예제 #1
0
     : base(Contracts.CheckRef(env, nameof(env)).Register(nameof(CopyColumnsEstimator)), new CopyColumnsTransform(env, columns))
 {
예제 #2
0
 "bottomleft" => cellSetOp(env, c => c.GroupBy(c => c.Y).MaxElement(g => g.Key).MinElement(c => c.X).Index),
 "bottomright" => cellSetOp(env, c => c.GroupBy(c => c.Y).MaxElement(g => g.Key).MaxElement(c => c.X).Index),
예제 #3
0
     : base(Contracts.CheckRef(env, nameof(env)).Register(nameof(KeyToValueMappingEstimator)), new KeyToValueMappingTransformer(env, columns))
 {
     : base(Contracts.CheckRef(env, nameof(env)).Register(nameof(MissingValueIndicatorTransformer)), new MissingValueIndicatorTransformer(env, columns))
 {
예제 #5
0
			public env(env old)
			{
				_var = old._var;
				value = old.value;
			}
예제 #6
0
 _ => base.InterpretMemberAccess(memberName, operand, env, grid)
예제 #7
0
    void add_env_cross(env current_env)
    {
        bool already_G = false, already_H = false, already_D = false, already_B = false;

        foreach (env env_created in envs)                                                                      // vérifier si les cases à ajouter autour de la case appelante n'existe pas déjà
        {
            if (env_created.coord.x == current_env.coord.x - 10 && env_created.coord.z == current_env.coord.z) // check if env déjà présent à gauche
            {
                already_G = true;
            }
            if (env_created.coord.x == current_env.coord.x + 10 && env_created.coord.z == current_env.coord.z) // check if env déjà présent à droite
            {
                already_D = true;
            }
            if (env_created.coord.x == current_env.coord.x && env_created.coord.z == current_env.coord.z - 10) // check if env déjà présent en bas
            {
                already_B = true;
            }
            if (env_created.coord.x == current_env.coord.x && env_created.coord.z == current_env.coord.z + 10) // check if env déjà présent en haut
            {
                already_H = true;
            }
        }

        // -------------------------------------- création de l'env à gauche de la case appelante ---------------------------------------//
        if (current_env.G && !already_G) // si une ouverture à gauche
        {
            string str_prox_G = "", str_prox_H = "", str_prox_D = "", str_prox_B = "";
            string char_restrict_1 = "", char_restrict_2 = "", char_restrict_3 = "", char_delete_1 = "FFFFFF", char_delete_2 = "FFFFFF", char_delete_3 = "FFFFFF";

            env new_env = new env();
            new_env.coord    = current_env.coord;
            new_env.coord.x -= 10;

            // set proxi bools
            new_env.prox_G = false;
            new_env.prox_H = false;
            new_env.prox_D = true;
            new_env.prox_B = false;

            foreach (env env_created in envs)                                                              // on vérifie les cases en croix autour de la case que l'on va rajouter à gauche
            {
                if (env_created.coord.x == new_env.coord.x - 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à gauche
                {
                    str_prox_G     = env_created.plane.name;
                    new_env.prox_G = true;
                }
                if (env_created.coord.x == new_env.coord.x + 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à droite
                {
                    str_prox_D     = env_created.plane.name;
                    new_env.prox_D = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z - 10) // check if env déjà présent en bas
                {
                    str_prox_B     = env_created.plane.name;
                    new_env.prox_B = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z + 10) // check if env déjà présent en haut
                {
                    str_prox_H     = env_created.plane.name;
                    new_env.prox_H = true;
                }
            }



            if (new_env.prox_G) // une case existe à gauche de là où on veut créer // should use new_env_X
            {
                if (str_prox_G.Contains("D"))
                {
                    char_restrict_1 = "G";
                }
                else
                {
                    char_delete_1 = "G";
                }
            }

            if (new_env.prox_H) // une case existe en haut de là où on veut créer
            {
                if (str_prox_H.Contains("B"))
                {
                    char_restrict_2 = "H";
                }
                else
                {
                    char_delete_2 = "H";
                }
            }

            if (new_env.prox_B) // une case existe en bas de là où on veut créer
            {
                if (str_prox_B.Contains("H"))
                {
                    char_restrict_3 = "B";
                }
                else
                {
                    char_delete_3 = "B";
                }
            }

            env_reduced.Clear();

