private ProcessDefinition ExtractProcessFromCompiledSource(Compilation compilation, string processName) { var w = new Walk(); var processType = w.Visit(compilation.SourceModule.GlobalNamespace); if (!processType.Any()) return null; INamedTypeSymbol processSymbol = null; if (string.IsNullOrWhiteSpace(processName)) { processSymbol = processType.FirstOrDefault(x => x.Interfaces.Any(i => i.Name == ProcessIfxName)); } else { processSymbol = processType.FirstOrDefault(x => x.Name.Contains(processName) && x.Interfaces.Any(i => i.Name == ProcessIfxName)); } if (processSymbol == null) return null; var p = new ProcessDefinition(processSymbol, ProcessIfxName); p.SetStateEnumUsingStrategy(defaultStateDiscoveryStrategy); return p; }
void Awake () { inputState = GetComponent<InputState> (); walkBehaviour = GetComponent<Walk> (); duckBehaviour = GetComponent<Duck> (); animator = GetComponent<Animator> (); collisionState = GetComponent<CollisionState> (); }
// Use this for initialization void Start() { _animator = gameObject.GetComponentInChildren<Animator> (); w = _animator.GetBehaviour<Walk> (); w.Init (velocity, transform); }
// Use this for initialization void Start() { towerParent = LayerBuildScript.buildLayer.transform; walk = GetComponent<Walk>(); if(target == null | blueprint == null & bit == bitTypes.NONE){ Destroy(gameObject); } }
void Awake() { inputState = GetComponent<InputState> (); walkBehavior = GetComponent<Walk> (); animator = GetComponent<Animator> (); collisionState = GetComponent<CollisionState> (); shootBehavior = GetComponent<Shoot> (); }
private void Update() { if(Input.GetKeyDown(KeyCode.Return)) { line = InputBuffer.GetLineBuffer(); walk = FindObjectOfType<Walk>(); if(!walk.walking) action.DoAction(line); } }
public void Awake() { S = this; distance = transform.lossyScale.y / 2 + 0.1f; r = GetComponent<Rigidbody2D>(); surfaceMask = 1 << LayerMask.NameToLayer("Terrain") | 1 << LayerMask.NameToLayer("Water"); Events.Register<OnDeathEvent>(() => { r.velocity = Vector3.zero; }); doubleJumpSmoke = Resources.Load("Jump Smoke"); }
void Start() { ++count; active = false; flame = transform.Find("Flame").gameObject; flame.SetActive(false); altarLight = transform.Find("Torchlight").gameObject; altarLight.SetActive(false); // Get references to the different ability scripts walk = Walk.S; teleport = Teleport.S; rewind = Rewind.S; }
public void Start() { targetPosition = target.transform.position; //Get a reference to the Seeker component we added earlier seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); //Start a new path to the targetPosition, return the result to the OnPathComplete function seeker.StartPath (transform.position,targetPosition, OnPathComplete); //body = GetComponent<BodyScript> (); walker = GetComponent<Walk> (); if (walker != null) { speed = walker.baseSpeed; } }
// Use this for initialization void Awake() { if (!Effects && GetComponent<Effects> ()) Effects = GetComponent<Effects> (); else if (!Effects) Effects = (Effects) gameObject.AddComponent<Effects> (); EnemyGC2 = enemyGC2; DontDestroyOnLoad (gameObject); PlayerManager.Players.Add (this); Walk = GetComponent<Walk> (); Punch = GetComponent<Punch> (); Health = GetComponent<Health> (); Mana = GetComponent<Mana> (); TurnBody = TB; TurnHead = TH; EnemyLOS = enemyLOS; SpawnLOS = spawnLOS; walk = Walk; health = Health; punch = Punch; mana = Mana; }
public void AWalkWithNoTownsHasLength0() { var sut = new Walk(new List <Town>()); sut.Length.Should().Be(0); }
void standOnRightLeg() { print("changing to RIGHT_STAND..."); state = Walk.RIGHT_STAND; }
/// ============================================== /// <summary> /// /// </summary> public void UnitCommandRutine() { if (this.status != PUMStatus.IDLE && this.status != PUMStatus.COMMAND) { return; } if (this.selectedUnits.Count == 0) { return; } // Empezamos a comandar if (Input.GetMouseButtonDown(1)) { this.status = PUMStatus.COMMAND; Ray ray = sceneCamera.ScreenPointToRay(Input.mousePosition); float distance; groundPlane.Raycast(ray, out distance); this.commandPosition = ray.GetPoint(distance); var go = Instantiate(this.commandMarkerPrfb, this.commandPosition, Quaternion.identity); this.marker = go.GetComponent <CommandMarker>(); } if (this.status == PUMStatus.COMMAND) { if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0) { Ray ray = sceneCamera.ScreenPointToRay(Input.mousePosition); float distance; groundPlane.Raycast(ray, out distance); Vector3 point = ray.GetPoint(distance); this.marker.RotateTo((point - this.commandPosition).normalized); this.commandRotation = this.marker.transform.rotation; } } // Terminamos de comandar if (Input.GetMouseButtonUp(1)) { this.status = PUMStatus.IDLE; float index = 0; foreach (Unit u in this.selectedUnits) { Vector3 offset = Walk.GetPhyllotaxisOffsetByIndex(index, 2); u.ExecuteOrder(this.commandPosition + offset, this.commandRotation); index++; } this.marker.End(); } }
