/// <summary> /// Calculates the U of the facilitated trip /// </summary> /// <param name="tripChain"></param> /// <param name="oldU"></param> /// <param name="newU"></param> public void CalculateU(ITripChain tripChain, out double oldU, out double newU) { ITrip facilitatedTrip = (ITrip)tripChain["FacilitateTrip"]; ISharedMode facilitatedTripMode = (ISharedMode)tripChain["SharedMode"]; ITrip connectingTrip = tripChain["ConnectingChain"] as ITrip; //the mode data for the facilitated trip ModeData facilitatedTripData = ModeData.Get(facilitatedTrip); int indexOfPass = TashaRuntime.GetIndexOfMode(facilitatedTripMode); double UofAuxiliaryTrip = CalculateUofAuxTrip(tripChain); facilitatedTripData.V[indexOfPass] = facilitatedTripMode.CalculateV(facilitatedTrip); newU = facilitatedTripData.U(indexOfPass) + UofAuxiliaryTrip; if (facilitatedTrip.Mode == null) { // if there is no other way oldU = float.NegativeInfinity; } else { if (connectingTrip == null) { oldU = facilitatedTripData.U(TashaRuntime.GetIndexOfMode(facilitatedTrip.Mode)); } else { ModeData connectingTripData = ModeData.Get(connectingTrip); oldU = facilitatedTripData.U(TashaRuntime.GetIndexOfMode(facilitatedTrip.Mode)) + connectingTripData.U(TashaRuntime.GetIndexOfMode(connectingTrip.Mode)); } } }
/// <summary> /// Sets the YubiKey connection mode. /// </summary> /// <param name="modeData">YubiKey mode data</param> /// <exception cref="UnexpectedResponseException">Thrown if response from device is invalid.</exception> /// <exception cref="ModeSwitchException">Thrown if unsuccessful.</exception> public void SetMode(ModeData modeData) { // Convert data struct to byte array int size = Marshal.SizeOf(modeData); byte[] apduData = new byte[size]; IntPtr ptr = Marshal.AllocHGlobal(size); Marshal.StructureToPtr(modeData, ptr, true); Marshal.Copy(ptr, apduData, 0, size); Marshal.FreeHGlobal(ptr); try { // First try setting OTP mode SetModeOTP(apduData); } catch (Exception) { try { // Finally try setting MGR mode SetModeMGR(apduData); } catch (Exception) { throw new ModeSwitchException("Failed to switch mode."); } } }
// Start is called before the first frame update public void SetVectors() { start.Add(start0); start.Add(start1); start.Add(start2); start.Add(start3); d_start.Add(d_start0); d_start.Add(d_start1); d_start.Add(d_start2); d_start.Add(d_start3); ofset.Add(new Vector3(cardOffset, 0f)); ofset.Add(new Vector3(0f, -cardOffset)); ofset.Add(new Vector3(-cardOffset, 0)); ofset.Add(new Vector3(0f, cardOffset)); rotate.Add(new Vector3(0f, 0f, 0f)); rotate.Add(new Vector3(0f, 0f, 270f)); rotate.Add(new Vector3(0f, 0f, 180f)); rotate.Add(new Vector3(0f, 0f, 90f)); //PhotonView view = GetComponent<PhotonView>(); md = GameObject.Find("ModeData").GetComponent <ModeData>(); player = md.player; ShiftList(start); ShiftList(d_start); ShiftList(ofset); ShiftList(rotate); }
// Start is called before the first frame update void Start() { ModeData modeData = GameObject.Find("ModeData").GetComponent <ModeData>(); IsEasy = modeData.IsEasy(); deck = GetComponent <ZiziDeck>(); /* * hands = new List<int>[4]; * originals = new List<int>[4]; * drawns = new List<int>[4]; * for (int i = 0; i < 4; i++) * { * if (drawns[i] == null) drawns[i] = new List<int>(); * else drawns[i].Clear(); * } * grave = new List<int>(); * CardList(); * InitBackList(); //orginalBack[cardIndex]でbackIndexを返す、ziziは4 * Delete(); * Delete(); * makeoriginals(); //originals配列を作成 * //Record record = GameObject.Find("GameManager").GetComponent<Record>(); * //record.InitRecord(originals); * //record.DebugRecord(); */ }