            // reducing prefab list to prefab containing D entrance
            foreach (GameObject env in env_prefabs)
            {
                if (env.name.Contains("D") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                {
                    env_reduced.Add(env);
                }
            }
            if (env_reduced.Count == 0) // si on n'a plus de troncon normal, on selectionne un bouchon
            {
                foreach (GameObject env in closing_prefabs)
                {
                    if (env.name.Contains("D") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                    {
                        env_reduced.Add(env);
                    }
                }
            }


            new_env.plane = env_reduced[Random.Range(0, env_reduced.Count)];


            //----------------------------------------- set bools -----------------------------------------//
            if (new_env.plane.name.Contains("G"))
            {
                new_env.G = true;
            }
            else
            {
                new_env.G = false;
            }

            if (new_env.plane.name.Contains("H"))
            {
                new_env.H = true;
            }
            else
            {
                new_env.H = false;
            }

            if (new_env.plane.name.Contains("D"))
            {
                new_env.D = true;
            }
            else
            {
                new_env.D = false;
            }

            if (new_env.plane.name.Contains("B"))
            {
                new_env.B = true;
            }
            else
            {
                new_env.B = false;
            }
            //------------------------------------------------------------------------------------------//

            new_env.ID = ID_count;
            ID_count++;

            Instantiate(new_env.plane, new_env.coord, Quaternion.Euler(0, 180, 0));
            envs.Add(new_env);
        }
        // -------------------------------------------------------------------------------------------------------------------------//



        // -------------------------------------- création de l'env à droite de la case appelante ---------------------------------------//
        if (current_env.D && !already_D) // si une ouverture à droite
        {
            string str_prox_G = "", str_prox_H = "", str_prox_D = "", str_prox_B = "";
            string char_restrict_1 = "", char_restrict_2 = "", char_restrict_3 = "", char_delete_1 = "FFFFFF", char_delete_2 = "FFFFFF", char_delete_3 = "FFFFFF";

            env new_env = new env();
            new_env.coord    = current_env.coord;
            new_env.coord.x += 10;

            // set proxi bools
            new_env.prox_G = true;
            new_env.prox_H = false;
            new_env.prox_D = false;
            new_env.prox_B = false;

            foreach (env env_created in envs)                                                              // on vérifie les cases en croix autour de la case que l'on va rajouter à gauche
            {
                if (env_created.coord.x == new_env.coord.x - 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à gauche
                {
                    str_prox_G     = env_created.plane.name;
                    new_env.prox_G = true;
                }
                if (env_created.coord.x == new_env.coord.x + 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à droite
                {
                    str_prox_D     = env_created.plane.name;
                    new_env.prox_D = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z - 10) // check if env déjà présent en bas
                {
                    str_prox_B     = env_created.plane.name;
                    new_env.prox_B = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z + 10) // check if env déjà présent en haut
                {
                    str_prox_H     = env_created.plane.name;
                    new_env.prox_H = true;
                }
            }


            if (new_env.prox_D) // une case existe à droite de là où on veut créer // should use new_env_X
            {
                if (str_prox_D.Contains("G"))
                {
                    char_restrict_1 = "D";
                }
                else
                {
                    char_delete_1 = "D";
                }
            }

            if (new_env.prox_H) // une case existe en haut de là où on veut créer
            {
                if (str_prox_H.Contains("B"))
                {
                    char_restrict_2 = "H";
                }
                else
                {
                    char_delete_2 = "H";
                }
            }

            if (new_env.prox_B) // une case existe en bas de là où on veut créer
            {
                if (str_prox_B.Contains("H"))
                {
                    char_restrict_3 = "B";
                }
                else
                {
                    char_delete_3 = "B";
                }
            }

