// Use this for initialization void Start() { settingFile = Resources.Load<GameSetting>("Setting/GameSetting"); titleText = this.GetComponent<Text>(); titleText.color = new Color(1,1,1,0); StartCoroutine (EffectText ()); }
static GameSetting() { setting = FindObjectOfType(typeof(GameSetting)) as GameSetting; if (setting == null) { GameObject obj2 = new GameObject("GameSetting"); setting = obj2.AddComponent(typeof(GameSetting)) as GameSetting; } if (setting == null) return; setting.MobileType = 1; setting.DeviceID = "00-E1-4C-36-F5-C8";//更换会重新注册账号 setting.ScreenX = 860; setting.ScreenY = 460; setting.RetailID = "0000"; setting.GameID = 1; setting.ServerID = 1; setting.ClientAppVersion = "1.0"; }
/// <summary> /// 转账 /// </summary> /// <param name="siteId">所属商户</param> /// <param name="game">当前游戏配置</param> /// <param name="user">用户信息</param> /// <param name="action">转入转出类型</param> /// <param name="orderID">转账订单号(本地)</param> /// <param name="currency">货币类型</param> /// <param name="money">金额</param> /// <returns></returns> public TransferResult Transfer(Site site, GameSetting game, UserGame user, TransferAction action, string orderID, decimal money) { if (user == null) { return(new TransferResult(ResultStatus.NoUser)); } // 订单格式的判断 if (WebAgent.IsUserName(orderID, 2, 16)) { return(new TransferResult(ResultStatus.OrderIDFormat)); } // 金额判断(默认是2位小数,如果游戏接口的特别要求,则在游戏接口中返回金额错误) if (money <= 0M || Math.Round(money, 2) != money) { return(new TransferResult(ResultStatus.BadMoney)); } // 本地锁(如果部署集群则需要修改成为分布式锁) lock (LockHelper.GetLoker($"{user.ToString()}")) { //同一个商户订单重复,不允许操作 if (this.ReadDB.Exists <UserTransfer>(t => t.SiteID == site.ID && t.SourceID == orderID)) { return(new TransferResult(ResultStatus.ExistsOrder)); } //添加转账记录,把状态设置为转账中 UserTransfer userTransfer = new UserTransfer() { SiteID = site.ID, GameID = game.ID, UserID = user.UserID, Money = money, Action = action, CreateAt = DateTime.Now, FinishAt = DateTime.MinValue, SystemID = string.Empty, SourceID = orderID, Status = TransferStatus.Paying }; this.WriteDB.InsertIdentity(userTransfer); // 调用API接口 TransferResult result = game.Setting.Transfer(new TransferInfo() { Prefix = site.Prefix, UserName = user.Account, Action = action, OrderID = orderID, Currency = site.Currency, Money = money }); userTransfer.SystemID = result.SystemID; userTransfer.FinishAt = DateTime.Now; userTransfer.Status = result.Status switch { ResultStatus.Exception => TransferStatus.Exception, ResultStatus.Success => TransferStatus.Success, _ => TransferStatus.Faild }; this.WriteDB.Update(userTransfer, t => t.SystemID, t => t.FinishAt, t => t.Status); if (!result) { return(new TransferResult(result.Status)); } if (result.Balance != null) { UserAgent.Instance().UpdateBalance(user, result.Balance.Value); } else { BalanceResult balanceResult = this.GetBalance(site, game, user); if (balanceResult) { result.Balance = balanceResult.Balance; } } return(result); } }
public void Fill_LeftStrg31(GridStrategy gStrategy, GameSetting gameSetting) { //double _treshold = 0.7; double _treshold = 0; StringBuilder sb = new StringBuilder(); //nodes for (int i = 0; i < gStrategy.Rules.Count; i++) { AddNode(new Node(i, gStrategy.Rules[i])); } GridStrategy offensiveM = new GridStrategy(); offensiveM.Rules.Add(gStrategy.Rules[0]); offensiveM.Rules.Add(gStrategy.Rules[1]); offensiveM.Rules.Add(gStrategy.Rules[2]); offensiveM.Rules.Add(gStrategy.Rules[3]); GridStrategy offensiveR = new GridStrategy(); offensiveR.Rules.Add(gStrategy.Rules[4]); offensiveR.Rules.Add(gStrategy.Rules[5]); offensiveR.Rules.Add(gStrategy.Rules[6]); offensiveR.Rules.Add(gStrategy.Rules[7]); offensiveR.Rules.Add(gStrategy.Rules[8]); offensiveR.Rules.Add(gStrategy.Rules[9]); GridStrategy offensiveL = new GridStrategy(); offensiveL.Rules.Add(gStrategy.Rules[10]); offensiveL.Rules.Add(gStrategy.Rules[11]); offensiveL.Rules.Add(gStrategy.Rules[12]); offensiveL.Rules.Add(gStrategy.Rules[13]); offensiveL.Rules.Add(gStrategy.Rules[14]); offensiveL.Rules.Add(gStrategy.Rules[15]); GridStrategy defensiveM = new GridStrategy(); defensiveM.Rules.Add(gStrategy.Rules[16]); defensiveM.Rules.Add(gStrategy.Rules[17]); defensiveM.Rules.Add(gStrategy.Rules[18]); defensiveM.Rules.Add(gStrategy.Rules[19]); GridStrategy defensiveR = new GridStrategy(); defensiveR.Rules.Add(gStrategy.Rules[20]); defensiveR.Rules.Add(gStrategy.Rules[21]); defensiveR.Rules.Add(gStrategy.Rules[22]); defensiveR.Rules.Add(gStrategy.Rules[23]); defensiveR.Rules.Add(gStrategy.Rules[24]); defensiveR.Rules.Add(gStrategy.Rules[25]); GridStrategy