protected void Awake() { anim = GetComponent <Animator>(); Shaker = GameObject.FindGameObjectWithTag("Shake"); maxGrip = fighter.weight; HP = fighter.HitPoints; jumpHeight = fighter.jumpHeight; moveSpeed = fighter.speed; maxJumpCount = fighter.jumpCount; rigidBody = GetComponent <Rigidbody2D>(); Target = GameObject.FindGameObjectWithTag("Floor").GetComponent <GravAttractor>(); Shield = GetComponentInChildren <Barrier>(true).gameObject; if (isPlayer) { player = ReInput.players.GetPlayer(playerID); //The player controlling this fighter } gameObject.name = fighter.name.ToString() + playerID; statemachine = new StateMachine(); var flinch = new Flinch(this); var walk = new Walk(this); var run = new Run(this); var idle = new Idle(this); var jump = new Jump(this); var groundattack = new GroundAttack(this, attack); var airattack = new AirAttack(this, attack); var stun = new Stun(this); var leapprep = new LeapPrep(this); var blocking = new Blocking(this); var dodge = new AirDodge(this); var leap = new Leaping(this); var prone = new Prone(this); At(dodge, idle, landed()); At(flinch, idle, stunless()); At(run, idle, stop()); At(walk, idle, stop()); At(idle, jump, jumping()); At(idle, jump, unground()); At(jump, jump, jumping()); At(walk, jump, unground()); At(run, jump, unground()); At(walk, jump, jumping()); At(run, jump, jumping()); At(walk, run, running()); At(run, walk, walking()); At(idle, walk, walking()); At(idle, run, running()); At(idle, groundattack, offensive()); At(walk, groundattack, offensive()); At(run, groundattack, offensive()); At(jump, airattack, offensive()); At(groundattack, idle, unoffensive()); At(airattack, jump, unoffensive()); At(airattack, idle, landed()); At(jump, airattack, offensive()); At(jump, idle, landed()); At(jump, dodge, guard()); At(blocking, stun, pierce()); At(idle, blocking, guard()); At(walk, blocking, guard()); At(run, blocking, guard()); At(leapprep, idle, cancelleap()); At(leapprep, leap, gravityChange()); At(blocking, idle, unguard()); At(leap, idle, landed()); At(prone, idle, stunless()); statemachine.AddAnyTransition(leapprep, () => LeapPrep && leapCooldown <= 0); statemachine.AddAnyTransition(stun, () => stunned); statemachine.AddAnyTransition(flinch, () => isDamaged); statemachine.AddAnyTransition(prone, () => slam); Func <bool> stunless() => () => doneStun == true; Func <bool> walking() => () => speed > 0.3 && speed < 0.7; Func <bool> running() => () => speed > 0.7; Func <bool> stop() => () => speed < 0.3; Func <bool> jumping() => () => (jumpTimer > Time.time) && (maxJumpCount > jumpCount) && !action && actionCooldown > 0; Func <bool> offensive() => () => attack != null && actionCooldown > 0; Func <bool> unoffensive() => () => attack == null; Func <bool> landed() => () => grounded; Func <bool> pierce() => () => Guard <= 0; Func <bool> guard() => () => isBlocking && actionCooldown > 0; Func <bool> unguard() => () => !isBlocking; Func <bool> gravityChange() => () => LeapRelease; Func <bool> cancelleap() => () => cancelled; Func <bool> unground() => () => !grounded; statemachine.SetState(idle); }
public async Task <ActionResult <Walk> > PostWalk([FromHeader] string token, [FromHeader] string email, [FromBody] Walk walk) { // if user not authenticated if (!await _walkerRepository.Authenticated(token, email)) { return(Unauthorized()); } if (await _walkRepository.Exists(email)) { return(Conflict()); } Guid guid = Guid.NewGuid(); walk.Id = guid.ToString(); walk.Status = 0; walk.UserEmail = email; await _walkRepository.Add(walk); walk.WithoutWalkerInfo(); return(Ok(walk)); }
void Start() { instance = this; }
static void Main(string[] args) { var minx = Walk.MinX(Input.Paths[0], Input.Paths[1]); Console.WriteLine($"Min distance: {minx}"); }
void Start() { speakBehavior = new Meow(); moveBehavior = new Walk(); }
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("We have entered the patrol state"); walk = animator.gameObject.GetComponent <Walk>(); walk.SetNextPoint(); }