            env_reduced.Clear();
            // reducing prefab list to prefab containing D entrance
            foreach (GameObject env in env_prefabs)
            {
                if (env.name.Contains("G") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                {
                    env_reduced.Add(env);
                }
            }
            if (env_reduced.Count == 0) // si on n'a plus de troncon normal, on selectionne un bouchon
            {
                foreach (GameObject env in closing_prefabs)
                {
                    if (env.name.Contains("G") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                    {
                        env_reduced.Add(env);
                    }
                }
            }

            new_env.plane = env_reduced[Random.Range(0, env_reduced.Count)];



            //----------------------------------------- set bools -----------------------------------------//
            if (new_env.plane.name.Contains("G"))
            {
                new_env.G = true;
            }
            else
            {
                new_env.G = false;
            }

            if (new_env.plane.name.Contains("H"))
            {
                new_env.H = true;
            }
            else
            {
                new_env.H = false;
            }

            if (new_env.plane.name.Contains("D"))
            {
                new_env.D = true;
            }
            else
            {
                new_env.D = false;
            }

            if (new_env.plane.name.Contains("B"))
            {
                new_env.B = true;
            }
            else
            {
                new_env.B = false;
            }
            //------------------------------------------------------------------------------------------//

            new_env.ID = ID_count;
            ID_count++;

            Instantiate(new_env.plane, new_env.coord, Quaternion.Euler(0, 180, 0));
            envs.Add(new_env);
        }
        // -------------------------------------------------------------------------------------------------------------------------//



        // -------------------------------------- création de l'env en haut de la case appelante ---------------------------------------//
        if (current_env.H && !already_H) // si une ouverture en haut
        {
            string str_prox_G = "", str_prox_H = "", str_prox_D = "", str_prox_B = "";
            string char_restrict_1 = "", char_restrict_2 = "", char_restrict_3 = "", char_delete_1 = "FFFFFF", char_delete_2 = "FFFFFF", char_delete_3 = "FFFFFF";

            env new_env = new env();
            new_env.coord    = current_env.coord;
            new_env.coord.z += 10;

            // set proxi bools
            new_env.prox_G = false;
            new_env.prox_H = false;
            new_env.prox_D = false;
            new_env.prox_B = true;

            foreach (env env_created in envs)                                                              // on vérifie les cases en croix autour de la case que l'on va rajouter à gauche
            {
                if (env_created.coord.x == new_env.coord.x - 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à gauche
                {
                    str_prox_G     = env_created.plane.name;
                    new_env.prox_G = true;
                }
                if (env_created.coord.x == new_env.coord.x + 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à droite
                {
                    str_prox_D     = env_created.plane.name;
                    new_env.prox_D = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z - 10) // check if env déjà présent en bas
                {
                    str_prox_B     = env_created.plane.name;
                    new_env.prox_B = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z + 10) // check if env déjà présent en haut
                {
                    str_prox_H     = env_created.plane.name;
                    new_env.prox_H = true;
                }
            }


            if (new_env.prox_G) // une case existe à gauche de là où on veut créer // should use new_env_X
            {
                if (str_prox_G.Contains("D"))
                {
                    char_restrict_1 = "G";
                }
                else
                {
                    char_delete_1 = "G";
                }
            }

            if (new_env.prox_H) // une case existe en haut de là où on veut créer
            {
                if (str_prox_H.Contains("B"))
                {
                    char_restrict_2 = "H";
                }
                else
                {
                    char_delete_2 = "H";
                }
            }

            if (new_env.prox_D) // une case existe à droite de là où on veut créer
            {
                if (str_prox_D.Contains("G"))
                {
                    char_restrict_3 = "D";
                }
                else
                {
                    char_delete_3 = "D";
                }
            }



            env_reduced.Clear();
            // reducing prefab list to prefab containing D entrance
            foreach (GameObject env in env_prefabs)
            {
                if (env.name.Contains("B") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                {
                    env_reduced.Add(env);
                }
            }
            if (env_reduced.Count == 0) // si on n'a plus de troncon normal, on selectionne un bouchon
            {
                foreach (GameObject env in closing_prefabs)
                {
                    if (env.name.Contains("B") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                    {
                        env_reduced.Add(env);
                    }
                }
            }

            new_env.plane = env_reduced[Random.Range(0, env_reduced.Count)];


