Пример #1
0
    // Start is called before the first frame update
    void Start()
    {
        objDown = false;


        gameResult   = GameObject.Find("ResultManager");
        resultScript = gameResult.GetComponent <ResultProcess>();

        root = transform.root.gameObject;

        playerNumber    = GameObject.Find("GetPlayerNumber");
        getPlayerNumber = playerNumber.GetComponent <GetPlayerNumber>();


        if (root == getPlayerNumber.getNumber[0])
        {
            loseProcessObject = GameObject.Find("Player1");
        }
        else if (root == getPlayerNumber.getNumber[1])
        {
            loseProcessObject = GameObject.Find("Player2");
        }
        else if (root == getPlayerNumber.getNumber[2])
        {
            loseProcessObject = GameObject.Find("Player3");
        }
        else if (root == getPlayerNumber.getNumber[3])
        {
            loseProcessObject = GameObject.Find("Player4");
        }

        loseScript = loseProcessObject.GetComponent <SurvivalResult>();
    }
Пример #2
0
        /// <summary>
        /// Default mishap implmentation, other careers and genre's can
        /// override this for specific mishap effects
        /// </summary>
        /// <returns></returns>
        protected virtual SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Msg_InjuredInAction);
                ResolveInjury(2);
                break;

            case 2:
                Owner.Journal.Add(Resources.Msg_HonourablyDischarged);
                Owner.Age += 4;
                survive    = SurvivalResult.Discharged;
                break;

            case 3:
                Owner.Journal.Add(Resources.Msg_HonourablyDischargedLegal);
                Owner.Age += 4;
                Owner.AddBenefit(
                    new Benefit()
                {
                    Name          = Properties.Resources.Benefit_Cash,
                    TypeOfBenefit = Benefit.BenefitType.Cash,
                    Value         = -10000
                }
                    );
                survive = SurvivalResult.Discharged;
                break;

            case 4:
                Owner.Journal.Add(Resources.Msg_DishonourablyDischarged);
                lostBenefits = true;
                Owner.Age   += 4;
                survive      = SurvivalResult.Discharged;
                break;

            case 5:
                Owner.Journal.Add(Resources.Msg_DishonourablyDischargedPrison);
                Owner.Age   += 8;
                lostBenefits = true;
                survive      = SurvivalResult.Discharged;
                break;

            case 6:
                Owner.Journal.Add(Resources.Msg_MedicallyDischarged);
                Owner.Age += 2;
                ResolveInjury(0);
                survive = SurvivalResult.Discharged;
                break;
            }

            return(survive);
        }
Пример #3
0
        public async Task <ActionResult <SurvivalResult> > GetAsync([FromQuery] int scholarship, int crime, int inJail, int work, int study, int gender,
                                                                    int age, int teaching, int cases, int daysInPrison, int region)
        {
            var Crime          = this.dataHelper.GetCrime(crime);
            var Region         = this.dataHelper.GetRegion(region);
            var Result         = new SurvivalResult();
            var EducationLevel = dataContext.Scholarship.Where(s => s.ScholarshipId == scholarship).FirstOrDefault().Level;

            var ObjectToClassify = new ClassifierRequest()
            {
                education_level = EducationLevel,
                weight          = Crime.Weight,
                InJail          = inJail,
                DidWork         = work,
                DidStudies      = study,
                IsMale          = gender == 6 ? 1 : 0
            };

            var ObjectToPredict = new PredictionRequest()
            {
                age             = age,
                education_level = EducationLevel,
                DidStudies      = study,
                DidTeaching     = teaching,
                Cases           = cases,
                DaysInPrison    = daysInPrison,
                gnic            = Region.Gnic,
                Population      = Region.Population,
                InJail          = inJail
            };

            var Cluster = await this.apiService.GetClusterDescription(ObjectToClassify);

            var ClusterNumber = await this.apiService.GetClusterNumber(ObjectToClassify);

            ObjectToPredict.cluster = ClusterNumber;

            var Prediction = await this.apiService.GetSurvivalStats(ObjectToPredict);

