public BallServer(Vector2 initialPosition, Vector2 initVelocity, int screenHeight) { Position = initialPosition; Velocity = initVelocity; height = screenHeight; Outside = Outside.None; }
public void TestPart1() { Room diningRoom = new Room("Dining Room", "a crystal chandelier"); RoomWithDoor kitchen = new RoomWithDoor("Kitchen", "stainless steel appliances", "screen door"); RoomWithDoor livingRoom = new RoomWithDoor("Living Room", "an antique carpet", "an oak door with a brass knob"); Outside garden = new Outside("Garden", false); OutsideWithDoor frontYard = new OutsideWithDoor("Front Yard", false, "an oak door with a brass knob"); OutsideWithDoor backYard = new OutsideWithDoor("Back Yard", true, "screen door"); diningRoom.Exits = new Location[] { livingRoom, kitchen }; kitchen.Exits = new Location[] { diningRoom }; kitchen.DoorLocation = backYard; livingRoom.Exits = new Location[] { diningRoom }; livingRoom.DoorLocation = frontYard; garden.Exits = new Location[] { backYard, frontYard }; frontYard.Exits = new Location[] { garden, backYard }; frontYard.DoorLocation = livingRoom; backYard.Exits = new Location[] { garden, frontYard }; backYard.DoorLocation = kitchen; }
private void InitializeRoom() { diningRoom = new Room("Dining Room", "a crystal chandelier"); kitchen = new RoomWithDoor("Kitchen", "stainless steel appliances", "screen door"); livingRoom = new RoomWithDoor("Living Room", "an antique carpet", "an oak door with a brass knob"); garden = new Outside("Garden", false); frontYard = new OutsideWithDoor("Front Yard", false, "an oak door with a brass knob"); backYard = new OutsideWithDoor("Back Yard", true, "screen door"); diningRoom.Exits = new Location[] { livingRoom, kitchen }; kitchen.Exits = new Location[] { diningRoom }; kitchen.DoorLocation = backYard; livingRoom.Exits = new Location[] { diningRoom }; livingRoom.DoorLocation = frontYard; garden.Exits = new Location[] { backYard, frontYard }; frontYard.Exits = new Location[] { garden, backYard }; frontYard.DoorLocation = livingRoom; backYard.Exits = new Location[] { garden, frontYard }; backYard.DoorLocation = kitchen; houseMove = new HouseMove(diningRoom); }
public bool Equals(IPolygon2D other) { var poly = other as Polygon2DWithHoles; if (poly == null) { return(false); } if (!Outside.Equals(poly.Outside)) { return(false); } if (Holes.Count != poly.Holes.Count) { return(false); } var holes = Holes.ToList(); var otherHoles = poly.Holes.ToList(); for (var i = 0; i < holes.Count; i++) { if (!holes[i].Equals(otherHoles[i])) { return(false); } } return(true); }
public static void Main(string[] args) { Outside outside = new Outside(); Outside.Inside obj = new Outside.Inside(outside); obj.Print(); }
private void 建立所有區域() { 客廳 = new RoomWithDoor("豪華的客廳", "65吋大電視,豪華大沙發", "可以通往前院的門"); 餐廳 = new Room("溫馨的餐廳", "大餐桌,烤箱,大冰箱"); 廚房 = new RoomWithDoor("實用的廚房", "爐子,微波爐,洗碗機", "可以通往後院的門"); 前院 = new OutsideWithDoor("前院", true, "可以回客廳的門"); 後院 = new OutsideWithDoor("後院", true, "可以回廚房的門"); 花圃 = new Outside("美麗的花園", true); 客廳.Exits = new Location[] { 前院, 餐廳 }; 客廳.DoorLocation = 前院; 餐廳.Exits = new Location[] { 客廳, 廚房 }; 廚房.Exits = new Location[] { 後院, 餐廳 }; 廚房.DoorLocation = 後院; 前院.Exits = new Location[] { 客廳, 花圃 }; 前院.DoorLocation = 客廳; 後院.Exits = new Location[] { 廚房, 花圃 }; 後院.DoorLocation = 廚房; 花圃.Exits = new Location[] { 前院, 後院 }; }