            //----------------------------------------- set bools -----------------------------------------//
            if (new_env.plane.name.Contains("G"))
            {
                new_env.G = true;
            }
            else
            {
                new_env.G = false;
            }

            if (new_env.plane.name.Contains("H"))
            {
                new_env.H = true;
            }
            else
            {
                new_env.H = false;
            }

            if (new_env.plane.name.Contains("D"))
            {
                new_env.D = true;
            }
            else
            {
                new_env.D = false;
            }

            if (new_env.plane.name.Contains("B"))
            {
                new_env.B = true;
            }
            else
            {
                new_env.B = false;
            }
            //------------------------------------------------------------------------------------------//

            new_env.ID = ID_count;
            ID_count++;

            Instantiate(new_env.plane, new_env.coord, Quaternion.Euler(0, 180, 0));
            envs.Add(new_env);
        }
        // -------------------------------------------------------------------------------------------------------------------------//



        // -------------------------------------- création de l'env en bas de la case appelante ---------------------------------------//
        if (current_env.B && !already_B) // si une ouverture en haut
        {
            string str_prox_G = "", str_prox_H = "", str_prox_D = "", str_prox_B = "";
            string char_restrict_1 = "", char_restrict_2 = "", char_restrict_3 = "", char_delete_1 = "FFFFFF", char_delete_2 = "FFFFFF", char_delete_3 = "FFFFFF";


            env new_env = new env();
            new_env.coord    = current_env.coord;
            new_env.coord.z -= 10;

            // set proxi bools
            new_env.prox_G = false;
            new_env.prox_H = true;
            new_env.prox_D = false;
            new_env.prox_B = false;

            foreach (env env_created in envs)                                                              // on vérifie les cases en croix autour de la case que l'on va rajouter à gauche
            {
                if (env_created.coord.x == new_env.coord.x - 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à gauche
                {
                    str_prox_G     = env_created.plane.name;
                    new_env.prox_G = true;
                }
                if (env_created.coord.x == new_env.coord.x + 10 && env_created.coord.z == new_env.coord.z) // check if env déjà présent à droite
                {
                    str_prox_D     = env_created.plane.name;
                    new_env.prox_D = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z - 10) // check if env déjà présent en bas
                {
                    str_prox_B     = env_created.plane.name;
                    new_env.prox_B = true;
                }
                if (env_created.coord.x == new_env.coord.x && env_created.coord.z == new_env.coord.z + 10) // check if env déjà présent en haut
                {
                    str_prox_H     = env_created.plane.name;
                    new_env.prox_H = true;
                }
            }


            if (new_env.prox_G) // une case existe à gauche de là où on veut créer // should use new_env_X
            {
                if (str_prox_G.Contains("D"))
                {
                    char_restrict_1 = "G";
                }
                else
                {
                    char_delete_1 = "G";
                }
            }

            if (new_env.prox_D) // une case existe à droite de là où on veut créer
            {
                if (str_prox_D.Contains("G"))
                {
                    char_restrict_2 = "D";
                }
                else
                {
                    char_delete_2 = "D";
                }
            }

            if (new_env.prox_B) // une case existe en bas de là où on veut créer
            {
                if (str_prox_B.Contains("H"))
                {
                    char_restrict_3 = "B";
                }
                else
                {
                    char_delete_3 = "B";
                }
            }


            env_reduced.Clear();
            // reducing prefab list to prefab containing D entrance
            foreach (GameObject env in env_prefabs)
            {
                if (env.name.Contains("H") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                {
                    env_reduced.Add(env);
                }
            }
            if (env_reduced.Count == 0) // si on n'a plus de troncon normal, on selectionne un bouchon
            {
                foreach (GameObject env in closing_prefabs)
                {
                    if (env.name.Contains("H") && env.name.Contains(char_restrict_1) && env.name.Contains(char_restrict_2) && env.name.Contains(char_restrict_3) && !env.name.Contains(char_delete_1) && !env.name.Contains(char_delete_2) && !env.name.Contains(char_delete_3))
                    {
                        env_reduced.Add(env);
                    }
                }
            }

            new_env.plane = env_reduced[Random.Range(0, env_reduced.Count)];