defensiveL = new GridStrategy(); defensiveL.Rules.Add(gStrategy.Rules[26]); defensiveL.Rules.Add(gStrategy.Rules[27]); defensiveL.Rules.Add(gStrategy.Rules[28]); defensiveL.Rules.Add(gStrategy.Rules[29]); defensiveL.Rules.Add(gStrategy.Rules[30]); List <GridStrategy> lStrategy = new List <GridStrategy>(); lStrategy.Add(offensiveM); lStrategy.Add(offensiveR); lStrategy.Add(offensiveL); lStrategy.Add(defensiveM); lStrategy.Add(defensiveR); lStrategy.Add(defensiveL); //edges double max = -1; List <Triple> values = new List <Triple>(); foreach (GridStrategy tempStrg in lStrategy) { for (int i = 0; i < tempStrg.Rules.Count - 1; i++) { for (int j = i + 1; j < tempStrg.Rules.Count; j++) { GridRule r1 = tempStrg.Rules[i]; GridRule r2 = tempStrg.Rules[j]; //ball double ballRuleSize = gStrategy.GridToReal(r1.Ball, gameSetting).DistanceFrom( gStrategy.GridToReal(r2.Ball, gameSetting) ); //mine double mineSize = 0; for (int k = 0; k < gameSetting.NUMBER_OF_ROBOTS - 1; k++) { mineSize += gStrategy.GridToReal(r1.Mine[r1.ZMine[k]], gameSetting).DistanceFrom( gStrategy.GridToReal(r2.Mine[r2.ZMine[k]], gameSetting) ); } //oppnt double oppntSize = 0; for (int k = 0; k < gameSetting.NUMBER_OF_ROBOTS - 1; k++) { oppntSize += gStrategy.GridToReal(r1.Oppnt[r1.ZOppnt[k]], gameSetting).DistanceFrom( gStrategy.GridToReal(r2.Oppnt[r2.ZOppnt[k]], gameSetting) ); } if (ballRuleSize + mineSize + oppntSize > max) { max = ballRuleSize + mineSize + oppntSize; } int ii = gStrategy.Rules.IndexOf(tempStrg.Rules[i]); int ij = gStrategy.Rules.IndexOf(tempStrg.Rules[j]); values.Add(new Triple(ii, ij, ballRuleSize + mineSize + oppntSize)); } } } for (int i = 0; i < values.Count; i++) { double norm = 1 - (values[i].z / max); sb.AppendLine(values[i].x + " " + values[i].y + " " + Math.Round(norm, 3).ToString().Replace(',', '.')); //Console.WriteLine("{0} {1} {2} {3}", values[i].x, values[i].y, values[i].z, norm); if (norm >= _treshold) { AddEdge(nodes[values[i].x], nodes[values[i].y], norm); } } string filename = "GRAPH_" + gStrategy.Name + ".txt"; File.Delete(filename); using (StreamWriter sw = new StreamWriter(new FileStream(filename, FileMode.CreateNew))) { sw.Write(sb.ToString()); } }
public void OnDrag(PointerEventData eventData) { curPos = GameSetting.CurMouseWorldPos(eventData.position); }
void Start() { mSetting = new GameSetting(); setSetting(mSetting); Subject.addObserver(new Observer("settingMain", (aMessage) => { switch (aMessage.name) { case "initialMoneyRateButtonPushed": MySceneManager.openScene("initialMoneySetting", null, null, (aData) => { mSetting.mInitialMoneyRate = aData.get <float>("rate"); setSetting(mSetting); }); break; case "feeRateButtonPushed": MySceneManager.openScene("feeSetting", null, null, (aData) => { mSetting.mFeeRate = aData.get <float>("rate"); setSetting(mSetting); }); break; case "acquisitionRateButtonPushed": MySceneManager.openScene("acquisitionSetting", null, null, (aData) => { mSetting.mAcqusitionRate = aData.get <float>("rate"); setSetting(mSetting); }); break; case "stageButtonPushed": MySceneManager.openScene("stageSetting", null, null, (aData) => { mSetting.mStageName = aData.get <string>("stage"); setSetting(mSetting); }); break; //ai設定 case "ai1ButtonPushed": MySceneManager.openScene("aiSetting", null, null, (aData) => { mSetting.mCharaData1.mAi = aData.get <string>("ai"); mSetting.mCharaData1.mAiName = aData.get <string>("name"); setSetting(mSetting); }); break; case "ai2ButtonPushed": MySceneManager.openScene("aiSetting", null, null, (aData) => { mSetting.mCharaData2.mAi = aData.get <string>("ai"); mSetting.mCharaData2.mAiName = aData.get <string>("name"); setSetting(mSetting); }); break; case "ai3ButtonPushed": MySceneManager.openScene("aiSetting", null, null, (aData) => { mSetting.mCharaData3.mAi = aData.get <string>("ai"); mSetting.mCharaData3.mAiName = aData.get <string>("name"); setSetting(mSetting); }); break; case "ai4ButtonPushed": MySceneManager.openScene("aiSetting", null, null, (aData) => { mSetting.mCharaData4.mAi = aData.get <string>("ai"); mSetting.mCharaData4.mAiName = aData.get <string>("name"); setSetting(mSetting); }); break; //キャラ設定 case "chara1ButtonPushed": MySceneManager.openScene("charaSetting", new Arg(new Dictionary <string, object>() { { "ng", new string[3] { mSetting.mCharaData2.mFile, mSetting.mCharaData3.mFile, mSetting.mCharaData4.mFile } } }), null, (aData) => { mSetting.mCharaData1.mFile = aData.get <string>("file"); mSetting.mCharaData1.mName = aData.get <string>("name"); setSetting(mSetting); }); break; case "chara2ButtonPushed": MySceneManager.openScene("charaSetting", new Arg(new Dictionary <string, object>() { { "ng", new string[3] { mSetting.mCharaData1.mFile, mSetting.mCharaData3.mFile, mSetting.mCharaData4.mFile } } }), null, (aData) => { mSetting.mCharaData2.mFile = aData.get <string>("file"); mSetting.mCharaData2.mName = aData.get <string>("name"); setSetting(mSetting); }); break; case "chara3ButtonPushed": MySceneManager.openScene("charaSetting", new Arg(new Dictionary <string, object>() { { "ng", new string[3] { mSetting.mCharaData1.mFile, mSetting.mCharaData2.mFile, mSetting.mCharaData4.mFile } } }), null, (aData) => { mSetting.mCharaData3.mFile = aData.get <string>("file"); mSetting.mCharaData3.mName = aData.get <string>("name"); setSetting(mSetting); }); break; case "chara4ButtonPushed": MySceneManager.openScene("charaSetting", new Arg(new Dictionary <string, object>() { { "ng", new string[3] { mSetting.mCharaData1.mFile, mSetting.mCharaData2.mFile, mSetting.mCharaData3.mFile } } }), null, (aData) => { mSetting.mCharaData4.mFile = aData.get <string>("file"); mSetting.mCharaData4.mName = aData.get <string>("name"); setSetting(mSetting); }); break; case "startButtonPushed": startGame(); break; default: return; } })); }
public override void Initialize(GameInfo gameInfo, GameSetting gameSetting) { base.Initialize(gameInfo, gameSetting); comingoutDay = new Random().Next(3) + 1; isCameout = false; }
private void UpdateAppSettings(GameSetting setting, XmlNode appSettings, XmlDocument parent) { SaveKeyValue(appSettings, parent, "Product.Code", () => setting.GameCode, DefaultConfig.GameCode, true); SaveKeyValue(appSettings, parent, "Product.Name", () => setting.GameName, DefaultConfig.GameName); SaveKeyValue(appSettings, parent, "Product.ServerId", () => setting.GameServerCode, DefaultConfig.ServerCode, true); SaveKeyValue(appSettings, parent, "Product.SignKey", () => setting.GameSignKey, DefaultConfig.GameSignKey); SaveKeyValue(appSettings, parent, "Product.DesEnKey", () => setting.ProductDesEnKey, DefaultConfig.ProductDesEnKey); SaveKeyValue(appSettings, parent, "Product.ClientDesDeKey", () => setting.ClientDesDeKey, DefaultConfig.ClientDesDeKey); SaveKeyValue(appSettings, parent, "Game.Port", () => setting.SocketPort, DefaultConfig.SocketPort, true); SaveKeyValue(appSettings, parent, "Redis.Host", () => setting.Redis.Host, DefaultConfig.RedisHost, true); SaveKeyValue(appSettings, parent, "Redis.ReadHost", () => setting.Redis.ReadOnlyHost, DefaultConfig.ReadOnlyHost, true); SaveKeyValue(appSettings, parent, "Redis.Db", () => setting.Redis.Db, DefaultConfig.RedisDb, true); SaveKeyValue(appSettings, parent, "Redis.ConnectTimeout", () => setting.Redis.ConnectTimeout, DefaultConfig.ConnectTimeout); SaveKeyValue(appSettings, parent, "Redis.PoolTimeOut", () => setting.Redis.PoolTimeOut, DefaultConfig.PoolTimeOut); SaveKeyValue(appSettings, parent, "Redis.Pool.MaxWritePoolSize", () => setting.Redis.MaxWritePoolSize, DefaultConfig.MaxWritePoolSize); SaveKeyValue(appSettings, parent, "Redis.Pool.MaxReadPoolSize", () => setting.Redis.MaxReadPoolSize, DefaultConfig.MaxReadPoolSize); SaveKeyValue(appSettings, parent, "Game.Http.Host", () => setting.HttpHost, DefaultConfig.HttpHost, true); SaveKeyValue(appSettings, parent, "Game.Http.Port", () => setting.HttpPort, DefaultConfig.HttpPort, true); SaveKeyValue(appSettings, parent, "Game.Http.Name", () => setting.HttpName, DefaultConfig.HttpName); SaveKeyValue(appSettings, parent, "Game.Http.Timeout", () => setting.HttpTimeout, DefaultConfig.HttpTimeout); SaveKeyValue(appSettings, parent, "MaxConnections", () => setting.SocketMaxConnections, DefaultConfig.SocketMaxConnections); SaveKeyValue(appSettings, parent, "Backlog", () => setting.SocketBacklog, DefaultConfig.SocketBacklog); SaveKeyValue(appSettings, parent, "MaxAcceptOps", () => setting.SocketMaxAcceptOps, DefaultConfig.SocketMaxAcceptOps); SaveKeyValue(appSettings, parent, "BufferSize", () => setting.SocketBufferSize, DefaultConfig.SocketBufferSize); SaveKeyValue(appSettings, parent, "Game.Action.EnableGZip", () => setting.ActionEnableGZip, DefaultConfig.ActionEnableGZip); SaveKeyValue(appSettings, parent, "Game.Action.GZipOutLength", () => setting.ActionGZipOutLength, DefaultConfig.ActionGZipOutLength); SaveKeyValue(appSettings, parent, "Game.Action.TypeName", () => setting.ActionTypeName, DefaultConfig.ActionTypeName); SaveKeyValue(appSettings, parent, "Game.Action.AssemblyName", () => setting.ActionAssemblyName, DefaultConfig.ActionAssemblyName); SaveKeyValue(appSettings, parent, "Game.Action.Script.TypeName", () => setting.ActionScriptTypeName, DefaultConfig.ActionScriptTypeName); SaveKeyValue(appSettings, parent, "Python_Disable", () => setting.PythonDisable, DefaultConfig.PythonDisable); SaveKeyValue(appSettings, parent, "Script_IsDebug", () => setting.ScriptIsDebug, DefaultConfig.ScriptIsDebug, true); SaveKeyValue(appSettings, parent, "ScriptRelativePath", () => setting.ScriptRelativePath, DefaultConfig.ScriptRelativePath); SaveKeyValue(appSettings, parent, "CSharpRootPath", () => setting.CSharpRootPath, DefaultConfig.CSharpRootPath); SaveKeyValue(appSettings, parent, "PythonRootPath", () => setting.PythonRootPath, DefaultConfig.PythonRootPath); SaveKeyValue(appSettings, parent, "Lua_Disable", () => setting.LuaDisable, DefaultConfig.LuaDisable); SaveKeyValue(appSettings, parent, "LuaRootPath", () => setting.LuaRootPath, DefaultConfig.LuaRootPath); SaveKeyValue(appSettings, parent, "ScriptMainClass", () => setting.ScriptMainClass, DefaultConfig.ScriptMainClass, true); SaveKeyValue(appSettings, parent, "ScriptMainTypeName", () => setting.ScriptMainTypeName, DefaultConfig.ScriptMainTypeName, true); SaveKeyValue(appSettings, parent, "ScriptSysAsmReferences", () => string.Join(";", setting.ScriptSysAsmReferences), ""); SaveKeyValue(appSettings, parent, "ScriptAsmReferences", () => string.Join(";", setting.ScriptAsmReferences), ""); SaveKeyValue(appSettings, parent, "Game.Entity.AssemblyName", () => setting.ModelEntityAssemblyName, DefaultConfig.ModelEntityAssemblyName); SaveKeyValue(appSettings, parent, "Game.Script.DecodeFunc.TypeName", () => setting.ScriptDecodeFuncTypeName, DefaultConfig.ScriptDecodeFuncTypeName, true); SaveKeyValue(appSettings, parent, "Game.Remote.Script.TypeName", () => setting.RemoteScriptTypeName, DefaultConfig.RemoteScriptTypeName, true); SaveKeyValue(appSettings, parent, "Cache.global.period", () => setting.CacheGlobalPeriod, DefaultConfig.CacheGlobalPeriod); SaveKeyValue(appSettings, parent, "Cache.user.period", () => setting.CacheUserPeriod, DefaultConfig.CacheUserPeriod); SaveKeyValue(appSettings, parent, "Game.Cache.UpdateDbInterval", () => setting.CacheUpdateDbInterval, DefaultConfig.CacheUpdateDbInterval); SaveKeyValue(appSettings, parent, "Cache.update.interval", () => setting.CacheUpdateInterval, DefaultConfig.CacheUpdateInterval); SaveKeyValue(appSettings, parent, "Cache.expired.interval", () => setting.CacheExpiredInterval, DefaultConfig.CacheExpiredInterval); SaveKeyValue(appSettings, parent, "Cache.enable.writetoDb", () => setting.CacheEnableWritetoDb, DefaultConfig.CacheEnableWritetoDb); SaveKeyValue(appSettings, parent, "Cache.Serializer", () => setting.CacheSerializer, DefaultConfig.CacheSerializer); SaveKeyValue(appSettings, parent, "DataSyncQueueNum", () => setting.DataSyncQueueNum, DefaultConfig.DataSyncQueueNum); SaveKeyValue(appSettings, parent, "SqlWaitSyncQueueNum", () => setting.SqlWaitSyncQueueNum, DefaultConfig.SqlWaitSyncQueueNum); SaveKeyValue(appSettings, parent, "SqlSyncQueueNum", () => setting.SqlSyncQueueNum, DefaultConfig.SqlSyncQueueNum); SaveKeyValue(appSettings, parent, "Log.TableName.Format", () => setting.LogTableNameFormat, DefaultConfig.LogTableNameFormat); SaveKeyValue(appSettings, parent, "Log.PriorBuild.Month", () => setting.LogPriorBuildMonth, DefaultConfig.LogPriorBuildMonth); SaveKeyValue(appSettings, parent, "PublishType", () => setting.PublishType, DefaultConfig.DefPublishType); SaveKeyValue(appSettings, parent, "EnableGM", () => setting.EnableGm, DefaultConfig.EnableGm); SaveKeyValue(appSettings, parent, "Sns.PreAccount", () => setting.SnsAccountPrefixChar, DefaultConfig.SnsAccountPrefixChar); SaveKeyValue(appSettings, parent, "Game.Language.TypeName", () => setting.LanguageTypeName, DefaultConfig.LanguageTypeName); }
public void ShowRulePanel(GameSetting gameSetting) { rulePanel.Show(gameSetting); }
// Use this for initialization void Start() { GameSetting.Init(); }
public void StartGame() { gameSetting = new GameSetting(MapSize, 15000); InitializeTimers(); }
private void CheckRules(GameSetting setting) { Launcher.Instance.ShowRulePanel(setting); }
public Strategy(GameSetting gameSetting) { this.gameSetting = gameSetting; }