public override void Update() { if (ProgramConstants.s_max3DMarkTestDuration != 3) { ProgramConstants.s_max3DMarkTestDuration = 3; } CareerStatus status = CareerStatus.Get(); CareerStatus.State state = CareerStatus.GetState(); WorkshopController workshopController = WorkshopController.Get(); ModdedJob moddedjobs = new ModdedJob(); if (!moddedjobs.IsInitialized()) { moddedjobs.OnInit(); } if (Input.GetKeyDown(KeyCode.F)) { if (state.m_cash > 999999) { return; } status.AddCash(999999); } if (Input.GetKeyDown(KeyCode.G)) { status.AddKudos(150); } if (Input.GetKeyDown(KeyCode.V)) { this.AddReview(status, state, new ReviewModded()); } if (Input.GetKeyDown(KeyCode.K) || Input.GetKeyDown(KeyCode.LeftShift)) { GameObject obj = GameObject.Find("Player"); if (obj) { Walk w = obj.GetComponent <Walk>(); if (w.walkSpeed <= this.walkSpeed) { w.walkSpeed = 3.7f; } else { w.walkSpeed = this.walkSpeed; } } } if (Input.GetKeyUp(KeyCode.LeftShift)) { GameObject obj = GameObject.Find("Player"); if (obj) { Walk w = obj.GetComponent <Walk>(); if (w.walkSpeed == 3.7f) { w.walkSpeed = this.walkSpeed; } } } if (Input.GetKeyDown(KeyCode.J)) { if (!multipleJobs) { multipleJobs = true; return; } multipleJobs = false; } if (state.m_calendar.GetToday() != atualDay && multipleJobs) { atualDay = state.m_calendar.GetToday(); for (int i = 0; i < UnityEngine.Random.Range(1, 9); i++) { if (i == UnityEngine.Random.Range(0, 9)) { moddedjobs.GeneratePreviewJob(status, state); continue; } moddedjobs.GenerateJob(status, state); } } }
/// <summary> /// Main loop for Activity tracking. /// Start and stops an activity. /// Persists to /// - SkyDrive /// - Azure /// - .gpx file viewer /// as determined by SettingsView.xaml /// </summary> public async void ToggleActivity() { if (Vm == null) Vm = SimpleIoc.Default.GetInstance<Wp8AppHubViewModel>(); if (isActive) { Vm.StatusMessages += "ToggleActivity Stop"; activityTimer.Stop(); isActive = false; _activity.Stop = DateTime.Now; activityEnd = _CurrentGeoCoordinate; TimeSpan ts = _activity.Stop - _activity.Start; var distance = (activityEnd).GetDistanceTo(activityBegin); _activity.Distance = distance; var distanceInFeet = distance * 3.281; var distanceInMiles = distanceInFeet / 5280; if (Geos.Count > 0) { string skyDriveFileName = "Walker"; skyDriveFileName += DateTime.Now.ToString("yyyy-MM-dd-hh-mm"); skyDriveFileName += ".gpx"; _logger.Log(this, skyDriveFileName); byte[] bytes = Encoding.UTF8.GetBytes(ToGpx()); MemoryStream gpxMemoryStream = new MemoryStream(bytes); try { if (_client == null) { // _client = new LiveConnectClient(e.Session); _client = App.LiveConnectClient; } _logger.Log(this, "_client.UploadAsync(MeDetails.TopLevelSkyDriveFolder, skyDriveFileName, gpxMemoryStream,"); var result = await _client.UploadAsync(MeDetails.TopLevelSkyDriveFolder, skyDriveFileName, gpxMemoryStream, OverwriteOption.Overwrite); _logger.Log(this, "Upload to skyDrive apparently worked!", result.ToString()); // var success = await Windows.System.Launcher.LaunchFileAsync(ms); // var success = await Windows.System.Launcher. LaunchFileAsync(ms); } catch (Exception ex) { _logger.Log(this, "Upload to skyDrive exception: ", ex.ToString()); } gpxMemoryStream.Dispose(); if (_walkerAppSettings.GpxEnabled) LaunchGpxFileAssociation(skyDriveFileName); PersistIt(skyDriveFileName); } Vm.StatusMessages = string.Empty; Vm.StatusMessages += String.Format("Walked: {0:0000.00} meters ({2:00.000} miles) in {1} seconds.\n", distance, ts.ToString(), distanceInMiles); Vm.StatusMessages += String.Format("(new calc) Walked: {0:0000.00} meters \n", _CurrentDistance); _CurrentDistance = 0; } else { Vm.StatusMessages += "ToggleActivity Start"; StartTimer(); isActive = true; _activity = new Walk(); _activity.Start = DateTime.Now; activityBegin = _CurrentGeoCoordinate; Geos = new List<GeoCoordinate>(); // clear Geos list as we're starting a new activity track. Geos.Add(_CurrentGeoCoordinate); // Begin activity with current location. } }