            //----------------------------------------- set bools -----------------------------------------//
            if (new_env.plane.name.Contains("G"))
            {
                new_env.G = true;
            }
            else
            {
                new_env.G = false;
            }

            if (new_env.plane.name.Contains("H"))
            {
                new_env.H = true;
            }
            else
            {
                new_env.H = false;
            }

            if (new_env.plane.name.Contains("D"))
            {
                new_env.D = true;
            }
            else
            {
                new_env.D = false;
            }

            if (new_env.plane.name.Contains("B"))
            {
                new_env.B = true;
            }
            else
            {
                new_env.B = false;
            }
            //------------------------------------------------------------------------------------------//

            new_env.ID = ID_count;
            ID_count++;

            Instantiate(new_env.plane, new_env.coord, Quaternion.Euler(0, 180, 0));
            envs.Add(new_env);
        }
        // -------------------------------------------------------------------------------------------------------------------------//
    }
 ConvertToDataView(env, keys, values, treatValuesAsKeyTypes), KeyColumnName, ValueColumnName, columns)
예제 #9
0
    public void call_add(Vector3 coord_caller)
    {
        //Debug.Log(coord_caller);
        // Debug.Log(("call_ad_cross from : "+current_env.plane.name+ " at "+current_env.coord));
        foreach (env env_created in envs)
        {
            if (coord_caller.x == env_created.coord.x && coord_caller.z == env_created.coord.z)
            {
                current_env = env_created;
                if (previous_env.ID != current_env.ID)
                {
                    // Debug.Log(current_env.plane.name);
                    previous_env = current_env;
                }
            }
        }

        if (!current_env.visited)
        {
            add_env_cross(current_env);
        }
        current_env.visited = true;


        //int G = -1, D = -1, B = -1, H = -1;
        //int list_indic = 0;
        //foreach (env env_created in envs)
        //{
        //    if (env_created.coord.x == current_env.coord.x - 10 && env_created.coord.z == current_env.coord.z) // check if env déjà présent à gauche
        //    {
        //        //add_env_cross(env_created);
        //        G = list_indic;
        //    }
        //    if (env_created.coord.x == current_env.coord.x + 10 && env_created.coord.z == current_env.coord.z) // check if env déjà présent à droite
        //    {
        //        //add_env_cross(env_created);
        //        D = list_indic;

        //    }
        //    if (env_created.coord.x == current_env.coord.x && env_created.coord.z == current_env.coord.z - 10) // check if env déjà présent en bas
        //    {
        //        //add_env_cross(env_created);
        //        H = list_indic;

        //    }
        //    if (env_created.coord.x == current_env.coord.x && env_created.coord.z == current_env.coord.z + 10) // check if env déjà présent en haut
        //    {
        //        //add_env_cross(env_created);
        //        B = list_indic;

        //    }
        //    list_indic++;
        //}

        //if (G != -1 && !envs.ElementAt(G).visited)
        //{
        //    add_env_cross(envs.ElementAt(G));
        //}
        //if (D != -1 && !envs.ElementAt(D).visited)
        //{
        //    add_env_cross(envs.ElementAt(D));
        //}
        //if (H != -1 && !envs.ElementAt(H).visited)
        //{
        //    add_env_cross(envs.ElementAt(H));
        //}
        //if (B != -1 && !envs.ElementAt(B).visited)
        //{
        //    add_env_cross(envs.ElementAt(B));
        //}
    }
예제 #10
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    void add_first_env()
    {
        env first_env = new env();