public void Check() { if (Outside.RequestToOpen) { if (!Inside.IsOpen && !Inside.IsClosing) { Outside.Open(); } if (Inside.IsOpen && !Inside.IsClosing) { Inside.Close(); Outside.Close(); } } if (Inside.RequestToOpen) { if (!Outside.IsOpen && !Outside.IsClosing) { Inside.Open(); } if (Outside.IsOpen && !Outside.IsClosing) { Outside.Close(); Inside.Close(); } } }
public Inside(Outside outer) { if (outer == null) { throw new ArgumentNullException("outer"); } _outer = outer; }
/// <summary> /// Shifts all polygon points such that the given point lies at origin. /// </summary> /// <param name="a_point"></param> public void ShiftToOrigin(Vector2 a_point) { Outside.ShiftToOrigin(a_point); foreach (var h in m_holes) { h.ShiftToOrigin(a_point); } }
private void setOutsideStory() { outStory = new Outside(names, dialogs, playerName); names = outStory.getNames(); dialogs = outStory.getDialogs(); backdrop.sprite = (Sprite)Resources.Load("Tutorial/street", typeof(Sprite)); newStory = "Bakeshop1"; }
public void Reverse() { Outside.Reverse(); foreach (var p in m_holes) { p.Reverse(); } }
private void 建立所有區域() { //create first floor //客廳 = new RoomWithDoor("豪華的客廳", "65吋大電視,豪華大沙發", "可以通往前院的門"); //建立有樓梯的客廳 客廳 = new RoomWithDoorAndStair("豪華的客廳", "65吋大電視,豪華大沙發", "可以通往前院的門", "可以通往二樓的樓梯"); 餐廳 = new Room("溫馨的餐廳","大餐桌,烤箱,大冰箱"); 廚房 = new RoomWithDoor("實用的廚房", "爐子,微波爐,洗碗機", "可以通往後院的門"); 前院 = new OutsideWithDoor("前院", true, "可以回客廳的門"); 後院 = new OutsideWithDoor("後院", true, "可以回廚房的門"); 花圃 = new Outside("美麗的花園",true); //create second floor 主臥室 = new RoomWithDoor("豪華的主臥室", "65吋大電視,豪華大床", "可以通往前陽台的門"); 主臥浴室 = new Room("主臥的浴室", "大浴缸"); 客人浴室 = new Room("客人的浴室", "淋浴間"); 書房 = new Room("工作用書房", "電腦很多台"); 前陽台 = new OutsideWithDoor("前陽台", true, "可以回主臥室的門"); 後陽台 = new OutsideWithDoor("後陽台", true, "可以回走道的門"); 空中花園 = new Outside("美麗的空中花園", true); //走道 = new AisleWithDoor("二樓走道", "壁掛繪畫作裝飾", "可以通往後陽台的門"); //建立有樓梯的走道 走道 = new AisleWithDoorAndStair("二樓走道", "壁掛繪畫作裝飾", "可以通往後陽台的門", "可以通往一樓的樓梯"); //一樓布局 客廳.Exits = new Location[] { 前院, 餐廳, 走道 }; 客廳.DoorLocation = 前院; 客廳.StairLocation = 走道; 餐廳.Exits = new Location[] { 客廳, 廚房 }; 廚房.Exits = new Location[] { 後院, 餐廳 }; 廚房.DoorLocation = 後院; 前院.Exits = new Location[] { 客廳, 花圃 }; 前院.DoorLocation = 客廳; 後院.Exits = new Location[] { 廚房, 花圃 }; 後院.DoorLocation = 廚房; 花圃.Exits = new Location[] { 前院, 後院 }; //二樓布局 主臥室.Exits = new Location[] { 前陽台, 主臥浴室, 走道 }; 主臥室.DoorLocation = 前陽台; 主臥浴室.Exits = new Location[] { 主臥室 }; 書房.Exits = new Location[] { 走道 }; 客人浴室.Exits = new Location[] { 走道 }; 走道.Exits = new Location[] { 主臥室, 客廳, 書房, 客人浴室, 後陽台 }; 走道.DoorLocation = 後陽台; 走道.StairLocation = 客廳; 前陽台.Exits = new Location[] { 主臥室, 空中花園 }; 前陽台.DoorLocation = 主臥室; 後陽台.Exits = new Location[] { 走道, 空中花園 }; 後陽台.DoorLocation = 走道; 空中花園.Exits = new Location[] { 前陽台, 後陽台 }; }
/// <summary> /// リムーブ 引数のカードを「OutSide」に移動する。 /// </summary> /// <param name="card">リムーブするカード</param> public void Remove(Card card) { if (!CanRemove(card)) { throw new InvalidOperationException(); } Dictionary[card] = new Outside(); }
public void Clear() { Outside.Clear(); foreach (var p in m_holes) { p.Clear(); } m_holes.Clear(); }