public void SetMode(ModeData modeData) { this.modeData = modeData; name.text = modeData.modeName; description.text = modeData.modeDescription; }
void Start() { ModeData modeData = GameObject.Find("ModeData").GetComponent <ModeData>(); flag = modeData.GetComponent <ModeData>().IsSolo(); // 的な感じ? level = modeData.computerLevel; }
public void StartGame(ModeData mode_data) { currentMode = mode_data.mode; currentSubMode = mode_data.sub_mode; //Every game starts from field view CameraManager.Instance.ShowField(); switch (currentMode) { case GameMode.Practice: mode = new PracticeMode(); break; case GameMode.SinglePlayer: mode = new SingleMode(currentSubMode, mode_data.teamPlayer, mode_data.teamEnemy); break; case GameMode.MultiPlayer: mode = new MultiOffMode(mode_data.teamPlayer, mode_data.teamEnemy); break; case GameMode.MultiplayerOnline: mode = new MultiOnMode(mode_data.teamPlayer, mode_data.teamEnemy); isOnlineGameActive = true; isOnlineScoreRecieved = false; isRingStopped = false; break; } mode.CreateGame(); GameView.Instance.SwitchPanelGame(); }
/// <summary> /// Generates all feasible sets of modes for the trip chain /// </summary> /// <param name="chain">The chain to operate on</param> public static void GenerateModeSets(this ITripChain chain) { //initiates the mode set ModeSet.InitModeSets( chain ); ModeData[] Data = new ModeData[chain.Trips.Count]; // Generate the random terms var trips = chain.Trips; for ( int i = 0; i < Data.Length; i++ ) { Data[i] = ModeData.Get( trips[i] ); if ( Data[i] != null ) { Data[i].GenerateError(); } } ModeSet set = ModeSet.Make( chain ); // launch the recursive version to explore all sets GenerateModeSets( chain, Data, set ); //clear temp var 'mode' that was used in generate mode set algo foreach ( var trip in chain.Trips ) { trip.Mode = null; } }
// Start is called before the first frame update void Start() { ModeData modeData = GameObject.Find("ModeData").GetComponent <ModeData>(); IsEasy = modeData.IsEasy(); deck = GetComponent <ZiziDeck>(); hands = new List <int> [4]; originals = new List <int> [4]; drawns = new List <int> [4]; for (int i = 0; i < 4; i++) { if (drawns[i] == null) { drawns[i] = new List <int>(); } else { drawns[i].Clear(); } } grave = new List <int>(); CardList(); InitBackList(); //orginalBack[cardIndex]でbackIndexを返す、ziziは4 Delete(); Delete(); makeoriginals(); //originals配列を作成 //Record record = GameObject.Find("GameManager").GetComponent<Record>(); //record.InitRecord(originals); //record.DebugRecord(); }
// Start is called before the first frame update void Start() { guessListIndex = new List <int>(); sm = GetComponent <ScoreManagerOnline>(); tm = GetComponent <TurnManagerOnline>(); md = GameObject.Find("ModeData").GetComponent <ModeData>(); }