        // initialise proxi bools
        first_env.prox_G = false;
        first_env.prox_H = false;
        first_env.prox_D = false;
        first_env.prox_B = false;

        first_env.plane = env_prefabs[Random.Range(0, env_prefabs.Count)];


        Debug.Log(first_env.plane.name);

        //----------------------------------------- set bools -----------------------------------------//
        if (first_env.plane.name.Contains("G"))
        {
            first_env.G = true;
        }
        else
        {
            first_env.G = false;
        }

        if (first_env.plane.name.Contains("H"))
        {
            first_env.H = true;
        }
        else
        {
            first_env.H = false;
        }

        if (first_env.plane.name.Contains("D"))
        {
            first_env.D = true;
        }
        else
        {
            first_env.D = false;
        }

        if (first_env.plane.name.Contains("B"))
        {
            first_env.B = true;
        }
        else
        {
            first_env.B = false;
        }
        //------------------------------------------------------------------------------------------//

        first_env.coord   = new Vector3(0, 0, 0);
        first_env.visited = true;
        first_env.ID      = ID_count;
        ID_count++;
        Instantiate(first_env.plane, first_env.coord, Quaternion.Euler(0, 180, 0));

        envs.Add(first_env);
        current_env = first_env;

        add_env_cross(current_env);
    }
예제 #11
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 super(env, fileName);
예제 #12
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 Lambda(env, bindings.Select <Pair>(Car <Object>), body)
 public env(env old)
 {
     _var  = old._var;
     value = old.value;
 }
예제 #14
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 "lefttop" => cellSetOp(env, c => c.GroupBy(c => c.X).MinElement(g => g.Key).MinElement(c => c.Y).Index),
 "righttop" => cellSetOp(env, c => c.GroupBy(c => c.X).MaxElement(g => g.Key).MinElement(c => c.Y).Index),
예제 #15
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 var(a, w, s) = f(env, state);
예제 #16
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 "rightbottom" => cellSetOp(env, c => c.GroupBy(c => c.X).MaxElement(g => g.Key).MaxElement(c => c.Y).Index),
예제 #17
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 => (env, state) => f(env, state).Add(false);
예제 #18
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			public qnx(OldUnityXml.qnx old)
			{
				env = new env(old.env);

				author = old.author;
				authorId = old.authorId;
				id = old.id;
				filename = old.filename;
				name = old.name;
				description = old.description;
				publisher = old.publisher;
				versionNumber = old.versionNumber;

				int assetCount = 5, splashAssetCount = old.splashScreens.images != null ? old.splashScreens.images.Length : 0;
				assets = new asset[assetCount + splashAssetCount];
				assets[0] = new asset(old.icon.image, old.icon.image);
				assets[1] = new asset("Data", null);
				assets[2] = new asset("lib", null);
				assets[3] = new asset("SLAwards.bundle", "scoreloop/SLAwards.bundle");
				assets[4] = new asset("Release", null);
				for (int i = 0; i != splashAssetCount; ++i)
				{
					assets[assetCount+i] = new asset(old.splashScreens.images[i], old.splashScreens.images[i]);
				}

				icon = new icon(old.icon);
				splashScreens = new splashScreens(old.splashScreens);
				initialWindow = new initialWindow(old.initialWindow);
				configuration = new configuration(old);

				category = old.category;
				permissions = new permission[old.actions.Length];
				for (int i = 0; i != permissions.Length; ++i)
				{
					permissions[i] = new permission(old.actions[i]);
				}
			}
예제 #19
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 super(env, host, user, password, db, port, socket);
예제 #20
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    // Use this for initialization
    void Start()
    {
        //instatiating mainmenu.
        //GameObject startmenu = Instantiate(Resources.Load("ui/menuGO")) as GameObject;

        //instantiating environement
        env envi = new env();

        //instanciating map with it's parameters
        map map = new map("entrance", envi);
        //Debug.Log(map.mapname);

