public IGame FactoryMethod(Games gameType) { IGame game = null; switch (gameType) { case Games.Atari: game = new Atari2(); break; case Games.PC: game = new PC2(); break; case Games.PS: game = new PS2(); break; } return(game); }
void iau_etichete() { string[] toate_liniile2 = System.IO.File.ReadAllLines(@"D:\\AC\\nou\\ProiectAC-new\\fisier.asm"); int lungime2 = toate_liniile2.Length; string linie2; while (PC2 / 4 < lungime2) { index_linie2 = PC2 / 4; linie2 = toate_liniile2[index_linie2]; string[] cuvSeparat2 = linie2.Split(' '); // baga in vector cuvintele separate int ct2 = 0; char ultimul_caracter2 = cuvSeparat2[ct2][cuvSeparat2[ct2].Length - 1]; //vf daca am eticheta ( daca se termina cu : ) if (ultimul_caracter2 == ':') // am eticheta:_ { Etichete.Text += cuvSeparat2[ct2] + " " + PC2.ToString() + " " + "\n"; index_et2++; ct2++; } PC2 += 4; } }
void Update() { if (puzzle1 == 4) { PC1.SetActive(true); } if (puzzle2 == 4) { PC2.SetActive(true); } if (puzzle3 == 4) { PC3.SetActive(true); } Puzzle_Count = puzzle1 + puzzle2 + puzzle3; //한번만 실행되게 하기위해 if (solDialogue && isSolved) { solvedDialogue.GetComponent <DialogueTrigger>().TriggerDialogue(); solDialogue = false; } }
private List <List <bool> > CreateSubkeys() // creates 16 subkeys with use of PC1 & PC2, each of which is 48 bits long { if (key.Count % 8 != 0) { throw new Exception(); } // Permuted Choice 1, split into left and right List <bool> key_pc1l = new List <bool>(); List <bool> key_pc1r = new List <bool>(); for (int i = 0; i < PC1.Length / 2; i++) { key_pc1l.Add(key[PC1[i] - 1]); } for (int i = PC1.Length / 2; i < PC1.Length; i++) { key_pc1r.Add(key[PC1[i] - 1]); } // next, create 16 blocks based on previous ones with specific bit shifts List <List <bool> > left_halves = new List <List <bool> >(); List <List <bool> > right_halves = new List <List <bool> >(); left_halves.Add(key_pc1l); // add original halves at the beginning for the first step right_halves.Add(key_pc1r); for (int i = 1; i <= 16; i++) { if (i == 1 || i == 2 || i == 9 || i == 16) // shift these halves once, rest is shifted twice { left_halves.Add(ShiftLeft(left_halves[i - 1], 1)); right_halves.Add(ShiftLeft(right_halves[i - 1], 1)); } else { left_halves.Add(ShiftLeft(left_halves[i - 1], 2)); right_halves.Add(ShiftLeft(right_halves[i - 1], 2)); } } // now merge left and right halves List <List <bool> > pre_subkeys = new List <List <bool> >(); // list of merged, not permuted subkeys List <bool> temp = new List <bool>(); for (int i = 1; i <= 16; i++) { temp = left_halves[i]; temp.AddRange(right_halves[i]); pre_subkeys.Add(temp); } // Permuted Choice 2 List <List <bool> > subkeys = new List <List <bool> >(pre_subkeys.Count); // permuted subkeys for (int i = 0; i < pre_subkeys.Count; i++) { List <bool> subkey = new List <bool>(); for (int j = 0; j < PC2.Count(); j++) { subkey.Add(pre_subkeys[i][PC2[j] - 1]); } subkeys.Add(subkey); } return(subkeys); }
void FixedUpdate() { // Part1 if (ps1.isVisible) { if (pickedUp) { ps1.isVisible = false; map1.SetActive(false); PC1.SetActive(true); mapMM.SetActive(true); parts1.SetActive(false); hold = 1; } } if (hold == 1) { Debug.Log("yo"); if (playerDetected == true) { ps2.isVisible = true; map2.SetActive(true); mapMM.SetActive(false); PC1.SetActive(false); parts2.SetActive(true); pickedUp = false; tc.startPoint += addTime; score += 1; hold = 0; playerDetected = false; } } // Part2 if (ps2.isVisible) { if (pickedUp) { ps2.isVisible = false; parts2.SetActive(false); PC2.SetActive(true); map2.SetActive(false); mapMM.SetActive(true); hold = 1; } } if (hold == 1) { if (playerDetected == true) { ps3.isVisible = true; map3.SetActive(true); PC2.SetActive(false); mapMM.SetActive(false); parts3.SetActive(true); pickedUp = false; tc.startPoint += addTime; score += 1; hold = 0; playerDetected = false; } } // Part3 if (ps3.isVisible) { if (pickedUp) { ps3.isVisible = false; parts3.SetActive(false); PC3.SetActive(true); map2.SetActive(false); mapMM.SetActive(true); hold = 1; } } if (hold == 1) { if (playerDetected == true) { ps4.isVisible = true; map4.SetActive(true); PC3.SetActive(false); mapMM.SetActive(false); parts4.SetActive(true); pickedUp = false; tc.startPoint += addTime; score += 1; hold = 0; playerDetected = false; } } // Part4 if (ps4.isVisible) { if (pickedUp) { ps4.isVisible = false; map2.SetActive(false); PC4.SetActive(true); mapMM.SetActive(true); parts4.SetActive(false); hold = 1; } } if (hold == 1) { if (playerDetected == true) { ps5.isVisible = true; parts5.SetActive(true); PC4.SetActive(false); map5.SetActive(true); mapMM.SetActive(false); pickedUp = false; tc.startPoint += addTime; score += 1; hold = 0; playerDetected = false; } } // Part5 if (ps5.isVisible) { if (pickedUp) { ps5.isVisible = false; map5.SetActive(false); PC5.SetActive(true); mapMM.SetActive(true); parts5.SetActive(false); hold = 1; } } if (hold == 1) { if (playerDetected == true) { pickedUp = false; PC5.SetActive(false); tc.startPoint += addTime; score += 1; hold = 0; win = true; animate.SetBool("isWin", true); } } if (win == true) { animate.SetBool("isWin", true); SceneManager.LoadScene("Win"); } }