public override void Run() { base.Run(); GameObject currentVehicle = VTOLAPI.instance.GetPlayersVehicleGameObject(); ModuleEngine[] engines = currentVehicle.GetComponentsInChildren <ModuleEngine>(); System.Random rand = new System.Random(); int index = rand.Next(engines.ToList().Count()); Debug.Log($"Total Engines: {engines.ToList().Count()}"); if (!engines[index].failed) { Debug.Log($"Failing Engine {index}"); engines[index].FailEngine(); if (rand.Next(1, 100) < 80) { Debug.Log($"Unfailing Engine {index}"); StartCoroutine(unfailEngine(index, engines)); } else { Debug.Log($"Engine {index} is permanently failed"); } } }
public void RemoveTest() { int num = 50000; var list = new SortSet <int, int>(); var lst = new List <int>(); var rand = new System.Random(); for (var i = 0; i < num; i++) { var val = rand.Next(); lst.Add(val); list.Add(val, val); } foreach (int n in lst) { list.Remove(n); } foreach (var val in list) { Assert.Fail(); if (val < 0) { } } if (list.Count != 0) { Assert.Fail(); } }
private List <MedicationSchedule> ParseResultFromUrl(string res) { var random = new System.Random(1); var id = CurrentTimeMillis(); if (res != null) { var medicationScheduleList = new List <MedicationSchedule>(); var results = new JSONArray(res); for (var i = 0; i < results.Length(); i++) { var obj = (JSONObject)results.Get(i); string uuid = obj.GetString("uuid"); string timestampString = obj.GetString("timestamp"); string title = obj.GetString("title"); string content = obj.GetString("content"); var postpone = Convert.ToInt32(obj.GetString("postpone")); id += 10; medicationScheduleList.Add(new MedicationSchedule(uuid, timestampString, title, content, postpone, id)); Log.Error(Log_Tag, "MEDICATIONSTRING " + timestampString); } return(medicationScheduleList); } return(null); }
public void GetRankTest() { for (var _ = 0; _ < 100; _++) { var num = 100; var list = new SortSet <int, int>(); var lst = new List <int>(); var rand = new System.Random(); for (var i = 0; i < num; i++) { if (rand.NextDouble() < 0.1) { lst.Add(i); } list.Add(i, i); } foreach (var n in lst) { if (list.GetRank(n) != n) { Assert.Fail(); } } Assert.AreEqual(-1, list.GetRank(-1)); } }
// Use this for initialization void Awake() { firePoint = gameObject.transform.Find("Firepoint"); rand = new System.Random(); // to ensure ammunition flies faster than players PlayerSpaceshipController shipController = GetComponent <PlayerSpaceshipController>(); if (shipController != null) { //Speed += shipController.AccelerationForce; playerId = shipController.PlayerId; } if (firePoint == null) { Debug.LogError("Firepoint was null. Is child missing or named wrong?"); } ProjectileLogic projectileLogic = null; foreach (GameObject ammuType in Ammunition) { projectileLogic = ammuType.GetComponent <ProjectileLogic>(); if (projectileLogic == null) { Debug.LogError("Ammunition \"" + ammuType.name + "\" does not have ProjectileLogic component."); } } }
private PlayerSkills.BaseSkill GetMarcEnergySkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 5); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().warcry; break; case 1: skill = player.GetComponent <PlayerSkills>().berserk; break; case 2: skill = player.GetComponent <PlayerSkills>().feelNoPain; break; case 3: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 4: skill = player.GetComponent <PlayerSkills>().offering; break; } return(skill); }
private PlayerSkills.BaseSkill GetVincentEnergySkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 5); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().fireball; break; case 1: skill = player.GetComponent <PlayerSkills>().lightning; break; case 2: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 3: skill = player.GetComponent <PlayerSkills>().offering; break; case 4: skill = player.GetComponent <PlayerSkills>().healingWave; break; } return(skill); }