public static void Create(BinaryReader reader) { var header = new RecordHeader(reader); switch (header.Type) { case RecordType.BirthSign: BirthSignRecord.Create(reader, header); break; case RecordType.BodyPart: BodyPartRecord.Create(reader, header); break; case RecordType.Cell: CellRecord.Create(reader, header); break; case RecordType.Dialogue: DialogRecord.Create(reader, header); break; case RecordType.GameSetting: GameSetting.Create(reader, header); break; case RecordType.Info: InfoRecord.Create(reader, header); break; case RecordType.Land: LandRecord.Create(reader, header); break; case RecordType.LandTexture: LandTextureRecord.Create(reader, header); break; case RecordType.MagicEffect: MagicEffectRecord.Create(reader, header); break; case RecordType.PathGrid: Pathgrid.Create(reader, header); break; case RecordType.Script: Script.Create(reader, header); break; case RecordType.Skill: SkillRecord.Create(reader, header); break; case RecordType.SoundGenerator: SoundGenerator.Create(reader, header); break; case RecordType.Tes3: Tes3Record.Create(reader, header); break; default: { var size = GotoSubrecord(SubRecordType.Id, header); var id = reader.ReadString(size); reader.BaseStream.Position = header.DataOffset + header.DataSize; var recordData = CreateRecordData(header.Type); recordData.Header = header; Records.Add(id, recordData); break; } } }
public void AssignLevelID() { m_Level_ID = GameSetting.GetLevelID(m_Level_RoadWidth, m_Level_Speed); }
void Start() { gameSetting = Resources.Load<GameSetting>("GameSetting"); }
// Calculate Attack type from movement private void Update() { if (Time.timeScale == 0 || !input) { return; } // Calculate movement direciton here from CharacterInput inputs. var movementDirection = GetMovementDirection(); animation.SetParameter("MovementDirection", movementDirection); var moveSpeed = GetMovementSpeed(); animation.SetParameter("MovementSpeed", moveSpeed); transform.eulerAngles += new Vector3(0, input.Yaw * rotateSpeed, 0); var movementSpeed = this.movementSpeed; switch (moveSpeed) { case MovementSpeed.Run: movementSpeed *= GameSetting.Get("fBaseRunMultiplier").FloatValue; break; case MovementSpeed.Sneak: //movementSpeed *= GameSetting.Get("fSneakSpeedMultiplier").FloatValue; break; case MovementSpeed.Walk: break; case MovementSpeed.None: movementSpeed = 0; break; } // Jumping if (input.Jump && isGrounded) { GetComponent <Rigidbody>().velocity += new Vector3(0, jumpHeight, 0); isGrounded = false; animation.SetParameter("IsGrounded", isGrounded); } // Movement switch (movementDirection) { case MovementDirection.Forward: case MovementDirection.ForwardLeftRight: Move(Vector3.forward, movementSpeed); break; case MovementDirection.Back: case MovementDirection.BackLeftRight: Move(Vector3.back, movementSpeed); break; case MovementDirection.Left: case MovementDirection.LeftForwardBack: Move(Vector3.left, movementSpeed * strafeSpeed); break; case MovementDirection.Right: case MovementDirection.RightForwardBack: Move(Vector3.right, movementSpeed * strafeSpeed); break; case MovementDirection.ForwardLeft: Move(new Vector3(-0.75f, 0, 0.75f), movementSpeed); break; case MovementDirection.ForwardRight: Move(new Vector3(0.75f, 0, 0.75f), movementSpeed); break; case MovementDirection.BackLeft: Move(new Vector3(-0.75f, 0, -0.75f), movementSpeed); break; case MovementDirection.BackRight: Move(new Vector3(0.75f, 0, -0.75f), movementSpeed); break; } // Attacking // If attack is not being pressed, don't perform an attack if (input.Attack) { switch (movementDirection) { case MovementDirection.None: case MovementDirection.ForwardLeft: case MovementDirection.ForwardRight: case MovementDirection.BackLeft: case MovementDirection.BackRight: animation.SetParameter("AttackType", AttackType.Chop); break; case MovementDirection.Forward: case MovementDirection.Back: case MovementDirection.ForwardLeftRight: case MovementDirection.BackLeftRight: animation.SetParameter("AttackType", AttackType.Thrust); break; case MovementDirection.Left: case MovementDirection.Right: animation.SetParameter("AttackType", AttackType.Slash); break; } } else { animation.SetParameter("AttackType", AttackType.None); } }