public static void FillWalkFromFormVariables(ref Walk oWalk, NameValueCollection oForm) { int iLoc = 0; int iWalkTotalTime = 0; try { oWalk.WalkDate = DateTime.Parse(oForm["WalkDate"]); } catch (Exception) { oWalk.WalkDate = DateTime.MinValue; } oWalk.WalkDescription = oForm["WalkDescription"]; oWalk.WalkTitle = oForm["WalkTitle"]; oWalk.WalkSummary = oForm["WalkSummary"]; oWalk.WalkStartPoint = oForm["WalkStartPoint"]; oWalk.WalkEndPoint = oForm["WalkEndPoint"]; oWalk.WalkType = oForm["WalkTypes"]; iLoc = oForm["WalkAreaName"].IndexOf(", Type:"); if ((iLoc > 0)) { oWalk.WalkAreaName = oForm["WalkAreaName"].Substring(0, iLoc); } else { oWalk.WalkAreaName = oForm["WalkAreaName"].Trim(); } try { oWalk.CartographicLength = double.Parse(oForm["CartographicLength"]); } catch (Exception) { oWalk.CartographicLength = null; } try { oWalk.MetresOfAscent = Int16.Parse(oForm["MetresOfAscent"]); } catch (Exception) { oWalk.MetresOfAscent = null; } try { oWalk.WalkAverageSpeedKmh = double.Parse(oForm["WalkAverageSpeedKmh"]); } catch (Exception) { oWalk.WalkAverageSpeedKmh = null; } try { oWalk.MovingAverageKmh = double.Parse(oForm["MovingAverageKmh"]); } catch (Exception) { oWalk.MovingAverageKmh = null; } oWalk.WalkCompanions = oForm["WalkCompanions"]; try { if ((oForm["total_time_hours"] != null && (oForm["total_time_hours"].Length > 0))) { iWalkTotalTime = (int.Parse(oForm["total_time_hours"]) * 60); } } catch (Exception) { iWalkTotalTime = 0; } try { if ((oForm["total_time_mins"] != null && (oForm["total_time_mins"].Length > 0))) { iWalkTotalTime = (iWalkTotalTime + int.Parse(oForm["total_time_mins"])); } } catch (Exception) { } if ((iWalkTotalTime > 0)) { oWalk.WalkTotalTime = iWalkTotalTime; } if (oForm["summary_auto"] != null) { var oSB = new StringBuilder(); oSB.Append(oForm["WalkStartPoint"]); int iCounter = 1; bool bContinue = true; int iFirstLocation; int iLastLocation; while (bContinue) { if ((oForm[("VisitedSummit" + iCounter)] != null && (oForm[("VisitedSummit" + iCounter)]).Length > 0)) { // ----Append {hillname}(classifications) -> ----------- if ((oSB.ToString().Length > 0)) { oSB.Append(" -> "); } iFirstLocation = oForm[("VisitedSummit" + iCounter)].IndexOf(","); iLastLocation = oForm[("VisitedSummit" + iCounter)].LastIndexOf(","); if (((iFirstLocation < 0) || (iLastLocation < 0))) { oSB.Append(oForm[("VisitedSummit" + iCounter)]); } else { oSB.Append((oForm[("VisitedSummit" + iCounter)]).Substring(0, iFirstLocation)); } iCounter = (iCounter + 1); } else { bContinue = false; } } if ((oForm["WalkEndPoint"] != null && (oForm["WalkEndPoint"].Length > 0))) { oSB.Append((" -> " + oForm["WalkEndPoint"])); } oWalk.WalkSummary = oSB.ToString(); } else { oWalk.WalkSummary = oForm["WalkSummary"]; } if (oForm["WalkConditions"] != null) { oWalk.WalkConditions = oForm["WalkConditions"]; } }
public void SetUp() { _randomNumberGenerator = new RandomNumberGenerator(); _sut = new Walk(_randomNumberGenerator); }
// Use this for initialization void Start() { state = Walk.STAND; }
public override void Awake() { base.Awake(); walk = GetComponent<Walk>(); }
public void UpdatePosition(Walk step) { this.Row += step.Vertical; this.Column += step.Horizontal; }
public List <Walk> GetWalksByWalkerId(int walkerId) { using (SqlConnection conn = Connection) { conn.Open(); using (SqlCommand cmd = conn.CreateCommand()) { cmd.CommandText = @"SELECT Walks.Id, Walks.Date, Walks.Duration, Walks.WalkerId, Walks.DogId, Dog.Name, Dog.OwnerId, Dog.Breed, Owner.Name AS OwnerName FROM Walks JOIN Dog ON Dog.Id = Walks.DogId JOIN Owner ON Dog.OwnerId = Owner.Id WHERE Walks.WalkerId = @walkerId"; cmd.Parameters.AddWithValue("@walkerId", walkerId); SqlDataReader reader = cmd.ExecuteReader(); List <Walk> walks = new List <Walk>(); while (reader.Read()) { Walk walk = new Walk() { Id = reader.GetInt32(reader.GetOrdinal("Id")), Date = reader.GetDateTime(reader.GetOrdinal("Date")), Duration = reader.GetInt32(reader.GetOrdinal("Duration")), WalkerId = reader.GetInt32(reader.GetOrdinal("WalkerId")), DogId = reader.GetInt32(reader.GetOrdinal("DogId")) }; Dog dog = new Dog() { Id = reader.GetInt32(reader.GetOrdinal("DogId")), Name = reader.GetString(reader.GetOrdinal("Name")), OwnerId = reader.GetInt32(reader.GetOrdinal("OwnerId")), Breed = reader.GetString(reader.GetOrdinal("Breed")) }; walk.Dog = dog; Owner owner = new Owner() { Id = reader.GetInt32(reader.GetOrdinal("OwnerId")), Name = reader.GetString(reader.GetOrdinal("OwnerName")) }; walk.Owner = owner; walks.Add(walk); } reader.Close(); return(walks); } } }