        //getting global map path
        string mapfilepath = map.getmappath(map.mapname);
        //Debug.Log(mapfilepath);

        //getting map full path
        map.mapfilepath = mapfilepath;
        //Debug.Log(map.mapfilepath);

        // checking if file exist
        if (map.mapfilepath == "error")
        {
            Debug.LogError("error occured opening map file");
        }
        else
        {
            //Debug.Log("path ok");

            string zonename;
            string[] mapparts = new string[100];
            //populating map.tempzone acording to image
            map.tempzone = tools.getcolor(map.mapfilepath);
            string textfile = map.getzonedeftxt(map.mapname);
            //grabing zone references
            mapparts = tools.getMapZones(textfile);
            map.zonemap = new List<List<Zone>>();
            List<Zone> row = new List<Zone>();

            //instanciating every zone + adding "border" zones (not interactive)
            for (int i = 0; i < (map.tempzone.Count) + 2; i++)
            {
                GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject;
                zonepos.transform.position = new Vector3(((i * 16) - 16), 0, -16);
                Zone zone = new Zone("border", zonepos, map);
                row.Add(zone);
            }
            map.zonemap.Add(row);
            for (int i = 0; i < map.tempzone.Count; i++)
            {
                row = new List<Zone>();

                if (true)
                {
                    GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject;
                    zonepos.transform.position = new Vector3(-16 , 0, i*16);
                    Zone zone = new Zone("border", zonepos, map);
                    row.Add(zone);
                }
                for (int j = 0; j < map.tempzone[i].Count; j++)
                {
                    //Debug.Log("instanciating zones");

                    GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject;
                    zonepos.transform.position = new Vector3(j * 16, 0, i * 16);
                    if (map.tempzone[j][i].A == 255)
                    {
                        string tempcolor = tools.colortostring(map.tempzone[j][i]);
                        zonename = tools.getzonename(mapparts, tempcolor);
                        Zone zone = new Zone(zonename, zonepos, map);
                        row.Add(zone);
                    }
                    else
                    {
                        Zone zone = new Zone("empty", zonepos, map);
                        row.Add(zone);
                    }
                }
                if (true)
                {
                    GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject;
                    zonepos.transform.position = new Vector3((map.tempzone.Count)*16, 0, i * 16);
                    Zone zone = new Zone("border", zonepos, map);
                    row.Add(zone);
                }
                map.zonemap.Add(row);
            }
            row = new List<Zone>();
            for (int o = 0; o < (map.tempzone.Count) + 2; o++)
            {
                GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject;
                zonepos.transform.position = new Vector3(((o * 16) - 16), 0, (map.tempzone.Count * 16));
                Zone zone = new Zone("border", zonepos, map);
                row.Add(zone);
            }
            map.zonemap.Add(row);
        }

        //populating every zone Tiles
        //Debug.Log("populating empty tile");
        for (int i = 0; i < map.zonemap.Count; i++)
        {
            for (int j = 0; j < map.zonemap[i].Count; j++)
            {
                if (map.zonemap[j][i].type == "empty")
                {
                    for (int k = 0; k < 16; k++)
                    {
                        List<Tile> tilerow = new List<Tile>();
                        for (int l = 0; l < 16; l++)
                        {
                            GameObject tileholder = Instantiate(Resources.Load("tile/Tileholder")) as GameObject;
                            Renderer rnd = tileholder.GetComponent<Renderer>();
                            Tile tile = new Tile("empty", map.zonemap[j][i], tileholder, l, 0, k);
                            rnd.material = tileholder.GetComponent<Tileholder>().mats[0];
                            tileholder.GetComponent<Tileholder>().tile = tile;
                            tileholder.tag = "empty";
                            tile.worldpos = new Vector3((k+(16*j)),0,l+(16*i));
                            tilerow.Add(tile);
                        }
                        map.zonemap[j][i].tilemap.Add(tilerow);
                    }
                }
                else if (map.zonemap[j][i].type == "border")
                {
                    for (int k = 0; k < 16; k++)
                    {
                        List<Tile> tilerow = new List<Tile>();
                        for (int l = 0; l < 16; l++)
                        {
                            GameObject tileholder = Instantiate(Resources.Load("tile/Tileholder")) as GameObject;
                            Renderer rnd = tileholder.GetComponent<Renderer>();
                            Tile tile = new Tile("border", map.zonemap[j][i], tileholder, l, 0, k);
                            rnd.material = tileholder.GetComponent<Tileholder>().mats[0];
                            tileholder.GetComponent<Tileholder>().tile = tile;
                            tileholder.tag = "border";
                            tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i));
                            tilerow.Add(tile);
                        }
                        map.zonemap[j][i].tilemap.Add(tilerow);
                    }
                }
                else
                {
                    //Debug.Log("grabbing file directory");
                    string imagepath = map.zonemap[j][i].getzoneimagepath(map.mapsfilespath, map.zonemap[j][i].type, map.mapname);
                    //Debug.Log(imagepath);