            Result.ClusterDescription = Cluster;
            Result.Propability        = Prediction;

            return(Ok(Result));
        }
Пример #4
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_Android1);
                survive = SurvivalResult.Discharged;
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_Android2);
                survive      = SurvivalResult.Discharged;
                lostBenefits = true;
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_Android3);
                survive = SurvivalResult.Discharged;
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_Android4);
                survive = SurvivalResult.Discharged;
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_InjuredOnDuty);
                survive = SurvivalResult.Discharged;
                ResolveInjury(0);
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_Android6);
                survive      = SurvivalResult.Discharged;
                lostBenefits = true;
                ResolveInjury(0);
                break;
            }
            return(survive);
        }
Пример #5
0
    // Start is called before the first frame update
    void Start()
    {
        //乱数取得
        blockNumber = Random.Range(0, blockList.Length);

        //Instantiate(blockList[blockNumber], transform.position, Quaternion.identity, playerNumber);

        Instantiate(blockList[blockNumber], transform.position + blockList[blockNumber].transform.position, Quaternion.identity, playerCamera);

        objUp = false;

        stayTime = 0;

        gameResult   = GameObject.Find("ResultManager");
        resultScript = gameResult.GetComponent <ResultProcess>();

        root = transform.root.gameObject;

        playerNumber    = GameObject.Find("GetPlayerNumber");
        getPlayerNumber = playerNumber.GetComponent <GetPlayerNumber>();


        if (root == getPlayerNumber.getNumber[0])
        {
            loseProcessObject = GameObject.Find("Player1");
        }
        else if (root == getPlayerNumber.getNumber[1])
        {
            loseProcessObject = GameObject.Find("Player2");
        }
        else if (root == getPlayerNumber.getNumber[2])
        {
            loseProcessObject = GameObject.Find("Player3");
        }
        else if (root == getPlayerNumber.getNumber[3])
        {
            loseProcessObject = GameObject.Find("Player4");
        }

        loseScript = loseProcessObject.GetComponent <SurvivalResult>();
    }
Пример #6
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_Marine1);
                ResolveInjury(0);
                survive = SurvivalResult.Discharged;
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_Marine2);
                survive = SurvivalResult.Discharged;
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_InjuredOnDuty);
                ResolveInjury(0);
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_InjuredOnDuty);
                var roll = System.Math.Min(dice.roll(), dice.roll());
                ResolveInjury(roll);
                survive = SurvivalResult.Discharged;
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_Marine5);
                survive = SurvivalResult.Discharged;
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_Marine6);
                ResolveInjury(0);
                break;
            }
            return(survive);
        }
Пример #7
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_Physician1);
                lostBenefits = true;
                survive      = SurvivalResult.Discharged;
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_Physician2);
                survive = SurvivalResult.Discharged;
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_Physician3);
                Owner.Profile.Soc.Value--;
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_Physician4);
                survive = SurvivalResult.Discharged;
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_Physician5);
                survive = SurvivalResult.Discharged;
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_Physician6);
                ResolveInjury(0);
                break;
            }
            return(survive);
        }
Пример #8
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_InjuredOnDuty);
                ResolveInjury(0);
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_Scout2);
                ResolveInjury(0);
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_Scout3);
                survive = SurvivalResult.Discharged;
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_Scout4);
                survive = SurvivalResult.Discharged;
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_Scout5);
                ResolveInjury(0);
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_Scout6);
                survive = SurvivalResult.Discharged;
                break;
            }
            return(survive);
        }
Пример #9
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_ColonyAccident);
                ResolveInjury(0);
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_ColonyDisaster);
                survive = SurvivalResult.Discharged;
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_NewColonyLeaders);
                survive = SurvivalResult.Discharged;
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_ColonyDisturbance);
                ResolveInjury(0);
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_ColonyOutgrown);
                survive = SurvivalResult.Discharged;
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_ColonyUnpopular);
                survive = SurvivalResult.Discharged;
                break;
            }
            return(survive);
        }
Пример #10
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_RoughneckIllness);
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_RoughneckFired);
                survive      = SurvivalResult.Discharged;
                lostBenefits = true;
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_RoughneckAccident);
                survive = SurvivalResult.Discharged;
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_InjuredAtWork);
                ResolveInjury(0);
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_RoughneckBadBoss);
                survive = SurvivalResult.Discharged;
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_InjuredAtWork);
                ResolveInjury(0);
                break;
            }
            return(survive);
        }
Пример #11
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_Rogue1);
                survive = SurvivalResult.Discharged;
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_Rogue2);
                survive = SurvivalResult.Discharged;
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_Rogue3);
                ResolveInjury(0);
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_Rogue4);
                survive = SurvivalResult.Discharged;
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_Rogue5);
                survive = SurvivalResult.Discharged;
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_Rogue6);
                ResolveInjury(0);
                break;
            }
            return(survive);
        }
Пример #12
0
        protected override SurvivalResult ResolveMishap()
        {
            SurvivalResult survive = SurvivalResult.Survived;

