr, l2; l1 = (long)ul1; l2 = (long)ul2; br = 0; ulr = 0; const byte mod = 121; var bench = new Bench(); bench.Time("sbyte.AbsU", () => { br = sb1.AbsU(); br = sb1.AbsU(); br = sb1.AbsU(); br = sb1.AbsU(); br = sb1.AbsU(); }, 5); bench.Time("short.AbsU", () => { usr = s1.AbsU(); usr = s1.AbsU(); usr = s1.AbsU(); usr = s1.AbsU(); usr = s1.AbsU(); }, 5); bench.Time("int.AbsU", () => { uir = i1.AbsU(); uir = i1.AbsU(); uir = i1.AbsU(); uir = i1.AbsU(); uir = i1.AbsU(); }, 5); bench.Time("long.AbsU", () => { ulr = l1.AbsU(); ulr = l1.AbsU(); ulr = l1.AbsU(); ulr = l1.AbsU(); ulr = l1.AbsU(); }, 5); bench.Time("byte.MulMod", () => { br = b1.MulMod(b2, 143); br = b1.MulMod(b2, 143); br = b1.MulMod(b2, 143); br = b1.MulMod(b2, 143); br = b1.MulMod(b2, 143); }, 5); bench.Time("sbyte.MulMod", () => { sbr = sb1.MulMod(sb2, (sbyte)mod); sbr = sb1.MulMod(sb2, (sbyte)mod); sbr = sb1.MulMod(sb2, (sbyte)mod); sbr = sb1.MulMod(sb2, (sbyte)mod); sbr = sb1.MulMod(sb2, (sbyte)mod); }, 5); bench.Time("ushort.MulMod", () => { usr = us1.MulMod(us2, mod); usr = us1.MulMod(us2, mod); usr = us1.MulMod(us2, mod); usr = us1.MulMod(us2, mod); usr = us1.MulMod(us2, mod); }, 5); bench.Time("short.MulMod", () => { sr = s1.MulMod(s2, mod); sr = s1.MulMod(s2, mod); sr = s1.MulMod(s2, mod); sr = s1.MulMod(s2, mod); sr = s1.MulMod(s2, mod); }, 5); bench.Time("uint.MulMod", () => { uir = ui1.MulMod(ui2, mod); uir = ui1.MulMod(ui2, mod); uir = ui1.MulMod(ui2, mod); uir = ui1.MulMod(ui2, mod); uir = ui1.MulMod(ui2, mod); }, 5); bench.Time("int.MulMod", () => { ir = i1.MulMod(i2, mod); ir = i1.MulMod(i2, mod); ir = i1.MulMod(i2, mod); ir = i1.MulMod(i2, mod); ir = i1.MulMod(i2, mod); }, 5); bench.Time("ulong.MulMod", () => { ulr = ul1.MulMod(ul2, mod); ulr = ul1.MulMod(ul2, mod); ulr = ul1.MulMod(ul2, mod); ulr = ul1.MulMod(ul2, mod); ulr = ul1.MulMod(ul2, mod); }, 5); bench.Time("long.MulMod", () => { lr = l1.MulMod(l2, mod); lr = l1.MulMod(l2, mod); lr = l1.MulMod(l2, mod); lr = l1.MulMod(l2, mod); lr = l1.MulMod(l2, mod); }, 5); bench.Time("uint.ModPow", () => { uir = ui1.ModPow(ui2, mod); uir = ui1.ModPow(ui2, mod); uir = ui1.ModPow(ui2, mod); uir = ui1.ModPow(ui2, mod); uir = ui1.ModPow(ui2, mod); }, 5); bench.Time("ulong.ModPow", () => { ulr = ul1.ModPow(ul2, mod); ulr = ul1.ModPow(ul2, mod); ulr = ul1.ModPow(ul2, mod); ulr = ul1.ModPow(ul2, mod); ulr = ul1.ModPow(ul2, mod); }, 5); }
public void BuyUnit(int i) { if (occupied[i]) { Bench bench = new Bench(); int benchNmb = bench.GetAvailableBench(); if (benchNmb < Bench.SIZE) { Money money = new Money(); if (money.UseGold(units[i].cost)) { Upgrade upgrade = new Upgrade(); units[i].level = upgrade.NewUnit(units[i].title); for (int j = 1; j < units[i].level; j++) { units[i].attack = Mathf.RoundToInt(units[i].attack * 1.5f); units[i].health = Mathf.RoundToInt(units[i].health * 1.5f); units[i].maxHealth = Mathf.RoundToInt(units[i].maxHealth * 1.5f); units[i].armor = Mathf.RoundToInt(units[i].armor * 1.5f); units[i].resist = Mathf.RoundToInt(units[i].resist * 1.5f); } if (units[i].level == 4) { units[i].image = Resources.Load <Sprite>("Creature Icons Upgrade/" + units[i].image.name); } bench.AddUnit(units[i], benchNmb); recruits[i].GetComponentInChildren <Image>().enabled = true; videoPlayer[i].GetComponentInChildren <VideoPlayer>().clip = null; videoPlayer[i].GetComponentInChildren <VideoPlayer>().Stop(); Destroy(i); } } } }
public async Task <IActionResult> PutBench([FromRoute] int id, [FromBody] Bench bench) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != bench.Id) { return(BadRequest()); } _context.Entry(bench).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!BenchExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public Controller() { display = new Display(); ground = new Ground(display.Side); plate = new Plate(display.PlateHeight, display.PlateWidth); bench = new Bench(display.BenchHeight, display.BenchWidth); }
