Пример #1
0
    private void updateTimeTarget()
    {
        timeTarget        = DisplayManager.displayManager.currentScene.timeTargetXData.TimeTargetData[TimeTargetID];
        PerSecondIncrease = timeTarget.add / (timeTarget.min * 60);
        if (title)
        {
            title.text = timeTarget.title;
        }
        if (contenttitle)
        {
            contenttitle.text = timeTarget.contentTitle;
        }
        if (content)
        {
            content.text = timeTarget.content;
        }

        card.setCard(new mmCard(timeTarget.cards), "yo");
        if (!timeTarget.endTime.Contains("0000"))
        {
            Odo.gameObject.SetActive(false);
            cardPayed = true;
        }
        else
        {
            Odo.gameObject.SetActive(true);
            cardPayed = false;
        }
        card.setPayed(cardPayed);
    }
Пример #2
0
 private void updateTimeTarget()
 {
     timeTarget        = DisplayManager.displayManager.currentScene.timeTargetData;
     PerSecondIncrease = timeTarget.add / (timeTarget.min * 60);
     string[] cardsStrings = timeTarget.cards.Split(',');
     for (int i = 0; i < cards.Count; i++)
     {
         cards[i].spriteName = cardsStrings[i];
     }
 }
Пример #3
0
        public TimeTarget GetSystemUnderTest()
        {
            var timeTarget = new TimeTarget(_mockStopwatch);

            timeTarget.Original = new PanTiltSetting(50, 50);
            timeTarget.Target   = new PanTiltSetting(80, 80);

            timeTarget.TimeSpan = TimeSpan.FromSeconds(4);
            return(timeTarget);
        }
Пример #4
0
        private void DecideNextSmoothPursuit()
        {
            _nextSmoothPursuit = TimeSpan.FromSeconds(_random.Next(8, 20));
            var nextSmoothPursuitSpeedMilliseconds = _random.Next(250, 3000);

            _timeSinceLastSmoothPursuit.Restart();
            _timeTarget          = new TimeTarget();
            _timeTarget.Original = _panTiltController.CurrentSetting;
            _timeTarget.TimeSpan = TimeSpan.FromMilliseconds(nextSmoothPursuitSpeedMilliseconds);

            var nextPan  = Convert.ToDecimal(_random.Next((int)PursuitBoundaryLower.PanPercent.Value, (int)PursuitBoundaryUpper.PanPercent.Value));
            var nextTilt = Convert.ToDecimal(_random.Next((int)PursuitBoundaryLower.TiltPercent.Value, (int)PursuitBoundaryUpper.TiltPercent.Value));

            _timeTarget.Target = new PanTiltSetting(nextPan, nextTilt);
        }
        private void DecideNextSmoothPursuit()
        {
            _nextSmoothPursuit = TimeSpan.FromSeconds(_random.Next(60, 3 * 60));
            var nextSmoothPursuitSpeedMilliseconds = _random.Next(250, 3000);

            _timeSinceLastSmoothPursuit.Restart();
            _timeTarget          = new TimeTarget();
            _timeTarget.Original = _panTiltController.CurrentSetting;
            _timeTarget.TimeSpan = TimeSpan.FromMilliseconds(nextSmoothPursuitSpeedMilliseconds);

            // Handle stupid settings
            var minPan  = Math.Min((int)PursuitBoundaryLower.PanPercent.Value, (int)PursuitBoundaryUpper.PanPercent.Value);
            var maxPan  = Math.Max((int)PursuitBoundaryLower.PanPercent.Value, (int)PursuitBoundaryUpper.PanPercent.Value);
            var minTilt = Math.Min((int)PursuitBoundaryLower.TiltPercent.Value, (int)PursuitBoundaryUpper.TiltPercent.Value);
            var maxTilt = Math.Max((int)PursuitBoundaryLower.TiltPercent.Value, (int)PursuitBoundaryUpper.TiltPercent.Value);

            var nextPan  = Convert.ToDecimal(_random.Next(minPan, maxPan));
            var nextTilt = Convert.ToDecimal(_random.Next(minTilt, maxTilt));

            _timeTarget.Target = new PanTiltSetting(nextPan, nextTilt);

            _screen.WriteLine($"Next pursuit in {_nextSmoothPursuit}");
        }
Пример #6
0
    override public void DoEffect(Arrow arrow)
    {
        if (effected)
        {
            return;
        }
        effected = true;
        createExplosion();
        Energy e = GameObject.FindObjectOfType(typeof(Energy)) as Energy;

        if (e != null)
        {
            e.addEnergy(20);
        }

        GameStatus.Inst.EarnScore(arrow.Combo++, TARGET_ID);

        TimeTarget tt = gameObject.GetComponent(typeof(TimeTarget)) as TimeTarget;

        tt.createSound();

        GameStatus.Inst.IncreaseTime(EXTRA_TIME);
        recycle();
    }
        private void DecideNextSmoothPursuit()
        {
            _nextSmoothPursuit = TimeSpan.FromSeconds(_random.Next(60, 3 * 60));
            var nextSmoothPursuitSpeedMilliseconds = _random.Next(250, 3000);
            _timeSinceLastSmoothPursuit.Restart();
            _timeTarget = new TimeTarget();
            _timeTarget.Original = _panTiltController.CurrentSetting;
            _timeTarget.TimeSpan = TimeSpan.FromMilliseconds(nextSmoothPursuitSpeedMilliseconds);

            // Handle stupid settings
            var minPan = Math.Min((int)PursuitBoundaryLower.PanPercent.Value, (int)PursuitBoundaryUpper.PanPercent.Value);
            var maxPan = Math.Max((int)PursuitBoundaryLower.PanPercent.Value, (int)PursuitBoundaryUpper.PanPercent.Value);
            var minTilt = Math.Min((int)PursuitBoundaryLower.TiltPercent.Value, (int)PursuitBoundaryUpper.TiltPercent.Value);
            var maxTilt = Math.Max((int)PursuitBoundaryLower.TiltPercent.Value, (int)PursuitBoundaryUpper.TiltPercent.Value);

            var nextPan = Convert.ToDecimal(_random.Next(minPan, maxPan));
            var nextTilt = Convert.ToDecimal(_random.Next(minTilt, maxTilt));

            _timeTarget.Target = new PanTiltSetting(nextPan, nextTilt);

            _screen.WriteLine($"Next pursuit in {_nextSmoothPursuit}");
        }