public override void Initialize(AreaRoom parent, AreaAction child) { base.Initialize(parent, child); room = parent as Outside; if (!room) { Debug.LogError("Action is placed in the wrong room! [Not outside]"); } }
static void Main(string[] args) { Outside.Inside inside = new Outside.Inside(); inside.Print(); Outside o = new Outside(); o.Display(); }
void CreateDatabase() { using (var reader = new StreamReader(@"C:\Users\Erik\Desktop\DB Inlämmning\TemperaturData.csv")) { List <TempData> insideList = new List <TempData>(); List <TempData> outsideList = new List <TempData>(); while (!reader.EndOfStream) { var line = reader.ReadLine(); var values = line.Split(','); if (values[1].Equals("Inne")) { string temp = values[2].Replace('.', ','); TempData tempData = new TempData(DateTime.Parse(values[0]), float.Parse(temp), int.Parse(values[3])); insideList.Add(tempData); } else if (values[1].Equals("Ute")) { string temp = values[2].Replace('.', ','); TempData tempData = new TempData(DateTime.Parse(values[0]), float.Parse(temp), int.Parse(values[3])); outsideList.Add(tempData); } } using (var context = new EFContext()) { foreach (TempData tempData in outsideList) { Outside toAdd = new Outside(); toAdd.Date = tempData.date; toAdd.Moisture = tempData.moisture; toAdd.Temperature = tempData.temperature; context.Add(toAdd); } foreach (TempData tempData in insideList) { Inside toAdd = new Inside(); toAdd.Date = tempData.date; toAdd.Moisture = tempData.moisture; toAdd.Temperature = tempData.temperature; context.Add(toAdd); } context.SaveChanges(); } } }
public bool IsClockwise() { bool ret = Outside.IsClockwise(); foreach (var p in m_holes) { ret &= p.IsClockwise(); // holes are also clockwise (not counterclockwise) } return(ret); }
/// <summary> /// リムーブ可否 引数の2枚のカードを「OutSide」に移動できるか。 /// </summary> /// <param name="firstCard"></param> /// <param name="secondCard"></param> public void Remove(Card firstCard, Card secondCard) { if (!CanRemove(firstCard, secondCard)) { throw new InvalidOperationException(); } Dictionary[firstCard] = new Outside(); Dictionary[secondCard] = new Outside(); }
public static void Main() { Outside out1 = new Outside(); out1.Wyswietl(); Outside.Inside ins1 = new Outside.Inside(); ins1.Ustaw(100); //wyjątek NullReferenceException out1.Wyswietl(); Console.ReadKey(); }
public virtual async Task PlayerIsDead() { await TextArea.PrintLine(); await TextArea.PrintLine(); await TextArea.PrintLine(" You died!"); await TextArea.PrintLine(); await TextArea.PrintLine(); SoundMan.PlaySound(LotaSound.VeryBad); await GameControl.FlashHPWhileSound(XleColor.Red, XleColor.Yellow); await LoadOutsideMap(); IOutsideExtender extender = (IOutsideExtender)GameState.MapExtender; Outside map = (Outside)extender.TheMap; extender.CancelEncounter(); TerrainType t; do { Player.X = Random.Next(Map.Width); Player.Y = Random.Next(Map.Height); t = map.TerrainAt(Player.X, Player.Y); } while (t != TerrainType.Grass && t != TerrainType.Forest); Player.Rafts.Clear(); Player.HP = Player.MaxHP; Player.Food = 30 + Random.Next(10); Player.Gold = 25 + Random.Next(30); Player.BoardedRaft = null; Player.LastAttackedMapID = 0; while (SoundMan.IsPlaying(LotaSound.VeryBad)) { await GameControl.WaitAsync(40); } await TextArea.PrintLine("The powers of the museum"); await TextArea.PrintLine("resurrect you from the grave!"); await TextArea.PrintLine(); await GameControl.PlaySoundWait(LotaSound.VeryGood); }