public Game(IBidloFactory factory) { gamer = new Hero(); // В игре должен быть главный герой, за которого бы будем играть Tree[] trees = new Tree[] { // Задаём список деревьев, которые будут на локации new Tree(), new Tree(), new Tree() }; Bench[] benches = new Bench[] { // Задаём список скамеек, которые будут на локации new Bench(), new Bench(), new Bench() }; IBidlo[] bidlos = new IBidlo[100]; // Задаём список монстров на локации for (int i = 0; i < bidlos.Length; i++) { bidlos[i] = factory.Create(); // заполнение массива делегировано фабричному методу } location = new Park(bidlos, trees, benches); // инициализируем игровую локацию // Обратите внимание, что эта портянка вообще ничего не знает о пространстве имён с // конкретными монстрами. Вместо этого происходит манипуляция абстракциями и фабриками. // Теперь насколько бы большой не была бы иерархия наследования быдла, она не будет нам мешать // при разработке этой части приложения (да и вообще какой-то другой части). // О конкретном быдло (Alkash, Exhibitionist, Gopnik) знают только конкретные фабрики, которые // работают с быдлом. Но при этом фабрики ничего не знают о других частях программы. // Инкапсуляция, мать её. }
private void PlayerEnterBenchArea(AreaBase area) { if (area.GetData("rbMod_Id", out Guid benchId)) { CurBench = BenchManager.GetBench(benchId); CanUseBench = CurBench == null ? false : (CurBench.Owner == Character.Unknown || CurBench.Owner == Util.GetCharacterFromModel(Game.Player.Character.Model.Hash)); } }
public void HandleStandUp() { if (_currentBench != null) { _currentBench = null; CalculateRandomTarget(); } }
static void Time(Bench bench, string name, Action target, int reps) { var res = bench.Time(name, target, reps); string nanos = res.NanosecondsPerOperation.ToString("#,##0.0"); nanos = new string(' ', 12 - nanos.Length) + nanos; Console.WriteLine(res.Name + new String('.', 40 - res.Name.Length) + nanos + " nanos/op\r"); }
public static void Postfix(Bench __instance) { NitroxId id = NitroxEntity.GetId(__instance.gameObject); // Request to be downgraded to a transient lock so we can still simulate the positioning. simulationOwnership.RequestSimulationLock(id, SimulationLockType.TRANSIENT); localPlayer.AnimationChange(AnimChangeType.BENCH, AnimChangeState.UNSET); }
public void FormationClicked(int i) { Bench bench = new Bench(); int iBench = Bench.iBench; if (iBench < Bench.SIZE) { if (!occupied[i]) { AddUnit(Bench.units[iBench], i); bench.Destroy(iBench); } else { Unit temp = units[i]; AddUnit(Bench.units[iBench], i); bench.AddUnit(temp, iBench); } } else if (iFormation == SIZE && !occupied[i]) { iFormation = SIZE; } else if (iFormation == SIZE) { iFormation = i; Info info = new Info(); info.ShowUnit(units[i]); } else { if (iFormation != i) { if (occupied[iFormation] || occupied[i]) { if (!occupied[iFormation]) { AddUnit(units[i], iFormation); Destroy(i); } else if (!occupied[i]) { AddUnit(units[iFormation], i); Destroy(iFormation); } else { Unit temp = units[i]; AddUnit(units[iFormation], i); AddUnit(temp, iFormation); } } } iFormation = SIZE; } Bench.iBench = Bench.SIZE; }
void DoStruct() { uiText.text += Bench.Start(); for (int i = 0; i < qty; ++i) { structs[i].patate = 42; } uiText.text += Bench.End("Structs"); }
public void GetNextFreeIndex_NotEmpty() { var bench = new Bench(); bench.Add(new PokemonCard()); bench.Add(new PokemonCard()); Assert.Equal(2, bench.GetNextFreeIndex()); }
private void PlayerLeaveBenchArea(AreaBase area) { CurBench = null; CanUseBench = false; MenuPool.CloseAllMenus(); CurCraftingAmounts.Clear(); MaterialMenuItems.Clear(); }
void DoClass() { uiText.text += Bench.Start(); for (int i = 0; i < qty; ++i) { classes[i].patate = 42; } uiText.text += Bench.End("Classes"); }