private IEnumerator FlashLightsRandom() { var colorList = new List <Color> { Color.black, Color.green, Color.red, Color.yellow }; System.Random rand = new System.Random(); int index = rand.Next(colorList.Count); Color randColor = colorList[index]; double randWait = rand.NextDouble(); if (gear != null && gear.statusLight != null) { gear.statusLight.toggleColor = randColor; gear.statusLight.Toggle(); } else { Debug.Log("It seems gear or statuslight is null"); } yield return(new WaitForSeconds((float)randWait)); if (running) { this.StartCoroutine(FlashLightsRandom()); } }
public Vector2[] SamplePositions(System.Random random) { Vector2[] samples = null; switch (DistributionType) { case Distribution.PoissonDisc: samples = GetPoissonGridSamples(random); break; case Distribution.Uniform: samples = GetUniformSamples(); break; default: throw new ArgumentOutOfRangeException(); } DetailModifierNode mod = GetInputValue <DetailModifierNode>("Modifier"); if (mod != null) { return(mod.SamplePositions(samples, random)); } return(samples); }
public void AddElementTest() { //var list2 = new SortSet<object, int>(); int num = 50000; var list = new SortSet <int, int>(); var rand = new System.Random(); for (var i = 0; i < num; i++) { var val = rand.Next(); list.Add(val, val); //list.Add(i,i); } var max = 0; foreach (var val in list) { if (max <= val) { max = val; } else { Assert.Fail(); } } }
// Start is called before the first frame update void Start() { _random = new System.Random(randomSeed); _campfireLights = new List <Light>(GetCampfireLights()); _lightIntensity = new List <float>(); foreach (var light in _campfireLights) { _lightIntensity.Add(light.intensity); } // Avoid light flicker overlapping if (numberPrimes < _campfireLights.Count * 2) { numberPrimes = _campfireLights.Count * 2; } _primes = new List <int>(GetPrimes(numberPrimes)); // Select primes from the list for each light _intervals = new List <FlickerInterval>(); foreach (var campfireLight in _campfireLights) { var interval = GetInterval(_primes, _random); _intervals.Add(new FlickerInterval( campfireLight, interval, maxFlickerDuration, _random)); } }
/// <summary> /// Generate a valid credit card number based on provider using Luhn's (Mod10) formula. /// </summary> /// <returns>The random valid credit card number.</returns> public string GetRandomValidCreditCardNumber(CreditCard provider) { bool isValid = false; string fakeCreditCardNumber = ""; while (!isValid) { System.Random r = new System.Random(); fakeCreditCardNumber = provider.Prefix.ToString(); //Build out randomized number that is 16 digits long. while (fakeCreditCardNumber.Length < 16) { fakeCreditCardNumber += r.Next(0, 10); } List <char> ccChar = fakeCreditCardNumber.ToCharArray().ToList(); List <char> reversedNumber = ccChar; reversedNumber.Reverse(); char check_digit = reversedNumber.First(); reversedNumber.RemoveAt(0); var sum = 0; for (var x = 0; x < reversedNumber.Count; x++) { var current_sum = 0; //Double every other value. if (x % 2 == 0) { var doubled_sum = reversedNumber[x].ToString().ToInt() * 2; if (doubled_sum >= 10) { current_sum = doubled_sum.ToString()[0].ToString().ToInt() + doubled_sum.ToString()[1].ToString().ToInt(); } else { current_sum = doubled_sum; } } else { current_sum = reversedNumber[x].ToString().ToInt(); } sum += current_sum; } string new_sum = (sum * 9).ToString(); if (new_sum[new_sum.Length - 1].ToString().ToInt() == check_digit.ToString().ToInt()) { isValid = true; break; } fakeCreditCardNumber = ""; } return(fakeCreditCardNumber); }
