public override void Connect(GameController controller) { _gameModel = new GameModel(); _playerController.Connect(_camera, controller.GlobalParams); _guestsManager.Connect(_gameModel, controller.GlobalParams.GuestList, controller.Pool, controller.GlobalParams, controller.GlobalParams.CommonAssets, _camera, _bubbleContainer, _minigameContainer, _playerController); _cycleManager = new CycleManager(controller, controller.Pool, _guestsManager, _bubbleContainer, _minigameContainer, controller.GlobalParams.StorylineCsv, _playerController, _camera, _gameModel); _pauseDialog.Connect(controller, TogglePause); _pauseDialog.gameObject.SetActive(false); _report.Connect(controller); _report.gameObject.SetActive(false); _tutorial.Connect(_cycleManager); OpenTutorialScreen(); _clockView.Connect(_cycleManager.Timer); _collectedMoneyWidget.Connect(_gameModel); _cycleManager.Timer.OnTimerElapsed += ShowReport; EventManager.OnCallPolice += ContinueGame; }
// Use this for initialization void Start() { cyclemanager = CycleManager.Instance; scale = gameObject.transform.localScale; count = new int[4]; for (int i = 0; i < 4; i++) { count[i] = 0; } transferredCounts = new int[4]; bool flag = true; transferredCounts[0] = cyclemanager.FirstDigit; transferredCounts[1] = cyclemanager.SecondDigit; transferredCounts[2] = cyclemanager.ThirdDigit; transferredCounts[3] = cyclemanager.FourthDigit; //If the score is initially 0000, the player has to catch exactly 9 fruits of each type foreach (int i in transferredCounts) { if (i != 0) { flag = false; } } if (flag == true) { for (int i = 0; i < 4; i++) { transferredCounts[i] = 9; } } cyclemanager.FirstDigit = 9; cyclemanager.SecondDigit = 9; cyclemanager.ThirdDigit = 9; cyclemanager.FourthDigit = 9; for (int i = 0; i < 4; i++) { countLabels [i].text = "0"; TargetLabels[i].text = transferredCounts[i].ToString(); } GameObject catchSndObj = GameObject.Find("catchsnd"); catchSnd = catchSndObj.GetComponent <AudioSource>(); }
public Game(IEnumerable<User> players, IGameMode mode, BroadcastHandler broadcastHandler, Action onFinish) { _mode = mode; _gameConfiguration = _mode.GetConfiguration(); _broadcastHandler = broadcastHandler; _map = new Map(_gameConfiguration.MapConfig); var cycleDictionary = createCycles(players); _onFinish = onFinish; _cycleManager = new CycleManager(cycleDictionary); _map.RegisterCycles(cycleDictionary); _broadcastHandler.RegisterCycles(cycleDictionary); CommandHandler = new CommandHandler(cycleDictionary); }
static void Main(string[] args) { Console.WriteLine("FizzBuzz - project"); Console.WriteLine("Insert first number"); int currentValue = int.Parse(Console.ReadLine()); Console.WriteLine("Insert second number"); int limit = int.Parse(Console.ReadLine()); CycleManager maneger = new CycleManager(); currentValue = maneger.GetEvenCount(limit); Console.ReadLine(); }
public MainWindow() { InitializeComponent(); machineControl.EventStart += new EventStartHandler(machineControleEventStart); machineControl.EventExecute += new EventExecuteHandler(machineControlEventExecute); machineControl.EventStop += new EventStopHandler(machineControleEventStop); ////Configure Notification Manager mNotificationManager = new NotificationManager(); ////Detector Service this.mDetectorMonitor = this.ct3dControl.detectorControl; this.mDetectorMonitor.configureConn(1234, "127.0.0.1", 4321, "127.0.0.1"); this.mDetectorMonitor.startService(); ////XRay Service this.mXRayMonitor = this.ct3dControl.xRayControl; this.mXRayMonitor.configurePath(PathTool.bingPathFromAppDir("conf_deployment"), PathTool.bingPathFromAppDir("logs")); //this.mXRayMonitor.configurePath(PathTool.bingPathFromAppDir("conf"), PathTool.bingPathFromAppDir("logs")); this.mXRayMonitor.startService(); ////Motion Service this.mMotionMonitor = this.ct3dControl.motionControl; this.mMotionMonitor.configurePort("COM5", 9600); this.mMotionMonitor.startService(); ////Turnable Monitor this.mTurnableMonitor = this.ct3dControl.turntableControl; this.mMotionMonitor.RotCPositionChanged += this.mTurnableMonitor.setCurrentRotC; ////Create CycleManager mCycleManager = new CycleManager(this.mXRayMonitor, this.mMotionMonitor, this.mTurnableMonitor, this.mDetectorMonitor, this.mNotificationManager); mCycleManager.EventCycleInfo += new EventCycleInfoHandler(notifyInfo); mCycleManager.EventCycleWarning += new EventCycleWarningHandler(notifyWarning); mCycleManager.EventCycleError += new EventCycleErrorHandler(notifyError); Logger.Info("=====>XRay Config = conf_deployment"); Logger.Info("=====>Motor Config = COM5"); }
private void Start() { soundManager = gameObject.GetComponent <SoundManager>(); _enclosureManager = EnclosureManager.Instance; cycleManager = CycleManagerObject.GetComponent <CycleManager>(); cycleManager.SubscribCycle(this); cycleManager.GoToAngle(1, 30); TotalSheeps = GameVariables.Initialisation.numberSheeps; Time.timeScale = 1; GetComponent <DifficultyManager>().SetDiffilculty(); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; if (SProfilePlayer.getInstance().AchievementsManager.GetAchievementByName("Player").IsComplete()) { TotalSuperSheeps = 1; } else { TotalSuperSheeps = 0; } DayStart(); }
/// <summary> /// Checks if an existing item at the focus or above that can be cycled through. /// Such items are features and bodies. /// </summary> /// <param name="state">State that can be replaced the item upon return.</param> /// <param name="cyclePosition">Position of the current node in the cycle upon return.</param> /// <returns>True if an item can be cycled through at the focus.</returns> public virtual bool IsItemCyclableThrough(out IFocusCyclableNodeState state, out int cyclePosition) { state = null; cyclePosition = -1; bool IsCyclableThrough = false; IFocusNodeState CurrentState = Focus.CellView.StateView.State; // Search recursively for a collection parent. while (CurrentState != null) { if (CurrentState is IFocusCyclableNodeState AsCyclableNodeState) { if (Controller.IsMemberOfCycle(AsCyclableNodeState, out IFocusCycleManager CycleManager)) { CycleManager.AddNodeToCycle(AsCyclableNodeState); FocusInsertionChildNodeIndexList CycleIndexList = AsCyclableNodeState.CycleIndexList; Debug.Assert(CycleIndexList.Count >= 2); int CurrentPosition = AsCyclableNodeState.CycleCurrentPosition; Debug.Assert(CurrentPosition >= 0 && CurrentPosition < CycleIndexList.Count); state = AsCyclableNodeState; cyclePosition = CurrentPosition; IsCyclableThrough = true; break; } } CurrentState = CurrentState.ParentState; } return(IsCyclableThrough); }
public void Connect(CycleManager cycleManager) { _cycleManager = cycleManager; }