public static void Postfix(Bench __instance) { NitroxId id = NitroxEntity.GetId(__instance.gameObject); SimulationOwnership simulationOwnership = NitroxServiceLocator.LocateService <SimulationOwnership>(); // Request to be downgraded to a transient lock so we can still simulate the positioning. simulationOwnership.RequestSimulationLock(id, SimulationLockType.TRANSIENT); }
public static void Postfix(Bench __instance) { NitroxId id = NitroxEntity.GetId(__instance.gameObject); // Request to be downgraded to a transient lock so we can still simulate the positioning. simulationOwnership.RequestSimulationLock(id, SimulationLockType.TRANSIENT); localPlayer.AnimationChange(AnimChangeType.BENCH, AnimChangeState.OFF); __instance.StartCoroutine(ResetAnimationDelayed(__instance.standUpCinematicController.interpolationTimeOut)); }
public void Add_Empty() { var bench = new Bench(); bench.Add(new PokemonCard()); bench.Add(new PokemonCard()); bench.Add(new PokemonCard()); Assert.Equal(3, bench.Count); }
static void TimeDamOSA() { var bench = new Bench(20, 1000, false); RunDamOSABenches(bench, 5, 5, 400, 24); RunDamOSABenches(bench, 15, 15, 200, 24); RunDamOSABenches(bench, 25, 25, 200, 24); RunDamOSABenches(bench, 100, 100, 50, 20); RunDamOSABenches(bench, 1000, 1000, 16, 15); }
public Bench GetById(int id) { Bench bench = context.Benches .Include(b => b.User) .Include(b => b.Reviews) .Where(b => b.Id == id) .SingleOrDefault(); bench.SetRating(); return(bench); }
public void HandleSitdown(Bench bench) { if (IsGoingAway) { return; } _currentBench = bench; AttackTarget = null; transform.position = new Vector3(bench.transform.position.x, bench.transform.position.y, transform.position.z); ActivateState((int)MovableCharacterStates.Sit); }
public async Task <IActionResult> PostBench([FromBody] Bench bench) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.Benches.Add(bench); await _context.SaveChangesAsync(); return(CreatedAtAction("GetBench", new { id = bench.Id }, bench)); }
static void TimeLevenshtein() { var bench = new Bench(20, 1000, false); //var words = File.ReadAllLines("wordlist.txt"); //strings = words.Where(w => w.Length >= 15 && w.Length <= 15).ToList(); RunLevBenches(bench, 5, 5, 400, 24); RunLevBenches(bench, 15, 15, 200, 24); RunLevBenches(bench, 25, 25, 200, 24); RunLevBenches(bench, 100, 100, 50, 20); RunLevBenches(bench, 1000, 1000, 16, 15); }
void VisitGateUpdate() { // if the boarding process has started, skip ahead past benches if (startedBoardingInterrupt && (state_passenger_building != STATE_GATE_GOTO_ENTER && state_passenger_building != STATE_GATE_GOTO_SEAT && state_passenger_building != STATE_GATE_SEAT_ROTATE)) { // if already entering benches, wait to get to seating part if (state_passenger_building == STATE_GATE_SEAT) { StartBoarding(); } else { state_passenger_building = STATE_GATE_GOTO_QUEUE; finalDestination = new Vector2(this.transform.position.x, this.transform.position.z); } startedBoardingInterrupt = false; } if (state_passenger_building == STATE_GATE_GOTO) { finalDestination = gate.GetEnterBenchesPosition(); steering.Visit(finalDestination); state_passenger_building = STATE_GATE_GOTO_ENTER; } else if (state_passenger_building == STATE_GATE_GOTO_ENTER) { if (HasArrived(GridHelper.GetGridCellSize() / 5)) { bench = gate.AddToBench(this); if (bench != null) { Vector2[] exitPath = bench.GetBenchEnterPath(this); steering.Visit(exitPath); finalDestination = exitPath[0]; state_passenger_building = STATE_GATE_GOTO_SEAT; } } } else if (state_passenger_building == STATE_GATE_GOTO_SEAT) { if (HasArrived(GridHelper.GetGridCellSize() / 10f)) { steering.FullStop (); finalDestination = new Vector2 (99999f, 99999f); state_passenger_building = STATE_GATE_SEAT_ROTATE; } } else if (state_passenger_building == STATE_GATE_SEAT_ROTATE) { iTween.RotateTo(gameObject,iTween.Hash( "rotation", bench.GetSeatRotation(this), "easetype", iTween.EaseType.easeInOutQuad, "time",1.0f)); state_passenger_building = STATE_GATE_SEAT; } else if (state_passenger_building == STATE_GATE_SEAT) { // on seat, waiting for boarding } else if (state_passenger_building == STATE_GATE_GOTO_QUEUE) { if (HasArrived(GridHelper.GetGridCellSize())) { // go to enter queue position //finalDestination = gate.GetEnterQueuePosition(); DISABLED FOR PASSENGER BUILDING steering.Seek(finalDestination); state_passenger_building = STATE_GATE_GOTO_QUEUE_ENTER; } } else if (state_passenger_building == STATE_GATE_GOTO_QUEUE_ENTER) { hasArrivedCounter++; if (hasArrivedCounter > 200) { print("stuck on has arrived (" + GetID() + ")"); print("this position = " + this.position + " | targetPos = " + targetPos + " | finalDestination = " + finalDestination); finalDestination = this.position; } if (HasArrived(GridHelper.GetGridCellSize())) { //print("has arrived"); // send back to visitPassengerUpdate() because that will do the whole queue thing (except for exit path?) visitBuilding = gate; exit_state = STATE_GATE_EXIT; //finalDestination = visitBuilding.EnterQueueAndGetPosition(this); DISABLED FOR PASSENGER BUILDING steering.Arrive(finalDestination); state_passenger_building = STATE_PASSENGER_BUILDING_QUEUE_ENTER; state = STATE_GATE_BOARDING_QUEUE; } } }
public void HandleSitdown(Bench bench) { if(IsGoingAway) return; _currentBench = bench; AttackTarget = null; transform.position = new Vector3(bench.transform.position.x, bench.transform.position.y, transform.position.z); ActivateState((int) MovableCharacterStates.Sit); }
public GuiObject BuildBenchWindow(Bench bench) { GuiObject window = new GuiObject(new Rect(0, 0, 300, 500), "LeftPane", bench.customname); var playerPosition = Static.Man.transform.position; window.Draw += (g) => { GUI.Box(g.rect, g.text); Debug.Log (Vector3.Distance(playerPosition,Static.Man.transform.position)); if (Vector3.Distance(playerPosition,Static.Man.transform.position)>2){ NewWindowTask=CloseWindow; NewWindow=window; return; } int i, o, boxH, boxY = 25; foreach(CraftingConversion cc in bench.craftables) { i = o = 0; int[] hasInInventory = man.GetComponent<Inventory>().GetAmounts(cc.reqs); boxH = Mathf.Max(cc.reqs.Length, cc.yields.Length) * 25 + 35; GUI.Box(new Rect(5, boxY, 290, boxH - 5), ""); int index = 0; bool cancraft = true; foreach (var rc in cc.reqs) { SetColor(() => {return hasInInventory[index] >= rc.amount;}); if (hasInInventory[index] < rc.amount) cancraft = false; GUI.Label(new Rect(10, boxY + 5 + i * 20, 150, 25), hasInInventory[index++] + "/" + rc.amount + " " + rc.item.GetName()); i++; } foreach (ItemCount y in cc.yields) { GUI.Label(new Rect(225, boxY + 5 + o * 20, 70, 25), y.amount + " " + y.item.GetName()); o++; } GUI.Label(new Rect(130, boxY + 5, 60, 25), "------>"); SetColor(); GUI.Label(new Rect(10, boxY + boxH - 35, 130, 25), cc.name); GUI.enabled = cancraft; if (GUI.Button(new Rect(225, boxY + boxH - 35, 60, 25), "Craft")) { Inventory inv = man.GetComponent<Inventory>(); foreach (ItemCount rc in cc.reqs) { inv.AddToInventory(rc.item, -rc.amount); } foreach (ItemCount y in cc.yields) { inv.AddToInventory(y.item, y.amount); } } GUI.enabled = true; boxY += boxH; } }; return window; }
private void addTestObjects() { int i = 0; int padding = 10; int numObjects = mFailCount > 20 ? 2 : 10; int len = mContainer.GetChildCount(); if ( len + numObjects > Main.LIMIT ) numObjects = Main.LIMIT - len; for ( i=0; i<numObjects; ++i ) { Bench s = new Bench(); s.x = - Futile.screen.halfWidth + padding + RXRandom.Float() * ( Futile.screen.width - 2 * padding ); s.y = - Futile.screen.halfHeight + padding + RXRandom.Float() * ( Futile.screen.height - 2 * padding ); mContainer.AddChild( s ); } }
/// <summary> /// Creates the bench. /// </summary> /// <param name="transform">The transform.</param> /// <returns>The created bench</returns> public static Bench CreateBench(Transform transform) { Bench bench = new Bench(transform, lastBenchId++); benches.Add(bench); return bench; }