public async Task <IActionResult> PutWalk([FromHeader] string token, [FromHeader] string email, [FromRoute] string id, [FromHeader] bool isUser, [FromBody] Walk walk) { // if user and not authenticated if (isUser && !await _walkerRepository.Authenticated(token, email)) { return(Unauthorized()); } // is safewalker and not authenticated else if (!isUser && !await _safewalkerRepository.Authenticated(token, email)) { return(Unauthorized()); } var oldWalk = await _walkRepository.Get(id); if (oldWalk == null) { return(NotFound()); } // Check if person is part of the walk if (isUser && oldWalk.UserEmail != email) { return(Unauthorized()); } // map fields from input walk to existing walk if (isUser) { oldWalk.UserMapFields(walk); } else { oldWalk.WalkerEmail = email; oldWalk.WalkerMapFields(walk); } var newWalk = await _walkRepository.Update(oldWalk); return(Ok(newWalk)); }
public Viking() { MoveBehavior = new Walk(); }
public PacketHandlers() { setPacketSizes(); PacketHandler temp; temp = new ActionButton(); handlers.Add(PacketId.CLOSE, temp); //Close handlers.Add(PacketId.ACTIONBUTTON, temp); //Actionbutton #1 handlers.Add(PacketId.ACTIONBUTTON2, temp); //Actionbutton #2 handlers.Add(PacketId.ACTIONBUTTON3, temp); //Actionbutton #3 temp = new ClientAction(); handlers.Add(PacketId.IDLE, temp); //Idle handlers.Add(PacketId.MOVE_CAMERA, temp); //Move camera handlers.Add(PacketId.PING, temp); //Ping handlers.Add(PacketId.FOCUS, temp); //Window focus handlers.Add(PacketId.CLICK_MOUSE, temp); //Mouse handlers.Add(PacketId.WINDOW_TYPE, temp); //Window type handlers.Add(PacketId.SOUND_SETTINGS, temp); //Toggle sound (sounds) temp = new Command(); handlers.Add(PacketId.COMMAND, temp); //Commands temp = new Communication(); handlers.Add(PacketId.ADD_FRIEND, temp); //Add friend handlers.Add(PacketId.DELETE_FRIEND, temp); //Delete friend handlers.Add(PacketId.ADD_IGNORE, temp); //Add ignore handlers.Add(PacketId.DELETE_IGNORE, temp); //Delete ignore handlers.Add(PacketId.SEND_PM, temp); //Send PM handlers.Add(PacketId.CLAN_RANKS, temp); //Set clan ranks handlers.Add(PacketId.CLAN_CHAT, temp); //Join clan chat handlers.Add(PacketId.PUBLIC, temp); //Public chat handlers.Add(PacketId.CLAN_KICK, temp); //Clan chat kick handlers.Add(PacketId.PRIVACY_SETTINGS, temp); //public/private/trade chat settings temp = new Walk(); handlers.Add(PacketId.WALK_1, temp); //Walk handlers.Add(PacketId.WALK_2, temp); //Walk handlers.Add(PacketId.WALK_3, temp); //Walk temp = new PlayerInteract(); handlers.Add(PacketId.ATTACK_PLAYER, temp); //Attack handlers.Add(PacketId.FOLLOW, temp); //Follow handlers.Add(PacketId.TRADE, temp); //Trade handlers.Add(PacketId.MAGIC_ON_PLAYER, temp); //Magic on player temp = new NPCInteract(); handlers.Add(PacketId.NPC_FIRST_CLICK, temp); //Attack handlers.Add(PacketId.NPC_SECOND_CLICK, temp); //Second click handlers.Add(PacketId.NPC_THIRD_CLICK, temp); //Third click handlers.Add(PacketId.NPC_FOURTH_CLICK, temp); //Fourth click handlers.Add(PacketId.NPC_FIFTH_CLICK, temp); //Fifth click handlers.Add(PacketId.NPC_EXAMINE, temp); //Examine Npc handlers.Add(PacketId.MAGIC_ON_NPC, temp); //Magic on NPC handlers.Add(PacketId.ITEM_ON_NPC, temp); //Item on NPC temp = new ObjectInteract(); handlers.Add(PacketId.OBJECT_FIRST_CLICK, temp); //First click handlers.Add(PacketId.OBJECT_SECOND_CLICK, temp); //Second click handlers.Add(PacketId.OBJECT_THIRD_CLICK, temp); //Third click handlers.Add(PacketId.OBJECT_FOURTH_CLICK, temp); //Fourth click handlers.Add(PacketId.OBJECT_FIFTH_CLICK, temp); //Fifth click handlers.Add(PacketId.OBJECT_EXAMINE, temp); //object examine temp = new ItemInteract(); handlers.Add(PacketId.EQUIP, temp); //Equip item handlers.Add(PacketId.ITEM_ON_ITEM, temp); //Item used on item handlers.Add(PacketId.INV_CLICK, temp); //Inventory click item handlers.Add(PacketId.ITEM_ON_OBJECT, temp); //Item used on object handlers.Add(PacketId.ITEM_ON_GROUND_ITEM, temp); //Item used on ground item. handlers.Add(PacketId.INV_OPERATE, temp); //Operate option handlers.Add(PacketId.INV_DROP, temp); //Drop item handlers.Add(PacketId.PICKUP, temp); //Pick up item handlers.Add(PacketId.INV_SWAP_SLOT, temp); //Swap item slot 1 handlers.Add(PacketId.INV_SWAP_SLOT2, temp); //Swap item slot 2 handlers.Add(PacketId.INV_RIGHT_CLICK_OPTION1, temp); //Right click option 1 handlers.Add(PacketId.INV_RIGHT_CLICK_OPTION2, temp); //Right click option 2 handlers.Add(PacketId.INV_EXAMINE_ITEM, temp); //Inventory item examine handlers.Add(PacketId.INV_EXAMINE_ITEM_GE, temp); //Inventory item examine in GE_SELL_ITEM temp = new InterfaceOptions(); handlers.Add(PacketId.ENTER_AMOUNT, temp); //Enter amount handlers.Add(PacketId.ENTER_TEXT, temp); // Enter text handlers.Add(PacketId.INTERFACE_CLICK_1, temp); //Option 1 handlers.Add(PacketId.INTERFACE_CLICK_2, temp); //Option 2 handlers.Add(PacketId.INTERFACE_CLICK_3, temp); //Option 3 