public void TestMethod1() { int res = SumMethod.Sum(new int[] { 4, 0, 3, 19, 492, -10, 1 }); int expected = -10; Assert.AreEqual(expected, res, 0.001, "Wrong result"); }
//End of behaviour methods //A lot of the variables here should be loaded into an ini file, for customisation public SteeringBehaviour(AIEntity own) { this.owner = own; entityFlags = 0; boxLength = 5; weightEvade = 0.5; weightPursuit = 0.5; weightArrive = 0.5; weightFlee = 0.5; weightSeek = 0.5; weightWander = 0.5; weightWallAvoidance = 0.5; weightObstacleAvoidance = 0.5; useCellPartitioning = false; numberOfFeelers = 3; summingMethod = SumMethod.priority; wanderDist = SteeringBehaviour.wanderDistance; wanderRad = SteeringBehaviour.wanderRadius; wanderJit = SteeringBehaviour.wanderJitter; currentAccel = AccelerationType.medium; waypointSeekDistance = 5; entityViewDistance = 10; feelersForWall = new Vector[3]; double sigma = UnityEngine.Random.Range(0.0f, 180.0f)*3.14; wanderTarget = new Vector(wanderDist*Mathf.Cos((float)sigma), wanderDist*Mathf.Sin((float)sigma)); //Set the path data here, when the class has been made. }
public TemplateSumContext(int Cols) { var methods = new UserMethod[1]; this.MethodList = methods; CalcMethod = new SumMethod(this, Cols); methods[0] = CalcMethod; }
public void SumUp1() //with empty list { List <int> testList = new List <int>(); int result = SumMethod.SumUp(testList); Assert.AreEqual(0, result); }
public void SumUp2() //with single element { List <int> testList = new List <int>() { 48 }; int result = SumMethod.SumUp(testList); Assert.AreEqual(48, result); }
public void SumUp0() //with multiple elements { List <int> testList = new List <int>() { 3, 6, 9, 8 }; int result = SumMethod.SumUp(testList); Assert.AreEqual(26, result); }
public SteeringBehavior(FlyingEntity agent) { _flyingEntity = agent; TargetAgent1 = null; TargetAgent2 = null; decelerationRate = DecelerationRate.NORMAL; SummingMethod = SumMethod.WEIGHTED_AVG; _path = new Path { Looped = true }; }