public int Get(System.Random random) { if (Min == Max) { return(Min); } return(random.Next(Min, Max)); }
internal Test(String name, String[] data, Collator collator, System.Random r, Control control) { this.name = name; this.data = data; this.collator = collator; this.control = control; this.r = r; }
/// <summary> /// 创建随机的字符区域编码 /// </summary> /// <param name="length">要随机的长度</param> /// <returns></returns> private object[] CreateRegionCode(int length) { //定义一个字符串数组储存汉字编码的组成元素 string[] rBase = new String[16] { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f" }; var rnd = new System.Random(); //定义一个object数组用来 object[] bytes = new object[length]; /*每循环一次产生一个含两个元素的十六进制字节数组,并将其放入byte数组中 * 每个汉字有四个区位码组成 * 区位码第1位和区位码第2位作为字节数组第一个元素 * 区位码第3位和区位码第4位作为字节数组第二个元素 */ for (int i = 0; i < length; i++) { //区位码第1位 int r1 = rnd.Next(11, 14); string str_r1 = rBase[r1].Trim(); //区位码第2位 rnd = new Random(r1 * Guid.NewGuid().GetHashCode() + i);//更换随机数发生器的种子避免产生重复值 var r2 = rnd.Next(0, r1 == 13 ? 7 : 16); string str_r2 = rBase[r2].Trim(); //区位码第3位 rnd = new Random(r2 * Guid.NewGuid().GetHashCode() + i); int r3 = rnd.Next(10, 16); string str_r3 = rBase[r3].Trim(); //区位码第4位 rnd = new Random(r3 * Guid.NewGuid().GetHashCode() + i); int r4; switch (r3) { case 10: r4 = rnd.Next(1, 16); break; case 15: r4 = rnd.Next(0, 15); break; default: r4 = rnd.Next(0, 16); break; } string str_r4 = rBase[r4].Trim(); //定义两个字节变量存储产生的随机汉字区位码 byte byte1 = Convert.ToByte(str_r1 + str_r2, 16); byte byte2 = Convert.ToByte(str_r3 + str_r4, 16); //将两个字节变量存储在字节数组中 byte[] str_r = { byte1, byte2 }; //将产生的一个汉字的字节数组放入object数组中 bytes.SetValue(str_r, i); } return(bytes); }
private void AimTower() { var v1 = _player.transform.position; var v2 = _tower.transform.position; if (v2.z < 0) { Random rnd = new System.Random(); float x = -1; float y = -1; while (x <= 3.1f || x >= 20 || y >= 9 || y <= 3.1f) { x = 3.1f + (float)(rnd.NextDouble() * (20 - 3.1f + 1)); y = 3.1f + (float)(rnd.NextDouble() * (9 - 3.1f + 1)); if (x > _player.transform.position.x - 0.5f && x < _player.transform.position.x + 0.5f) { if (y > _player.transform.position.y - 0.5f && y < _player.transform.position.y + 0.5f) { x = -1; y = -1; } } } _tower.transform.position = new Vector3(x, y, 0); return; } var angleBetween = Mathf.Atan2(v2.y - v1.y, v2.x - v1.x) * 180 / Mathf.PI - 90; if (_towerAngle < angleBetween) { _towerAngle += _rotSpeed / 3; } else { _towerAngle -= _rotSpeed / 3; } _tower.transform.rotation = Get2DAngle(_towerAngle); if (myTimer2 == 0) { myTimer2 = 50; var obj = (GameObject)Instantiate(_bullet, v2, Get2DAngle(0)); var bullet = new BulletInfo(obj, _towerAngle + 90); var pos = bullet.Position; pos.x -= 0.7f * Mathf.Cos((_towerAngle + 90) * Mathf.PI / 180); pos.y -= 0.7f * Mathf.Sin((_towerAngle + 90) * Mathf.PI / 180); bullet.Position = pos; _bullets.Add(bullet); AudioSource.PlayClipAtPoint(shot, v2); } }
private void GenerateEnemy(int size) { var random = new System.Random(); if (Enemy == null) { Enemy = GameObject.FindWithTag("Enemy"); } AddElement(Enemy, random.Next(size) / 2, 1, random.Next(size) / 2, 1, 0); }
private void Start() { dropZoneParent = GameObject.Find("DropZones"); rng = new System.Random(); coolDown = 60f; onCoolDown = false; dropzones = dropZoneParent.transform.childCount; prompted = false; state = true; }
private static void Scramble(String[] data, System.Random r) { for (int i = 0; i < data.Length; ++i) { int ix = r.Next(data.Length); String s = data[i]; data[i] = data[ix]; data[ix] = s; } }
// Start is called before the first frame update void Start() { nextMovementType = new Random(); nextMonster = new Random(); nextMovementType2 = new Random(); nextMonster2 = new Random(); randomRandoms = new Random(); }