private void AnfrageSpeichern(bool annehmen) { //Dialog vorbereiten var w = new InfoAnRednerUndKoordinatorWindow(); var data = (InfoAnRednerUndKoordinatorViewModel)w.DataContext; var buchung = new Outside { Ältester = SelectedRedner, Versammlung = SelectedVersammlung, Kw = Kalenderwoche, Reason = OutsideReason.Talk, Vortrag = SelectedVortrag }; var doppelbuchung = DataContainer.ExternerPlan.Any(x => x.Ältester == SelectedRedner && x.Kw == Kalenderwoche) || DataContainer.MeinPlan.Where(x => x.Kw == Kalenderwoche && x.Status == EventStatus.Zugesagt).Cast <Invitation>().Any(x => x.Ältester == SelectedRedner); if (doppelbuchung) { if (ThemedMessageBox.Show("Warnung", "Für diesen Redner gibt es an dem Datum schon eine Buchung. Trotzdem Buchung speichern?", System.Windows.MessageBoxButton.YesNo, System.Windows.MessageBoxImage.Warning) == System.Windows.MessageBoxResult.No) { return; } } //Anfrage akzeptieren if (annehmen) { data.Titel = "Buchung bestätigen"; data.MailTextKoordinator = Templates.GetMailTextAnnehmenKoordinator(buchung); data.MailTextRedner = Templates.GetMailTextAnnehmenRedner(buchung); w.ShowDialog(); if (data.Speichern) { DataContainer.ExternerPlan.Add(buchung); ActivityLog.AddActivity.Outside(buchung, data.MailTextKoordinator, data.MailTextRedner, true); } } //Anfrage ablehnen else { data.Titel = "Anfrage ablehnen"; data.MailTextKoordinator = Templates.GetMailTextAblehnenKoordinator(buchung); data.MailTextRedner = null; w.ShowDialog(); if (data.Speichern) { ActivityLog.AddActivity.Outside(buchung, data.MailTextKoordinator, null, false); } } }
public void isOutsideTest() { Future target = CreateDay(); // TODO: Initialize to an appropriate value Activity act = new Outside(10, 15, target.Map_hq, "exploration"); target.addActivity(act); bool expected = true; // TODO: Initialize to an appropriate value bool actual; actual = target.isOutside(); Assert.AreEqual(expected, actual); }
public bool ContainsInside(Vector2 a_pos) { foreach (var hole in m_holes) { if (hole.ContainsInside(a_pos)) { return(false); } } return(Outside.ContainsInside(a_pos)); }
public void modifyHoursActivity(Activity prevActivity, int newStart, int newEnd) { //we have to create a new activity and not only update the previous one not to have problems with sortActivity Activity newActivity; if (prevActivity is Inside) { newActivity = new Inside(newStart, newEnd, prevActivity.Place, prevActivity.Type); } else { newActivity = new Outside(newStart, newEnd, prevActivity.Place, prevActivity.Type); } newActivity.Description = prevActivity.Description; newActivity.L_astronaut = prevActivity.L_astronaut; rmActivity(prevActivity); addActivity(newActivity); }
// constructor public StripFSM() { itsStartingSlashState = new StartingSlash(); itsOutsideState = new Outside(); itsStarAfterSlashState = new StarAfterSlash(); itsSecondSlashState = new SecondSlash(); itsStartingStarState = new StartingStar(); itsState = itsOutsideState; // Entry functions for: outside OutsideIn(); }