public void ReceiveKey_B_CycleBetweenFields() { var modesData = new Dictionary <ModeId, ModeData> { { ModeId.Help, new ModeData("Name", "Description", "Help", Song.ZeldasLullaby) } }.ToImmutableDictionary(); var modeData = new ModeData("", "", "", Song.EmptySong); DeskPiMode deskPiMode = new HelpMode(() => null, modeData, modesData); Assert.AreEqual(modesData[ModeId.Help].Name, deskPiMode.Text[0].Item1); deskPiMode = deskPiMode.ReceiveKey(KeyId.B); Assert.AreEqual(modesData[ModeId.Help].Description, deskPiMode.Text[0].Item1); deskPiMode = deskPiMode.ReceiveKey(KeyId.B); Assert.AreEqual(modesData[ModeId.Help].HelpText, deskPiMode.Text[0].Item1); deskPiMode = deskPiMode.ReceiveKey(KeyId.B); Assert.AreEqual(modesData[ModeId.Help].Song.Name, deskPiMode.Text[0].Item1); deskPiMode = deskPiMode.ReceiveKey(KeyId.B); Assert.AreEqual(Song.NotesToString(modesData[ModeId.Help].Song.Notes), deskPiMode.Text[0].Item1); deskPiMode = deskPiMode.ReceiveKey(KeyId.B); Assert.AreEqual(modesData[ModeId.Help].Name, deskPiMode.Text[0].Item1); }
public DataGridViewValues(ModeData modeData) : base() { _modeData = modeData; InitializeComponents(); }
void setCurrentModeLogo() { string path = $"Resources/Graphics/GUI/{ModeData.ModeToString(GameData.CurrentMode)}.png"; ImageTexture texture = new ImageTexture(); texture.Load(path); modeLogo.Texture = texture; }
public void OnSlideCPULevel() { ModeData modeData = GameObject.Find("ModeData").GetComponent <ModeData>(); Text text = GameObject.Find("SliderText").GetComponent <Text>(); value = (int)slider.value; modeData.computerLevel = value; text.text = "cpu level ... " + value; }
public void SetMode(string name, ModeData modeData = null) { if (curentMode != null) { Destroy(curentMode.gameObject); } curentMode = Instantiate(gameModes[name]); curentMode.InitMode(modeData); }
void Start() { ModeData modeData = GameObject.Find("ModeData").GetComponent <ModeData>(); flag = modeData.GetComponent <ModeData>().IsSolo(); // 的な感じ? level = modeData.computerLevel; player = modeData.player; numOfPlayer = modeData.numOfPlayer; numOfComs = 4 - numOfPlayer; }
public void Text_ReturnsFormattedTime() { var now = DateTime.Now; uint ticks = 0; var modeData = new ModeData("", "", "", Song.EmptySong); var mode = new TimeMode(() => null, modeData, () => now, (arg) => new Ticker(arg, ticks)); Assert.AreEqual($"{now:MM.ddHH.mm}", mode.Text[0].Item1); }
public override void InitMode(ModeData previusMode) { if (previusMode != null) { preModeName = previusMode.name; preModeHighscore = previusMode.highScore; gui.UpdateHighScore(previusMode.highScore); gui.UpdateScore(previusMode.score); } }
public void ChooseMode(ModeData data) { if (channelInfo.channels[index].channelIsLocked) { return; } GameController.instance.game.SetGameMode(data.mode, data.modeValue); channelInfo.SetDefaultTeamNumbers(data.defaultTeamNumbers); GameController.instance.menuNav.GoToScreen(channelInfo.channels[index].nextMenu); }
public static void CreateMode() { ModeData asset = ScriptableObject.CreateInstance <ModeData>(); AssetDatabase.CreateAsset(asset, "Assets/New Mode.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
public void ReceivedKey_F_GoesToSelectorMode() { var modesData = new Dictionary <ModeId, ModeData> { { ModeId.Dummy1, new ModeData("1", "Description", "Help", Song.ZeldasLullaby) }, { ModeId.Dummy2, new ModeData("2", "Description", "Help", Song.ZeldasLullaby) }, { ModeId.Help, new ModeData("3", "Description", "Help", Song.ZeldasLullaby) } }.ToImmutableDictionary(); var modeData = new ModeData("", "", "", Song.EmptySong); DeskPiMode deskPiMode = new HelpMode(() => null, modeData, modesData, ModeId.Dummy1); var deskPiModeN = deskPiMode.ReceiveKey(KeyId.F); Assert.IsNull(deskPiModeN); }