int[] getRanArray(int pCurrentN, System.Random pRand) { int[] randArr = new int[pCurrentN]; int n = randArr.Length; for (int i = 0; i < n; i++) { randArr[i] = pRand.Next(1, 101); } return(randArr); }
void OnTriggerEnter(Collider other) { System.Random r = new System.Random(); int rInt = r.Next(0, 100); Debug.Log("A"); if (probability > rInt) { Debug.Log("Dead"); EventController.current.ChangeMode("finish", "You get burn"); } }
private IEnumerator ExplodeCreature(Creature creature, Vector3 dir) { var random = new System.Random(); while (Time.time - creature.spawnTime <= 2) { yield return(new WaitForFixedUpdate()); } string[] parts = { "LeftHand", "LeftForeArm", "LeftArm", "RightHand", "RightForeArm", "RightArm", "LeftFoot", "LeftLeg", "RightFoot", "RightLeg", "Head" }; int index = 0; while (index < parts.Length) { foreach (var part in creature.ragdoll.parts) { try { part.rb.AddForce((dir + Vector3.up), ForceMode.Impulse); if (part.name == parts[index]) { if (random.Next(1, 101) <= 50) { part.Slice(); } } } catch (Exception exception) { Debug.Log(exception.Message); } } index++; } if (creature.state != Creature.State.Dead) { creature.Kill(); } yield return(null); }
/// <summary> /// Creates a list of positions in the range of [0, 1] by /// running the poisson disc sampling algorithm. /// </summary> /// <param name="density">Density of the placement of objects</param> /// <param name="gridSize">Size of the grid to sample</param> /// <param name="random">Random number generator to sample</param> private Vector2[] GetPoissonGridSamples(float density, int gridSize, System.Random random) { PoissonDiscSampler pds = new PoissonDiscSampler(gridSize, gridSize, density, random); List <Vector2> total = new List <Vector2>(); foreach (Vector2 sample in pds.Samples()) { total.Add(sample / gridSize); } return(total.ToArray()); }
private void Start() { energySkillOneImage.sprite = player.GetComponent <PlayerController>().energySkill1.icon; energySkillTwoImage.sprite = player.GetComponent <PlayerController>().energySkill2.icon; staminaSkillImage.sprite = player.GetComponent <PlayerController>().staminaSkill.icon; _newSkill = GetNewSkill(); var random = new System.Random(); var random1 = random.Next(0, 10); _newSkill.skillLevel = random1 > 6 ? 1 : 0; newSkillImage.sprite = _newSkill.icon; }
/// <summary> /// 字体随机颜色 /// </summary> public System.Drawing.Color GetRandomColor() { System.Random RandomNum_First = new System.Random((int)DateTime.Now.Ticks); System.Threading.Thread.Sleep(RandomNum_First.Next(50)); System.Random RandomNum_Sencond = new System.Random((int)DateTime.Now.Ticks); int int_Red = RandomNum_First.Next(180); int int_Green = RandomNum_Sencond.Next(180); int int_Blue = (int_Red + int_Green > 300) ? 0 : 400 - int_Red - int_Green; int_Blue = (int_Blue > 255) ? 255 : int_Blue; return(System.Drawing.Color.FromArgb(int_Red, int_Green, int_Blue)); }
public float Get(System.Random random) { if (Math.Abs(Max) < 0.00001f && Math.Abs(Min) < 0.00001f) { return(0); } if (Max < Min) { return(random.NextFloat(Max, Min)); } return(random.NextFloat(Min, Max)); }
public Randomizer() { // It's tempting to seed the randomizer with the current time, but that's kind of // predictable, so instead, add a random time span to the current time and use that TimeSpan randomTime = new TimeSpan( GetBasicRandomNumber(365), GetBasicRandomNumber(24), GetBasicRandomNumber(60), GetBasicRandomNumber(60), GetBasicRandomNumber(1000)); var seedTime = DateTime.Now.Add(randomTime); _mainCore = new System.Random((int)seedTime.Ticks); }