handlers.Add(PacketId.INTERFACE_CLICK_4, temp); //Option 4 handlers.Add(PacketId.INTERFACE_CLICK_5, temp); //Option 5 handlers.Add(PacketId.INTERFACE_CLICK_6, temp); //Option 6 handlers.Add(PacketId.INTERFACE_CLICK_7, temp); //Option 7 handlers.Add(PacketId.INTERFACE_CLICK_8, temp); //Option 8 handlers.Add(PacketId.INTERFACE_CLICK_9, temp); //Option 9 handlers.Add(PacketId.INTERFACE_CLICK_10, temp); //Option 9 handlers.Add(PacketId.GE_SEARCH, temp); //Grand exchange search temp = new Unused(); handlers.Add(PacketId.REIGON_LOADING, temp); //Region loading, varied size handlers.Add(PacketId.PACKET_COUNT, temp); //Sent after any click which increases 'count' in getPackets handlers.Add(PacketId.CLIENT_VARIABLE_30, temp); //Sent if a client variable is 30..unknown handlers.Add(PacketId.DODGY_PACKET, temp); //Caused by a dodgy packet Console.WriteLine("Binded packetHandlers"); }
void Awake() { walk = GetComponent <Walk>(); }
// Use this for initialization void Start() { player = FindObjectOfType <Walk>(); power = FindObjectOfType <PowerUps>(); playerTransform = player.transform; }
private void Start() { instance = this; }
void Start() { speakBehavior = new Bark(); moveBehavior = new Walk(); }
public StateController <CharacterState, CharacterContext> BuildCharacterControllerImpl(StateControllerBuilder <CharacterState, CharacterContext> builder) { Builder = builder; InjectState(this); // Declare Smash Attacks SmashUp.Charge.Data.SmashAttack = SmashAttack.Charge; SmashSide.Charge.Data.SmashAttack = SmashAttack.Charge; SmashDown.Charge.Data.SmashAttack = SmashAttack.Charge; SmashUp.Attack.Data.SmashAttack = SmashAttack.Attack; SmashSide.Attack.Data.SmashAttack = SmashAttack.Attack; SmashDown.Attack.Data.SmashAttack = SmashAttack.Attack; // Ground Attacks new [] { Idle, Walk, CrouchStart, Crouch, CrouchEnd } // Smash Attacks .AddTransitions <CharacterState, CharacterContext>(context => { var input = context.Input; if (!input.Attack.WasPressed) { return(null); } switch (input.Smash.Direction) { case Direction.Right: case Direction.Left: return(SmashSide.Charge); case Direction.Up: return(SmashUp.Charge); case Direction.Down: return(SmashDown.Charge); } return(null); }) // Tilt Attacks .AddTransitions <CharacterState, CharacterContext>(context => { var input = context.Input; if (!input.Attack.WasPressed) { return(null); } switch (input.Movement.Direction) { case Direction.Right: case Direction.Left: return(TiltSide); case Direction.Up: return(TiltUp); case Direction.Down: return(TiltDown); } return(Neutral); }); SmashUp.Charge.AddTransitionTo(SmashUp.Attack); SmashDown.Charge.AddTransitionTo(SmashDown.Attack); SmashSide.Charge.AddTransitionTo(SmashSide.Attack); TiltDown.AddTransitionTo(Crouch, Input(i => i.Movement.Direction == Direction.Down)); new[] { Neutral, TiltUp, TiltDown, TiltSide, SmashUp.Attack, SmashDown.Attack, SmashSide.Attack } .AddTransitionTo(Idle); new [] { Fall, Jump, JumpAerial } .AddTransitions(Land, ctx => ctx.IsGrounded) // Aerial Attacks .AddTransitions <CharacterState, CharacterContext>(context => { var input = context.Input; if (!input.Attack.WasPressed) { return(null); } switch (input.Movement.Direction) { case Direction.Right: return(context.Direction >= 0f ? AerialForward : AerialBackward); case Direction.Left: return(context.Direction >= 0f ? AerialBackward : AerialForward); case Direction.Up: return(AerialUp); case Direction.Down: return(AerialDown); } return(AerialNeutral); }); new[] { AerialForward, AerialBackward, AerialDown, AerialUp, AerialNeutral } .AddTransitions(AerialAttackLand, ctx => ctx.IsGrounded) .AddTransitionTo(Fall); AerialAttackLand.AddTransitionTo(Idle); // Aerial Movement new [] { Idle, Walk, Dash, Run, RunTurn, RunBrake, CrouchStart, Crouch, CrouchEnd, Shield.Main } .AddTransitions(JumpStart, ctx => ctx.Input.Jump.WasPressed && ctx.CanJump); new[] { JumpStart, JumpAerial }.AddTransitionTo(Jump); new[] { Jump, Fall }.AddTransitions(JumpAerial, ctx => ctx.Input.Jump.WasPressed && ctx.CanJump) .AddTransitions(EscapeAir, Input(i => i.Shield.WasPressed)); Jump.AddTransition(Idle, ctx => ctx.NormalizedStateTime >= 1.0f && ctx.IsGrounded) .AddTransition(Fall, ctx => ctx.NormalizedStateTime >= 1.0f && !ctx.IsGrounded); EscapeAir.AddTransitionTo(FallHelpless); new[] { Fall, FallHelpless, EscapeAir }.AddTransitions(Land, ctx => ctx.IsGrounded); Land.AddTransitionTo(Idle); Func <Func <PlayerInputContext, DirectionalInput>, Func <CharacterContext, bool> > movementContext = func => { return(ctx => !DirectionInput(Direction.Down)(ctx) && Input(i => Mathf.Abs(func(i).Value.x) > DirectionalInput.DeadZone)(ctx)); }; // Running States Idle.AddTransition(Dash, movementContext(i => i.Smash)); Dash.AddTransitionTo(Idle, DirectionInput(Direction.Neutral)); new[] { Dash, RunTurn }.AddTransitionTo(Run); Run.AddTransition(RunBrake, DirectionInput(Direction.Neutral)); Run.AddTransition(RunTurn, ctx => !Mathf.Approximately(Mathf.Sign(ctx.Input.Movement.Value.x), Mathf.Sign(ctx.Direction))); RunBrake.AddTransitionTo(Idle); // Ground Movement new[] { Idle, Walk, Run } .AddTransitions(CrouchStart, DirectionInput(Direction.Down)) .AddTransitions(Fall, ctx => !ctx.IsGrounded); Idle.AddTransition(Walk, movementContext(i => i.Movement)); Walk.AddTransition(Idle, DirectionInput(Direction.Neutral)); // Crouching States CrouchStart.AddTransitionTo(Crouch); CrouchEnd.AddTransitionTo(Idle); new[] { CrouchStart, Crouch, CrouchEnd }.AddTransitions(Fall, ctx => !ctx.IsGrounded); Crouch.AddTransition(CrouchEnd, Input(i => i.Movement.Direction != Direction.Down)); // Ledge States new[] { Idle, Fall, FallHelpless }.AddTransitions(LedgeGrab, ctx => ctx.State.IsGrabbingLedge); LedgeGrab.AddTransitionTo(LedgeIdle); LedgeIdle.AddTransition(LedgeRelease, ctx => !ctx.State.IsGrabbingLedge) .AddTransition(LedgeClimb, DirectionInput(Direction.Up)) .AddTransition(LedgeJump, ctx => ctx.Input.Jump.WasPressed && ctx.CanJump) .AddTransition(LedgeAttack, Attack()); LedgeJump.AddTransitionTo(Jump); new[] { LedgeRelease, LedgeClimb, LedgeEscape, LedgeAttack } .AddTransitions(Idle, ctx => ctx.NormalizedStateTime >= 1.0f && ctx.IsGrounded) .AddTransitions(Fall, ctx => ctx.NormalizedStateTime >= 1.0f && !ctx.IsGrounded); // Shielding Idle.AddTransition(Shield.On, Input(i => i.Shield.Current)); Shield.On.AddTransition(Shield.Perfect, ctx => ctx.State.IsHit) .AddTransitionTo(Shield.Main); Shield.Main.AddTransition(Shield.Broken, ctx => ctx.State.ShieldDamage <= 0) .AddTransition(Shield.Off, Input(i => !i.Shield.Current)); Shield.Off.AddTransitionTo(Idle); new[] { Shield.Broken, Shield.Stunned, Idle }.Chain(); // Rolls/Sidesteps Shield.Main .AddTransition(EscapeForward, ctx => { if (ctx.Direction > 0f) { return(DirectionalSmash(Direction.Right)(ctx)); } else { return(DirectionalSmash(Direction.Left)(ctx)); } }) .AddTransition(EscapeBackward, ctx => { if (ctx.Direction > 0f) { return(DirectionalSmash(Direction.Left)(ctx)); } else { return(DirectionalSmash(Direction.Right)(ctx)); } }) .AddTransition(Escape, DirectionInput(Direction.Down)); new[] { Escape, EscapeForward, EscapeBackward }.AddTransitionTo(Shield.Main); Builder.WithDefaultState(Idle); BuildCharacterController(); return(Builder.Build()); }
// Use this for initialization void Start() { walk = GetComponent<Walk>(); walk.enabled = true; Events.Register<OnDeathEvent>(OnReset); Events.Register<OnPauseEvent>(OnPause); }
// Use this for initialization void Start() { hitSounds = GetComponents<AudioSource> (); walk = GetComponent<Walk> (); }
public Viking() { Position = 0; MoveBehavior = new Walk(); }
// Use this for initialization void Start() { instance = this; prefab = Resources.Load("PlayerPrefab") as GameObject; }
void Awake() { S = this; Reset(); Toggle(false); r = GetComponent<Rigidbody2D>(); walk = gameObject.GetComponent<Walk>(); teleportAudio = GetComponent<AudioSource>(); teleportAudio.volume = 0.6f; dashIndicator = GameObject.Find("Dash Indicator"); poof = (GameObject)Resources.Load("Poof"); dashIndicator.SetActive(false); Events.Register<OnResetEvent>(Reset); Events.Register<OnDeathEvent>(Reset); Events.Register<OnPauseEvent>(Pause); }
// Use this for initialization void Start() { player = FindObjectOfType <Walk>(); }
public PacketHandlers() { setPacketSizes(); PacketHandler temp; temp = new ActionButton(); handlers.Add(PacketId.CLOSE, temp); //Close handlers.Add(PacketId.ACTIONBUTTON, temp); //Actionbutton #1 handlers.Add(PacketId.ACTIONBUTTON2, temp); //Actionbutton #2 handlers.Add(PacketId.ACTIONBUTTON3, temp); //Actionbutton #3 temp = new ClientAction(); handlers.Add(PacketId.IDLE, temp); //Idle handlers.Add(PacketId.MOVE_CAMERA, temp); //Move camera handlers.Add(PacketId.PING, temp); //Ping handlers.Add(PacketId.FOCUS, temp); //Window focus handlers.Add(PacketId.CLICK_MOUSE, temp); //Mouse handlers.Add(PacketId.WINDOW_TYPE, temp); //Window type handlers.Add(PacketId.SOUND_SETTINGS, temp); //Toggle sound (sounds) temp = new