private void SetConnectionString(GameSetting setting, string name, string providerName, string connectionString) { ConnectionString conn = null; if (name == GameSetting.DbSnscenter) { conn = setting.SnsCenter; } else if (name == GameSetting.DbPaycenter) { conn = setting.PayCenter; } else { conn = setting.Connections.Where(t => t.Name == name).FirstOrDefault(); if (conn == null) { conn = new ConnectionString() { Name = name }; setting.Connections.Add(conn); } } conn.ProviderName = EnumParse <DbProviderType>(providerName); var attrs = connectionString.Split(';'); string extendAttr = conn.Extend ?? ""; foreach (var item in attrs) { string[] keyValue = item.Split('='); if (keyValue.Length == 2) { string key = keyValue[0].Trim().Replace(" ", "").ToLower(); string value = keyValue[1].Trim(); switch (key) { case "server": case "datasource": string[] arr = value.Split(','); conn.DataSource = arr[0]; if (arr.Length > 1) { conn.Port = arr[1].ToInt(); } break; case "charset": conn.Charset = value; break; case "database": case "initialcatalog": conn.Database = value; break; case "uid": case "userid": conn.Uid = value; break; case "pwd": case "password": conn.Pwd = value; break; case "port": conn.Port = value.ToInt(); break; default: extendAttr += string.Format("{0}={1};", keyValue[0].Trim(), value); break; } } } conn.Extend = extendAttr; }
public void SaveSettings(GameSetting gameSetting) { SaveSettings(gameSetting, Last_Settings); }
private void SetAppSetting(GameSetting setting, string name, string value) { switch (name) { case "Product.Code": setting.GameCode = Convert.ToInt32(value); break; case "Product.Name": setting.GameName = Convert.ToString(value); break; case "Product.ServerId": setting.GameServerCode = Convert.ToInt32(value); break; case "Product.SignKey": setting.GameSignKey = value; break; case "Product.DesEnKey": setting.ProductDesEnKey = value; break; case "Product.ClientDesDeKey": setting.ClientDesDeKey = value; break; case "Game.Port": setting.SocketPort = Convert.ToInt32(value); break; case "Redis.Host": setting.Redis.Host = value; break; case "Redis.ReadHost": setting.Redis.ReadOnlyHost = value; break; case "Redis.Db": setting.Redis.Db = Convert.ToInt32(value); break; case "Redis.MaxWritePoolSize": setting.Redis.MaxWritePoolSize = Convert.ToInt32(value); break; case "Redis.MaxReadPoolSize": setting.Redis.MaxReadPoolSize = Convert.ToInt32(value); break; case "Redis.ConnectTimeout": setting.Redis.ConnectTimeout = Convert.ToInt32(value); break; case "Redis.PoolTimeOut": setting.Redis.PoolTimeOut = Convert.ToInt32(value); break; case "Game.Http.Host": setting.HttpHost = value; break; case "Game.Http.Port": setting.HttpPort = Convert.ToInt32(value); break; case "Game.Http.Name": setting.HttpName = value; break; case "Game.Http.Timeout": setting.HttpTimeout = Convert.ToInt32(value); break; case "MaxConnections": setting.SocketMaxConnections = Convert.ToInt32(value); break; case "Backlog": setting.SocketBacklog = Convert.ToInt32(value); break; case "MaxAcceptOps": setting.SocketMaxAcceptOps = Convert.ToInt32(value); break; case "BufferSize": setting.SocketBufferSize = Convert.ToInt32(value); break; case "Game.Action.EnableGZip": setting.ActionEnableGZip = Convert.ToBoolean(value); break; case "Game.Action.GZipOutLength": setting.ActionGZipOutLength = Convert.ToInt32(value); break; case "Game.Action.TypeName": setting.ActionTypeName = value; break; case "Game.Action.AssemblyName": setting.ActionAssemblyName = value; break; case "Game.Action.Script.TypeName": setting.ActionScriptTypeName = value; break; case "Python_Disable": setting.PythonDisable = Convert.ToBoolean(value); break; case "Script_IsDebug": setting.ScriptIsDebug = Convert.ToBoolean(value); break; case "CSharpRootPath": setting.CSharpRootPath = value; break; case "PythonRootPath": setting.PythonRootPath = value; break; case "Lua_Disable": setting.LuaDisable = Convert.ToBoolean(value); break; case "LuaRootPath": setting.LuaRootPath = value; break; case "ScriptMainClass": setting.ScriptMainClass = value; break; case "ScriptMainTypeName": setting.ScriptMainTypeName = value; break; case "ScriptSysAsmReferences": setting.ScriptSysAsmReferences = value.Split(';'); break; case "ScriptAsmReferences": setting.ScriptAsmReferences = value.Split(';'); break; case "Game.Entity.AssemblyName": setting.ModelEntityAssemblyName = value; break; case "Game.Script.DecodeFunc.TypeName": setting.ScriptDecodeFuncTypeName = value; break; case "Game.Remote.Script.TypeName": setting.RemoteScriptTypeName = value; break; case "Cache.global.period": setting.CacheGlobalPeriod = Convert.ToInt32(value); break; case "Cache.user.period": setting.CacheUserPeriod = Convert.ToInt32(value); break; case "Game.Cache.UpdateDbInterval": setting.CacheUpdateDbInterval = Convert.ToInt32(value); break; case "Cache.update.interval": setting.CacheUpdateInterval = Convert.ToInt32(value); break; case "Cache.expired.interval": setting.CacheExpiredInterval = Convert.ToInt32(value); break; case "Cache.enable.writetoDb": setting.CacheEnableWritetoDb = Convert.ToBoolean(value); break; case "Cache.Serializer": setting.CacheSerializer = value.ToEnum <StorageMode>(); break; case "DataSyncQueueNum": setting.DataSyncQueueNum = Convert.ToInt32(value); break; case "SqlWaitSyncQueueNum": setting.SqlWaitSyncQueueNum = Convert.ToInt32(value); break; case "SqlSyncQueueNum": setting.SqlSyncQueueNum = Convert.ToInt32(value); break; case "Log.TableName.Format": setting.LogTableNameFormat = value; break; case "Log.PriorBuild.Month": setting.LogPriorBuildMonth = Convert.ToInt32(value); break; case "PublishType": setting.PublishType = EnumParse <PublishType>(value); break; case "EnableGM": setting.EnableGm = Convert.ToBoolean(value); break; case "Sns.PreAccount": setting.SnsAccountPrefixChar = value; break; case "Game.Language.TypeName": setting.LanguageTypeName = value; break; default: break; } }
public void LoadSettings(out GameSetting gameSetting) { gameSetting = SerializeUtility.Load <GameSetting>(Last_Settings, defaultSettings[GamePlayers.Four]); }
public override object GetNew() { return(GameSetting.GetNew()); }
void Awake() { // First we check if there are any other instances conflicting if (Instance != null && Instance != this) { // If that is the case, we destroy other instances Destroy(gameObject); return; } DontDestroyOnLoad(this); // Here we save our singleton instance Instance = this; PlayerName = PlayerPrefs.GetString("PlayerName"); LoadLevelResults(); mCurrentLevelResult = new LevelResult(); mCurrentChapterLevel = new ChapterLevel(); mCurrentChapterLevel.iChapter = PlayerPrefs.GetInt("LastChapter"); mCurrentChapterLevel.iLevel = PlayerPrefs.GetInt("LastLevel"); bToolTipOff = PlayerPrefs.GetInt("bToolTipOff") > 0; //mLevelResults.Add (mCurrentChapterLevel, mCurrentLevelResult); #if !UNITY_EDITOR AndroidJavaClass up = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = up.GetStatic <AndroidJavaObject> ("currentActivity"); AndroidJavaObject contentResolver = currentActivity.Call <AndroidJavaObject> ("getContentResolver"); AndroidJavaClass secure = new AndroidJavaClass("android.provider.Settings$Secure"); android_id = secure.CallStatic <string> ("getString", contentResolver, "android_id"); #endif int iCounterApplicationLaunch; //Счетчик запуска приложения iCounterApplicationLaunch = PlayerPrefs.GetInt("iCounterApplicationLaunch"); Debug.Log("iCounterApplicationLaunch = " + iCounterApplicationLaunch); if (iCounterApplicationLaunch == 0) { switch (Application.systemLanguage.ToString()) { case "Russian": Localization.language = "Русский"; break; case "Ukrainian": Localization.language = "Українська"; break; default: Localization.language = "English"; break; } } iCounterApplicationLaunch++; GameSetting.Instance.googleAnalytics.LogEvent("Statistics", "StartApplication", "iCounterApplicationLaunch", iCounterApplicationLaunch); PlayerPrefs.SetInt("iCounterApplicationLaunch", iCounterApplicationLaunch); quitGame = false; }
// Use this for initialization void Start() { settings = new GameSetting(); settings.isLoggerOpenned = false; }
static void OpenRemotePatchRootPath() { GameSetting gameSetting = Resources.Load <GameSetting>("GameSetting"); System.Diagnostics.Process.Start(gameSetting.GetPatchRootPath()); }
public void Fill(GridStrategy gStrategy, GameSetting gameSetting, double _treshold) { StringBuilder sb = new StringBuilder(); //nodes for (int i = 0; i < gStrategy.Rules.Count; i++) { AddNode(new Node(i, gStrategy.Rules[i])); } //edges double max = -1; List <Triple> values = new List <Triple>(); for (int i = 0; i < gStrategy.Rules.Count - 1; i++) { for (int j = i + 1; j < gStrategy.Rules.Count; j++) { GridRule r1 = gStrategy.Rules[i]; GridRule r2 = gStrategy.Rules[j]; //ball double ballRuleSize = gStrategy.GridToReal(r1.Ball, gameSetting).DistanceFrom( gStrategy.GridToReal(r2.Ball, gameSetting) ); //mine double mineSize = 0; for (int k = 0; k < gameSetting.NUMBER_OF_ROBOTS - 1; k++) { mineSize += gStrategy.GridToReal(r1.Mine[r1.ZMine[k]], gameSetting).DistanceFrom( gStrategy.GridToReal(r2.Mine[r2.ZMine[k]], gameSetting) ); } //oppnt double oppntSize = 0; for (int k = 0; k < gameSetting.NUMBER_OF_ROBOTS - 1; k++) { oppntSize += gStrategy.GridToReal(r1.Oppnt[r1.ZOppnt[k]], gameSetting).DistanceFrom( gStrategy.GridToReal(r2.Oppnt[r2.ZOppnt[k]], gameSetting) ); } if (ballRuleSize + mineSize + oppntSize > max) { max = ballRuleSize + mineSize + oppntSize; } values.Add(new Triple(i, j, ballRuleSize + mineSize + oppntSize)); } } for (int i = 0; i < values.Count; i++) { double norm = 1 - (values[i].z / max); //Console.WriteLine("{0} {1} {2} {3}", values[i].x, values[i].y, values[i].z, norm); if (norm >= _treshold) { AddEdge(nodes[values[i].x], nodes[values[i].y], norm); sb.AppendLine(values[i].x + " " + values[i].y + " " + Math.Round(norm, 3).ToString().Replace(',', '.')); } } /** * string filename = "GRAPH_" + gStrategy.Name + ".txt"; * File.Delete(filename); * using (StreamWriter sw = new StreamWriter(new FileStream(filename, FileMode.CreateNew))) * { * sw.Write(sb.ToString()); * sw.Close(); * } */ }