private GameObject FindPotentialListeningDeviceObject() { List <GameObject> potentialListeningDevices = GameObject.FindObjectsOfType <BuggableFurniture>().Select(x => x.gameObject).OfType <GameObject>().ToList(); if (potentialListeningDevices.Count == 0) { return(null); } System.Random random = new System.Random(); int randomIndex = random.Next(0, potentialListeningDevices.Count); return(potentialListeningDevices.ElementAt(randomIndex)); }
public void Init(int seed) { for (int i = 0; i < Tiles.Length; i++) { Tiles[i].TileIndex = i; } cells = new Cell[OutputWidth * OutputHeight]; for (int i = 0; i < cells.Length; i++) { cells[i] = new Cell(this, Tiles.Length); } for (int i = 0; i < cells.Length; i++) { (int x, int y) = SequentialToCoordinate(i); Cell right = null; Cell up = null; Cell left = null; Cell down = null; int?rightIndex = CoordinateToSequential(x + 1, y); int?upIndex = CoordinateToSequential(x, y - 1); int?leftIndex = CoordinateToSequential(x - 1, y); int?downIndex = CoordinateToSequential(x, y + 1); if (rightIndex != null) { right = cells[rightIndex.Value]; } if (upIndex != null) { up = cells[upIndex.Value]; } if (leftIndex != null) { left = cells[leftIndex.Value]; } if (downIndex != null) { down = cells[downIndex.Value]; } cells[i].Init(right, up, left, down); } random = new System.Random(seed); }
public static int linear_fit_classification_rosenblatt(ref double[] model, double[,] inputs, double[] outputs, int iterationNumber, double step) { double[,] X = new double[inputs.GetLength(0), inputs.GetLength(1) + 1]; for (int j = 0; j < inputs.GetLength(0); j++) { X[j, 0] = 1; for (int k = 0; k < inputs.GetLength(1); k++) { X[j, k + 1] = inputs[j, k]; } } System.Random random = new System.Random(); int len1 = X.GetLength(1); double[,] rndInput = new double[len1, 1]; double[] flatRndInput = new double[len1 - 1]; double[,] rndOutput = new double[1, 1]; for (int i = 0; i < iterationNumber; i++) { int num = random.Next(0, outputs.Length); for (int j = 0; j < len1; j++) { rndInput[j, 0] = X[num, j]; if (j > 0) { flatRndInput[j - 1] = X[num, j]; } } rndOutput[0, 0] = outputs[num]; double linearClassifyRes = linear_classify(ref model, flatRndInput); double[,] sub = new double[1, 1]; sub[0, 0] = linearClassifyRes; double[,] subRes = SubstractMatrix(rndOutput, sub); double[,] multiplyRes = MultiplyMatrix(rndInput, subRes); double[,] rectModel = ToRectangular(model, 1); rectModel = AdditionMatrix(rectModel, MultiplyMatrixScalar(step, multiplyRes)); ToLinear(ref model, rectModel); } return(0); }
public Stage GenerateStage(int eventCount, int timeStep, bool shields, bool asteroids, bool bosses, bool colorsShifts, bool rotators) { var stage = new List<GameEvent> (); var currentColor = Colors.player; System.Random randGen = new System.Random (); //Set seeds! var firstShift = (int)eventCount / 3; var secondShift = (int)(eventCount * 2.0 / 3.0); for (int i = 0; i < eventCount; i++) { if (i == eventCount - 1 && bosses) { stage.Add (((GameEvent)new Boss (new Vector3 (0, 0, 0), 1, timeStep))); continue; } if (colorsShifts && (i == firstShift || i == secondShift)) { currentColor = ColorUtils.GetRandomBackgroundColor (currentColor, randGen); stage.Add ((GameEvent)new BackgroundShift (currentColor, timeStep)); continue; } var spawns = new List<Spawn> (); foreach (var slot in RandomSample(Constants.slots, randGen, randGen.Next(2,5))) { var chance = randGen.NextDouble (); var position = new Vector3 (slot, 5, 1); var color = ColorUtils.GetRandomColorForBackground (currentColor, randGen); var cannons = new bool[8]; for(int j=0; j<8; j++) { if((randGen.Next() % 3) == 0) cannons[j] = true; else cannons[j] = false; } if (cannons.All(f=>!f)) { var luckyCannon = randGen.Next () % 8; cannons [luckyCannon] = true; } spawns.Add (BuildSingleSpawn (position, cannons, shields, asteroids, rotators, color, chance)); } stage.Add ((GameEvent)new SpawnSet (spawns, timeStep)); } return new Stage (stage); }