private bool GenerateOutsider(int index, out Outside outsider) { Vector3i triangle = m_triangles[index]; int neighborCount = 0; bool xy = true; bool yz = true; bool zx = true; outsider = default; foreach (int checkIndex in m_indexes) { if (checkIndex == index) { continue; } Vector3i check = m_triangles[checkIndex]; if (check.ContainsValue(triangle.X)) { if (check.ContainsValue(triangle.Y)) { xy = false; if (++neighborCount == 3) { return(false); } } else if (check.ContainsValue(triangle.Z)) { zx = false; if (++neighborCount == 3) { return(false); } } } else if (check.ContainsValue(triangle.Y) && (check.ContainsValue(triangle.Z))) { yz = false; if (++neighborCount == 3) { return(false); } } } int vertex = xy ? (zx ? 2 : 0) : (yz ? 1 : 2); outsider = new Outside(index, vertex); return(true); }
public void GenerateOutline() { List <int> outline = new List <int>(); Outside outsider = m_outsiders[0]; Vector3i tri = m_triangles[outsider.Triangle]; int first = tri.GetValueByMember(outsider.Member); int second = tri.GetValueByMember(outsider.Member + 1); int startTriIndex = outsider.Triangle; outline.Add(first); outline.Add(second); Vector3i lastTri = tri; int lastMember = outsider.Member + 1; int lastVertex = lastTri.GetValueByMember(outsider.Member); int lastTriIndex = outsider.Triangle; while (true) { if (GetNextOutsideInfo(lastTri, lastMember, out outsider)) { lastTri = m_triangles[outsider.Triangle]; lastMember = outsider.Member + 1; lastVertex = lastTri.GetValueByMember(outsider.Member); lastTriIndex = outsider.Triangle; } else { lastMember++; if (lastTri.GetValueByMember(lastMember) == lastVertex) { if (lastVertex != first) { break; } } } int nextVertex = lastTri.GetValueByMember(lastMember); if (nextVertex == first) { break; } outline.Add(nextVertex); } GeneratedOutline = outline; }
private void SetOutside() { if (Position.X + 2 * RADIUS < 0) { Outside = Outside.Left; } else if (Position.X > Constants.SCREEN_WIDTH) { Outside = Outside.Right; } else { Outside = Outside.None; } }
public Vector2?Prev(Vector2 pos) { if (Outside.ContainsVertex(pos)) { return(Outside.Prev(pos)); } foreach (var p in m_holes) { if (p.ContainsVertex(pos)) { return(p.Prev(pos)); } } return(null); }
// Update is called once per frame void Update() { if (selecting) { Inside.Rotate(0f, 0f, rotateFastInside * Time.deltaTime); Middle.Rotate(0f, 0f, rotateFastMiddle * Time.deltaTime); Outside.Rotate(0f, 0f, rotateFastOutside * Time.deltaTime); } else { Inside.Rotate(0f, 0f, rotateSpeedInside * Time.deltaTime); Middle.Rotate(0f, 0f, rotateSpeedMiddle * Time.deltaTime); Outside.Rotate(0f, 0f, rotateSpeedOutside * Time.deltaTime); } }
void Awake() { Textures.Create(); normal.mainTexture = Textures.TILEMAP; tiles = new Tile[width, height]; geometry = new Geometry(2); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { tiles[x, y] = new Outside(); } } GetComponent<MeshRenderer>().sharedMaterials = new Material[] { normal, outside }; Create(); }
private void setOutsideStory() { outStory = new Outside (names, dialogs, playerName); names = outStory.getNames (); dialogs = outStory.getDialogs (); backdrop.sprite = (Sprite)Resources.Load("Tutorial/street", typeof(Sprite)); newStory = "Bakeshop1"; }