// 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>(); }
/// <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); }
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)); }
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); }
// 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>(); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
// 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; }