void Start() { Debug.Log("zizideck called"); md = GameObject.Find("ModeData").GetComponent <ModeData>(); if (!md.IsSolo() && md.IsHost()) { seed = UnityEngine.Random.Range(0, 10000); PhotonView view = GetComponent <PhotonView>(); ShufflePlayers(md.numOfPlayer); view.RPC("SendSeed", PhotonTargets.All, seed, md.numOfPlayer, md.playerInfo); } else if (md.IsSolo()) { Shuffle(); } }
//void Start() //{ // PhotonNetwork.logLevel = PhotonLogLevel.Full;//情報を全部ください // // Photonに接続する(引数でゲームのバージョンを指定できる) // PhotonNetwork.ConnectUsingSettings(null); //} // ロビーに入ると呼ばれる //void OnJoinedLobby() //{ // Debug.Log("ロビーに入りました。"); // RoomOptions ro = new RoomOptions() { IsVisible = true, MaxPlayers = 4 };//maxPlayerは人数の上限 // // ルームに入室する // PhotonNetwork.JoinOrCreateRoom("myRoom", ro, TypedLobby.Default); //} //// ルームに入室すると呼ばれる //void OnJoinedRoom() //{ //hand = GameObject.Find("Hand"); //Debug.Log("ルームへ入室しました。"); //} void Start() { // Photonに接続する(引数でゲームのバージョンを指定できる) if (PhotonNetwork.connected) { PhotonNetwork.Disconnect(); } else { PhotonNetwork.ConnectUsingSettings(null); } //In = false; //Loaded = false; md = GameObject.Find("ModeData").GetComponent <ModeData>(); md.roomName = "myroom"; //初めに指定できるようにする }
void Start() { Debug.Log("zizideck called"); md = GameObject.Find("ModeData").GetComponent <ModeData>(); if (!md.IsSolo() && md.player == 0) { numOfPlayer = md.numOfPlayer; seed = Random.Range(0, 10000); PhotonView view = GetComponent <PhotonView>(); view.RPC("SendSeed", PhotonTargets.All, seed); } else if (md.IsSolo()) { Shuffle(); } }
private double CalculateUofAuxTrip(ITripChain currentTripChain) { double U = 0; for (int i = 0; i < currentTripChain.Trips.Count; i++) { var trip = currentTripChain.Trips[i]; ModeData md = ModeData.MakeModeData(); md.Store(trip); int indexOfMode = TashaRuntime.GetIndexOfMode(trip.Mode); md.V[indexOfMode] = trip.Mode.CalculateV(trip); md.Error[indexOfMode] = this.GetNormal(); U += md.U(indexOfMode); } currentTripChain.Attach("U", U); return(U); }
void Start() { ModeData modeData = GameObject.Find("ModeData").GetComponent <ModeData>(); flag = modeData.GetComponent <ModeData>().IsSolo(); // 的な感じ? level = modeData.computerLevel; player = modeData.player; numOfPlayer = modeData.numOfPlayer; numOfComs = 4 - numOfPlayer; /* * if (numOfPlayer == 1) computerFlags = new bool[4] { false, true, true, true }; * if (numOfPlayer == 2) computerFlags = new bool[4] { false, true, false, true }; * if (numOfPlayer == 3) computerFlags = new bool[4] { false, false, false, true }; * if (numOfPlayer == 4) computerFlags = new bool[4] { false, false, false, false }; */ }
public void SetMode(int modeIndex, int option) { switch (modeIndex) { case 0: _mode = new TimeModeData(option); break; case 1: _mode = new SurvivalModeData(option); break; default: throw new System.InvalidOperationException("Mode does not exist"); } ; }
public void OnModeUpdate(ModeData modeData, ModeSettings modeSettings) { text.text = modeData.modeName; foreach (Transform child in valueHolder.transform) { Destroy(child.gameObject); } foreach (Value value in modeSettings.values) { ValueEntry valueEntry = Instantiate(this.valueEntry) as ValueEntry; valueEntry.SetValue(value); valueEntry.transform.SetParent(valueHolder.transform); } }