public void operate(string type, string msg = "") { ThreadStart action = null; stateTitle = ""; if (type == "init") { if (hwnd > 0) { unbind(); } action = () => { try { Thread.Sleep(3000); init_window(int.Parse(msg)); } catch (Exception e) { Console.WriteLine(e); } }; } else if (type == "locate") { action = () => { locate(msg, setting.AutoTrans); }; } else if (type == "shout") { action = () => { shout(msg); }; } else if (type == "pause") { action = () => { setState("已暂停"); }; } else if (type == "screenshot") { action = () => { screenshot(new Random().Next() + ".bmp"); }; } else if (type == "fuhun-init") { stateTitle = "附魂"; action = () => { setState("报名中"); fuhun.Sign(); setState("准备竞技"); //findMap("中立-附魂战场"); DataEvent?.Invoke("fuhun-capture", fuhun.GetCapture()); setState("标记敌人中"); //DataEvent?.Invoke("fuhun-capture", @"E:\Users\Administrator\source\repos\WpfApp1\MyTool\bin\Debug\debug\fuhun\637159218502426004.bmp"); }; } else if (type == "fuhun-tag") { stateTitle = "附魂"; action = () => { setState("PK中"); fuhun.PK(msg); DataEvent?.Invoke("fuhun-end", ""); }; } else if (type == "fight") { stateTitle = "打架"; action = () => fight.Action(msg); } else if (type == "kuafu-boss") { stateTitle = "跨服boss"; action = () => kuafuBoss.Action(msg); } else if (type == "game-setting") { setting = JsonConvert.DeserializeObject <GameSetting>(msg); } if (action != null) { killTask(); thread = new Thread(action); thread.Start(); } }
public SimpleMoveNominator(GameSetting setting) { this.Setting = setting; }
public void CreateGame(Player[] players, GameSetting setting) { m_wcfClient.CreateGame(players, setting); }
/// <summary> /// 游客进入游戏(试玩游戏) /// </summary> /// <param name="site">所属商户</param> /// <param name="game">当前游戏配置</param> /// <param name="category">要进入的游戏类型,不指定则为默认</param> /// <param name="code">要进入的单独游戏的代码</param> /// <returns></returns> public LoginResult Guest(GameSetting game, GameCategory?category, string code) { // 调用API登录接口 return(game.Setting.Guest(new LoginUser())); }
/// <summary> /// Called when the game started. /// </summary> /// <param name="gameInfo">Information about current game status.</param> /// <param name="gameSetting">Game settings.</param> public abstract void Initialize(GameInfo gameInfo, GameSetting gameSetting);
/// <summary> /// Note: lingshang and haidi should be obtained in baseHandStatus /// </summary> /// <param name="playerIndex"></param> /// <param name="CurrentRoundStatus"></param> /// <param name="winningTile"></param> /// <param name="baseHandStatus"></param> /// <returns></returns> public static PointInfo GetPointInfo(int playerIndex, ServerRoundStatus CurrentRoundStatus, Tile winningTile, HandStatus baseHandStatus, Tile[] doraTiles, Tile[] uraDoraTiles, int beiDora, GameSetting yakuSettings) { var zhenting = CurrentRoundStatus.IsZhenting(playerIndex); if (zhenting && !baseHandStatus.HasFlag(HandStatus.Tsumo)) { return(new PointInfo()); } var handData = CurrentRoundStatus.HandData(playerIndex); var handStatus = baseHandStatus; if (MahjongLogic.TestMenqing(handData.Melds)) { handStatus |= HandStatus.Menqing; } // test richi if (CurrentRoundStatus.RichiStatus(playerIndex)) { handStatus |= HandStatus.Richi; // test one-shot if (yakuSettings.HasOneShot && CurrentRoundStatus.OneShotStatus(playerIndex)) { handStatus |= HandStatus.OneShot; } // test WRichi if (CurrentRoundStatus.FirstTurn) { handStatus |= HandStatus.WRichi; } } // test first turn if (CurrentRoundStatus.FirstTurn) { handStatus |= HandStatus.FirstTurn; } var roundStatus = new RoundStatus { PlayerIndex = playerIndex, OyaPlayerIndex = CurrentRoundStatus.OyaPlayerIndex, CurrentExtraRound = CurrentRoundStatus.Extra, RichiSticks = CurrentRoundStatus.RichiSticks, FieldCount = CurrentRoundStatus.Field, TotalPlayer = CurrentRoundStatus.TotalPlayers }; var isQTJ = CurrentRoundStatus.GameSettings.GameMode == GameMode.QTJ; return(MahjongLogic.GetPointInfo(handData.HandTiles, handData.Melds, winningTile, handStatus, roundStatus, yakuSettings, isQTJ, doraTiles, uraDoraTiles, beiDora)); }
public SimpleBoardEvaluator(GameSetting setting) { this.Setting = setting; }