static void Main(string[] args) { //set initial variables string input_numberOfDiceSides = "6"; string input_HowManyDice = ""; int howManyDice = 0; int diceSides = 6; int howManyRolls = 1; string input_NumberOfSides = "0"; string input_HowManyRolls = ""; Console.WriteLine("Hello! Time to play the dice math game..."); Console.WriteLine("Please enter how many dice you would like to roll."); input_HowManyDice = Console.ReadLine(); howManyDice = Convert.ToInt32(input_HowManyDice); diceResults diceResult = new diceResults(); die[] diceCollection = new die[howManyDice]; Console.WriteLine("Great! Now lets set how many sides you would like them to have."); for (int i = 0; i < howManyDice; i++) { Console.WriteLine("How many sides would you like dice {0} to have?", i + 1); input_NumberOfSides = Console.ReadLine(); diceSides = Convert.ToInt32(input_NumberOfSides); diceCollection[i] = new die() { numberOfSides = diceSides }; } Console.WriteLine("Ok how many times do you want me to roll these dice?", input_numberOfDiceSides); input_HowManyRolls = Console.ReadLine(); howManyRolls = Convert.ToInt32(input_HowManyRolls); Console.WriteLine("When you are ready for me to roll your dice, press ENTER", diceSides, howManyRolls); Console.ReadKey(); RollTheDie(diceCollection, howManyRolls, diceResult); AnalyzeResults(diceCollection, diceResult); var rawResultsList = diceResult.rawResults.Select(p => p.ToString()).ToList(); Console.WriteLine("RESULTS!"); Console.Write("Raw Roll Results: "); diceResult.rawResults.Sort(); foreach (var item in diceResult.rawResults) { Console.Write("{0} ", item); } Console.Write("\n"); Console.WriteLine("------------------------------------"); Console.WriteLine("Results Average: | {0}", Math.Round(diceResult.average, 2, MidpointRounding.AwayFromZero)); Console.WriteLine("Results Median: | {0}", diceResult.median); Console.WriteLine("Results Mode: | {0}", diceResult.mode); Console.WriteLine("Results Standard Deviation: | {0}", Math.Round(diceResult.standardDeviation, 2, MidpointRounding.AwayFromZero)); Console.WriteLine("Roll Total is | {0}", diceResult.rollTotal); Console.WriteLine("------------------------------------"); Console.WriteLine("Thanks For Playing!"); Console.WriteLine("Press ENTER to exit"); Console.ReadLine(); }
//每帧检测 void SetEffect(Frame f) { CheckEffect(); if (iextplayer == null) { return; } foreach (var e in f.effectList) { Transform o = transform.Find(e.follow); if (e.lifeframe > 0) { if (o != null) { die d = new die(); d.lifetime = e.lifeframe; d.effid = iextplayer.PlayEffectLooped(e.name, o, e.position, e.isFollow, dir); livetimelist.Add(d); } } else { iextplayer.PlayEffect(e.name, o, e.position, e.isFollow, dir); } } }
void OnTriggerEnter2D(Collider2D coll) { die enemy = coll.GetComponent <die>(); if (enemy != null) { enemy.takedamage(damage); } // Instantiate(impacteffect, transform.position, transform.rotation); Destroy(gameObject); // impacteffect.SetActive(false); //DestroyImmediate(impacteffect, true); }
//// Start is called before the first frame update void Start() { shot1 = GameObject.FindGameObjectWithTag("Shot"); shot2 = GameObject.FindGameObjectWithTag("Shot2"); shot3 = GameObject.FindGameObjectWithTag("Shot3"); shot4 = GameObject.FindGameObjectWithTag("Shot4"); shot5 = GameObject.FindGameObjectWithTag("Shot5"); shot6 = GameObject.FindGameObjectWithTag("Shot6"); shots1 = shot1.GetComponent <die>(); shots2 = shot2.GetComponent <die>(); shots3 = shot3.GetComponent <die>(); shots4 = shot4.GetComponent <die>(); shots5 = shot5.GetComponent <die>(); shots6 = shot6.GetComponent <die>(); }
//每帧检测 void SetEffect(Frame f) { CheckEffect(); foreach (var e in f.effectList) { Transform o = this.transform.Find(e.follow); if (e.lifeframe > 0) { if (o != null) { die d = new die(); d.lifetime = e.lifeframe; d.effid = AniResource.PlayEffectLooped(e.name, e.position, dir, o); livetimelist.Add(d); } } else { AniResource.PlayEffect(e.name, o, e.position, e.isFollow, dir); } } }