                    //Debug.Log("grabbing tile color list");
                    List<List<System.Drawing.Color>> tilescolor = tools.getcolor(imagepath + map.zonemap[j][i].type + ".png");

                    //Debug.Log("grabbing zone tile definitions");
                    string[] tilref = tools.getMapZones(imagepath + "Tiles.txt");

                    for (int k = 0; k < 16; k++)
                    {
                        List<Tile> tilerow = new List<Tile>();
                        for (int l = 0; l < 16; l++)
                        {
                            GameObject tileholder = Instantiate(Resources.Load("tile/Tileholder")) as GameObject;
                            Renderer rnd = tileholder.GetComponent<Renderer>();

                            if (tilescolor[l][k].A == 255)
                            {
                                string tilemame = tools.getzonename(tilref, tools.colortostring(tilescolor[l][k]));
                                if (tilemame == "openfloorTile")
                                {
                                    Tile tile = new Tile("openfloorTile", map.zonemap[j][i], tileholder, l, -1, k);
                                    rnd.material = tileholder.GetComponent<Tileholder>().mats[2];
                                    tileholder.GetComponent<Tileholder>().tile = tile;
                                    tileholder.tag = "floor";
                                    tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i));
                                    tilerow.Add(tile);
                                }
                                else if (tilemame == "wallTile")
                                {
                                    Tile tile = new Tile("wallTile", map.zonemap[j][i], tileholder, l, 0, k);
                                    rnd.material = tileholder.GetComponent<Tileholder>().mats[2];
                                    tileholder.GetComponent<Tileholder>().tile = tile;
                                    tileholder.tag = "wall";
                                    tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i));
                                    tilerow.Add(tile);

                                }
                                else if (tilemame == "collumn")
                                {
                                    Tile tile = new Tile("collumn", map.zonemap[j][i], tileholder, l, 0, k);
                                    rnd.material = tileholder.GetComponent<Tileholder>().mats[2];
                                    tileholder.GetComponent<Tileholder>().tile = tile;
                                    tileholder.tag = "wall";
                                    tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i));
                                    tilerow.Add(tile);
                                }
                            }
                            else
                            {
                                Tile tile = new Tile("empty", map.zonemap[j][i], tileholder, l, 0, k);
                                rnd.material = tileholder.GetComponent<Tileholder>().mats[0];
                                tileholder.GetComponent<Tileholder>().tile = tile;
                                tileholder.tag = "empty";
                                tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i));
                                tilerow.Add(tile);
                            }
                        }
                        map.zonemap[j][i].tilemap.Add(tilerow);

                    }
                }
            }
        }
        //generating map global tilemap
        map.generatemaptilemap();
        //updating tiles according to surounding
        map.tileCheckForEmptyToWall();
    }
예제 #21
0
     : base(Contracts.CheckRef(env, nameof(env)).Register(nameof(MissingValueDroppingEstimator)), new MissingValueDroppingTransformer(env, columns))
 {