void Start() { PhotonNetwork.ConnectUsingSettings(null); md = GameObject.Find("ModeData").GetComponent <ModeData>(); roomhost = GameObject.Find("InputFieldText").GetComponent <Text>(); push1 = GameObject.Find("OkButton").GetComponent <RoomName>(); push2 = GameObject.Find("StartButton").GetComponent <RoomMake>(); numplayers = GameObject.Find("NumOfPlayers").GetComponent <Text>(); dd = GameObject.Find("RoomDropdown").GetComponent <Dropdown>(); dlabel = GameObject.Find("DropdownLabel").GetComponent <Text>(); push3 = GameObject.Find("RoomDropdown").GetComponent <Guest>(); push4 = GameObject.Find("BackButton").GetComponent <BackButton>(); push5 = GameObject.Find("BackToMenuButton").GetComponent <BackToMenu>(); //DontDestroyOnLoad(this); suit = new string[4] { "♠", "♥", "♣", "♦" }; }
private void get() { //card = GameObject.Find("Card"); turnManager = GetComponent <TurnManagerOnline>(); record = GetComponent <RecordOnline>(); turn = turnManager.turn; tP = turnManager.turnPlayer; dP = turnManager.drawnPlayer; hand = GameObject.Find("Hand"); //Handのクラスを取得 hands = hand.GetComponent <HandsOnline>(); md = GameObject.Find("ModeData").GetComponent <ModeData>(); zizikaku = GetComponent <ZiziKakuOnline>(); for (int i = 0; i < 4; i++) { coms[i] = GameObject.Find("Com" + (i)).GetComponent <ComputerVer2Online>(); //Debug.Log("Com" + (i + 1)); } }
public virtual void Start() { modeData = new ModeData(); modeData.name = modeName; gameGrid = new GameGrid((int)gameSize.x, (int)gameSize.y); spawner.transform.position = gameGrid.GetSpawnerPos(); if (PlayerPrefs.HasKey(modeName + "highScore")) { modeData.highScore = PlayerPrefs.GetInt(modeName + "highScore"); } else { PlayerPrefs.SetInt(modeName + "highScore", modeData.highScore); } }
/// <summary> /// Generates all feasible sets of modes for the trip chain /// </summary> /// <param name="chain">The chain to operate on</param> /// <param name="Data">The ModeData for each trip</param> /// <param name="set">The mode set we are building</param> /// <param name="level">How deep in the recursion we are</param> /// <param name=Fo"U">What is the total Utility value calculated</param> private static void GenerateModeSets(ITripChain chain, ModeData[] Data, ModeSet set) { var modes = TashaRuntime.AllModes; var numberOfModes = modes.Count - TashaRuntime.SharedModes.Count; var topLevel = Data.Length - 1; int level = 0; double U = 0; int mode = 0; List<ModeSet> possibleTripChains = ModeSet.GetModeSets( chain ) as List<ModeSet>; Stack<int> previousMode = new Stack<int>( 10 ); Stack<double> previousU = new Stack<double>( 10 ); int chainLength = chain.Trips.Count; var trips = chain.Trips; ITrip currentTrip = trips[0]; while ( level != -1 ) { for ( ; mode < numberOfModes; mode++ ) { // For each feasible mode var currentData = Data[level]; if ( currentData.Feasible[mode] ) { // find the total utility double newU = U + currentData.V[mode] + currentData.Error[mode]; // store the mode into our set and chain set.ChosenMode[level] = currentTrip.Mode = modes[mode]; // if we are at the end, store the set if ( level >= topLevel ) { bool feasible = true; // make sure this chain is allowed for ( int j = 0; j < numberOfModes; j++ ) { // if this doesn't work don't save it if ( !modes[j].Feasible( chain ) ) { feasible = false; break; } } if ( feasible ) { possibleTripChains.Add( ModeSet.Make( set, newU ) ); } } else { // otherwise go to the next trip level++; previousU.Push( U ); U = newU; currentTrip = trips[level]; previousMode.Push( mode ); mode = -1; continue; } } } if ( previousMode.Count > 0 ) { mode = previousMode.Pop() + 1; U = previousU.Pop(); currentTrip = trips[level - 1]; } level--; } }