            switch (dice.roll(1))
            {
            case 1:
                Owner.Journal.Add(Resources.Mishap_InjuredOnDuty);
                ResolveInjury(0);
                break;

            case 2:
                Owner.Journal.Add(Resources.Mishap_RangerRivalGroup);
                survive = SurvivalResult.Discharged;
                break;

            case 3:
                Owner.Journal.Add(Resources.Mishap_RangerDisaster);
                survive = SurvivalResult.Discharged;
                break;

            case 4:
                Owner.Journal.Add(Resources.Mishap_RangerAttacked);
                ResolveInjury(0);
                break;

            case 5:
                Owner.Journal.Add(Resources.Mishap_RangerLost);
                survive = SurvivalResult.Discharged;
                break;

            case 6:
                Owner.Journal.Add(Resources.Mishap_RangerRescueFailed);
                survive = SurvivalResult.Discharged;
                break;
            }
            return(survive);
        }
Пример #13
0
    // Start is called before the first frame update
    void Start()
    {
        audioSource = GetComponent <AudioSource>();

        rb2 = GetComponent <Rigidbody2D>();

        fixBlock = false;

        timerObject = GameObject.Find("SurvivalTime");
        timerScript = timerObject.GetComponent <SurvivalTimer>();

        // survivalCreateObject = GameObject.Find("CreateBlock");
        //survivalCreateScript = survivalCreateObject.GetComponent<SurvivalCreateBlock>();

        playerNumber    = GameObject.Find("GetPlayerNumber");
        getPlayerNumber = playerNumber.GetComponent <GetPlayerNumber>();

        //playerLife = GameObject.Find("PlayerLife");
        gameResult   = GameObject.Find("ResultManager");
        resultScript = gameResult.GetComponent <ResultProcess>();


        root = transform.root.gameObject;

        if (root == getPlayerNumber.getNumber[0])
        {
            survivalCreateObject = GameObject.Find("CreateBlock (1)");
            playerLife           = GameObject.Find("Life (1)");
            loseProcessObject    = GameObject.Find("Player1");
        }
        else if (root == getPlayerNumber.getNumber[1])
        {
            survivalCreateObject = GameObject.Find("CreateBlock (2)");
            playerLife           = GameObject.Find("Life (2)");
            loseProcessObject    = GameObject.Find("Player2");
        }
        else if (root == getPlayerNumber.getNumber[2])
        {
            survivalCreateObject = GameObject.Find("CreateBlock (3)");
            playerLife           = GameObject.Find("Life (3)");
            loseProcessObject    = GameObject.Find("Player3");
        }
        else if (root == getPlayerNumber.getNumber[3])
        {
            survivalCreateObject = GameObject.Find("CreateBlock (4)");
            playerLife           = GameObject.Find("Life (4)");
            loseProcessObject    = GameObject.Find("Player4");
        }

        survivalCreateScript = survivalCreateObject.GetComponent <SurvivalCreateBlock>();
        lifeScript           = playerLife.GetComponent <Life>();


        loseScript = loseProcessObject.GetComponent <SurvivalResult>();

        timerCheck = timerScript.TimerCount;

        survivalFall.enabled = false;
        survivalCtrl.enabled = false;

        if (timerCheck >= 0)
        {
            start = true;
        }
        else
        {
            standBy = true;
            start   = false;

            if (root == getPlayerNumber.getNumber[0])
            {
                fallBlock = GameObject.Find("FallBlock1");
            }
            else if (root == getPlayerNumber.getNumber[1])
            {
                fallBlock = GameObject.Find("FallBlock2");
            }
            else if (root == getPlayerNumber.getNumber[2])
            {
                fallBlock = GameObject.Find("FallBlock3");
            }
            else if (root == getPlayerNumber.getNumber[3])
            {
                fallBlock = GameObject.Find("FallBlock4");
            }

            survivalBlockMgr = fallBlock.GetComponent <SurvivalBlockMgr>();
        }

        blockWaiver = false;
    }