Command(); handlers.Add(PacketId.COMMAND, temp); //Commands temp = new Communication(); handlers.Add(PacketId.ADD_FRIEND, temp); //Add friend handlers.Add(PacketId.DELETE_FRIEND, temp); //Delete friend handlers.Add(PacketId.ADD_IGNORE, temp); //Add ignore handlers.Add(PacketId.DELETE_IGNORE, temp); //Delete ignore handlers.Add(PacketId.SEND_PM, temp); //Send PM handlers.Add(PacketId.CLAN_RANKS, temp); //Set clan ranks handlers.Add(PacketId.CLAN_CHAT, temp); //Join clan chat handlers.Add(PacketId.PUBLIC, temp); //Public chat handlers.Add(PacketId.CLAN_KICK, temp); //Clan chat kick handlers.Add(PacketId.PRIVACY_SETTINGS, temp); //public/private/trade chat settings temp = new Walk(); handlers.Add(PacketId.WALK_1, temp); //Walk handlers.Add(PacketId.WALK_2, temp); //Walk handlers.Add(PacketId.WALK_3, temp); //Walk temp = new PlayerInteract(); handlers.Add(PacketId.ATTACK_PLAYER, temp); //Attack handlers.Add(PacketId.FOLLOW, temp); //Follow handlers.Add(PacketId.TRADE, temp); //Trade handlers.Add(PacketId.MAGIC_ON_PLAYER, temp); //Magic on player temp = new NPCInteract(); handlers.Add(PacketId.NPC_FIRST_CLICK, temp); //Attack handlers.Add(PacketId.NPC_SECOND_CLICK, temp); //Second click handlers.Add(PacketId.NPC_THIRD_CLICK, temp); //Third click handlers.Add(PacketId.NPC_FOURTH_CLICK, temp); //Fourth click handlers.Add(PacketId.NPC_FIFTH_CLICK, temp); //Fifth click handlers.Add(PacketId.NPC_EXAMINE, temp); //Examine Npc handlers.Add(PacketId.MAGIC_ON_NPC, temp); //Magic on NPC handlers.Add(PacketId.ITEM_ON_NPC, temp); //Item on NPC temp = new ObjectInteract(); handlers.Add(PacketId.OBJECT_FIRST_CLICK, temp); //First click handlers.Add(PacketId.OBJECT_SECOND_CLICK, temp); //Second click handlers.Add(PacketId.OBJECT_THIRD_CLICK, temp); //Third click handlers.Add(PacketId.OBJECT_FOURTH_CLICK, temp); //Fourth click handlers.Add(PacketId.OBJECT_EXAMINE, temp); //object examine temp = new ItemInteract(); handlers.Add(PacketId.EQUIP, temp); //Equip item handlers.Add(PacketId.ITEM_ON_ITEM, temp); //Item used on item handlers.Add(PacketId.INV_CLICK, temp); //Inventory click item handlers.Add(PacketId.ITEM_ON_OBJECT, temp); //Item used on object handlers.Add(PacketId.ITEM_ON_GROUND_ITEM, temp); //Item used on ground item. handlers.Add(PacketId.INV_OPERATE, temp); //Operate option handlers.Add(PacketId.INV_DROP, temp); //Drop item handlers.Add(PacketId.PICKUP, temp); //Pick up item handlers.Add(PacketId.INV_SWAP_SLOT, temp); //Swap item slot 1 handlers.Add(PacketId.INV_SWAP_SLOT2, temp); //Swap item slot 2 handlers.Add(PacketId.INV_RIGHT_CLICK_OPTION1, temp); //Right click option 1 handlers.Add(PacketId.INV_RIGHT_CLICK_OPTION2, temp); //Right click option 2 handlers.Add(PacketId.INV_EXAMINE_ITEM, temp); //Inventory item examine temp = new InterfaceOptions(); handlers.Add(PacketId.ENTER_AMOUNT, temp); //Enter amount handlers.Add(PacketId.ENTER_TEXT, temp); // Enter text handlers.Add(PacketId.INTERFACE_CLICK_1, temp); //Option 1 handlers.Add(PacketId.INTERFACE_CLICK_2, temp); //Option 2 handlers.Add(PacketId.INTERFACE_CLICK_3, temp); //Option 3 handlers.Add(PacketId.INTERFACE_CLICK_4, temp); //Option 4 handlers.Add(PacketId.INTERFACE_CLICK_5, temp); //Option 5 handlers.Add(PacketId.INTERFACE_CLICK_6, temp); //Option 6 handlers.Add(PacketId.INTERFACE_CLICK_7, temp); //Option 7 handlers.Add(PacketId.INTERFACE_CLICK_8, temp); //Option 8 handlers.Add(PacketId.INTERFACE_CLICK_9, temp); //Option 9 handlers.Add(PacketId.INTERFACE_CLICK_10, temp); //Option 9 handlers.Add(PacketId.GE_SEARCH, temp); //Grand exchange search temp = new Unused(); handlers.Add(PacketId.REIGON_LOADING, temp); //Region loading, varied size handlers.Add(PacketId.PACKET_COUNT, temp); //Sent after any click which increases 'count' in getPackets handlers.Add(PacketId.CLIENT_VARIABLE_30, temp); //Sent if a client variable is 30..unknown handlers.Add(PacketId.DODGY_PACKET, temp); //Caused by a dodgy packet Console.WriteLine("Binded packetHandlers"); }
private void Start() { this.health = GetComponent <Health>(); this.walk = GetComponent <Walk>(); this.controller = ReInput.players.GetPlayer(0); }
private void Awake() { anim = new Anim(animator); move = new Vector2(); walk = new Walk(5); }
void righUpLegLiftedFront() { print("changing to RIGHT_STEP_MID_LEG..."); state = Walk.RIGHT_STEP_MID_LEG; }
public Viking() { MoveBehavior = new Walk(); }
void rightMidLegOnPosition() { print("changing to RIGHT_LEG_DOWN..."); state = Walk.RIGHT_LEG_DOWN; }