public void InstantiateGenerators() { Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(5); Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(3); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(0); Generator generator4 = new OctagonGenerator(); generator4.SetPowerLevel(10); generators = new List <Generator> { generator1, generator2, generator3, generator4, }; }
public void InstantiateGenerators() { Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(4); Generator generator2 = new TriangleGenerator(); generator2.SetPowerLevel(5); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); Generator generator4 = new RectangleGenerator(); generator4.SetPowerLevel(2); Generator generator5 = new RectangleGenerator(); generator5.SetPowerLevel(5); generators = new List <Generator>() { generator1, generator2, generator3, generator4, generator5, }; }
public override List <SignalSample> GetSamples() { TriangleGenerator triangle = new TriangleGenerator(0.1d, 1d, 1d); SignalSampler sampler = new SignalSampler(triangle); return(sampler.GetSamples(20d, 0.1d)); }
public void InstantiateGenerators() { //Changed to Max Level of 2 Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(0); //Changed to 2 Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); //Changed to Max Level / 2 = 4 Generator generator4 = new OctagonGenerator(); generator4.SetPowerLevel(4); generators = new List <Generator> { generator1, generator2, generator3, generator4, }; }
public void InstantiateGenerators() { //Stegosaurus has 14 stock threshold //Total Power / Perimeter = Stock Threshold //Total Power = 14 * 10000 = 140000 Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); // 50000 * 2 = 100000 Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(0); // 50000 * 0 Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(3); // 15000 * 3 = 45000 Generator generator4 = new OctagonGenerator(); generator4.SetPowerLevel(0); generators = new List <Generator> { generator1, generator2, generator3, generator4, }; }
public void InstantiateGenerators() { Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(5); Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(1); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(0); // Changed to 0 to meet power threshold Generator generator4 = new TriangleGenerator(); generator4.SetPowerLevel(4); Generator generator5 = new TriangleGenerator(); generator5.SetPowerLevel(1); Generator generator6 = new RectangleGenerator(); generator6.SetPowerLevel(1); Generator generator7 = new RectangleGenerator(); generator7.SetPowerLevel(5); Generator generator8 = new OctagonGenerator(); generator8.SetPowerLevel(8); Generator generator9 = new OctagonGenerator(); generator9.SetPowerLevel(1); Generator generator10 = new OctagonGenerator(); generator10.SetPowerLevel(1); generators = new List <Generator> { generator1, generator2, generator3, generator4, generator5, generator6, generator7, generator8, generator9, generator10 }; }
public void InstantiateGenerators() { Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(2); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); Generator generator4 = new TriangleGenerator(); generator4.SetPowerLevel(3); Generator generator5 = new TriangleGenerator(); generator5.SetPowerLevel(1); Generator generator6 = new RectangleGenerator(); generator6.SetPowerLevel(5); Generator generator7 = new RectangleGenerator(); generator7.SetPowerLevel(5); Generator generator8 = new OctagonGenerator(); generator8.SetPowerLevel(7); Generator generator9 = new OctagonGenerator(); generator9.SetPowerLevel(2); Generator generator10 = new OctagonGenerator(); generator10.SetPowerLevel(1); generators = new List <Generator> { generator1, generator2, generator3, generator4, generator5, generator6, generator7, generator8, generator9, generator10 }; }
public Apu() { Pulse1 = new PulseGenerator(1); Pulse2 = new PulseGenerator(2); Triangle = new TriangleGenerator(); Noise = new NoiseGenerator(); Dmc = new DmcGenerator(); filterChain = new FilterChain(); }
public void GetSignal_ChangeTime_ReturnsSignalLevel( double amplitude, double frequency, double phase, double time, double expectedSignalLevel) { var sineGenerator = new TriangleGenerator(amplitude, frequency, phase); var result = sineGenerator.GetSignal(time); result = Math.Round(result, 10); Assert.AreEqual(expectedSignalLevel, result); }
public static float[] CreateTable(int size, WaveformEnum type) { Generator generator; if (type == WaveformEnum.Sine) { generator = new SineGenerator(new GeneratorDescriptor()); } else if (type == WaveformEnum.Square) { generator = new SquareGenerator(new GeneratorDescriptor()); } else if (type == WaveformEnum.Triangle) { generator = new TriangleGenerator(new GeneratorDescriptor()); } else if (type == WaveformEnum.Saw) { generator = new SawGenerator(new GeneratorDescriptor()); } else if (type == WaveformEnum.WhiteNoise) { generator = new WhiteNoiseGenerator(new GeneratorDescriptor()); } else { return(null); } float[] table = new float[size]; double phase, increment; phase = generator.StartPhase; increment = generator.Period / size; for (int x = 0; x < table.Length; x++) { table[x] = generator.GetValue(phase); phase += increment; } return(table); }
public void InstantiateGenerators() { //Triceratops has 16 stock threshold //Total Power / Perimeter = Stock Threshold //Total Power = 16 * 12000 = 192000 //Oh look, 192000 is pretty close to 200000... I wonder how I can reach that easily. //This one uses the neat Floor(Total Power / Perimeter) to reach threshold. Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); // 50000 * 2 = 100000 Generator generator2 = new TriangleGenerator(); generator2.SetPowerLevel(2); // 15000 * 2 = 30000 Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); // 15000 * 2 = 30000 Generator generator4 = new RectangleGenerator(); generator4.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 Generator generator5 = new RectangleGenerator(); generator5.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 generators = new List <Generator>() { generator1, generator2, generator3, generator4, generator5, }; }
public void InstantiateGenerators() { //T-Rex has 20 stock threshold //Total Power / Perimeter = T-Rex Stock Threshold //Total Power = 20 * 15000 = 300000 //Circle Generator maximum is 2 Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); // 50000 * 2 = 100000 Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(2); // 50000 * 2 = 100000 //Triangle Generator Max level is 3 Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); // 15000 * 2 // These work well. Generator generator4 = new TriangleGenerator(); generator4.SetPowerLevel(2); // 15000 * 2 Generator generator5 = new TriangleGenerator(); generator5.SetPowerLevel(0); // 15000 * 0 Generator generator6 = new RectangleGenerator(); generator6.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 Generator generator7 = new RectangleGenerator(); generator7.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 //8 Max Generator generator8 = new OctagonGenerator(); generator8.SetPowerLevel(0); // 2000 * 2 * 0 = 0 Generator generator9 = new OctagonGenerator(); generator9.SetPowerLevel(0); // 2000 * 0 = 0 Generator generator10 = new OctagonGenerator(); generator10.SetPowerLevel(0); // 2000 * 0 = 0 generators = new List <Generator> { generator1, generator2, generator3, generator4, generator5, generator6, generator7, generator8, generator9, generator10 }; }
protected GameObject[] GenerateTriangles(Rotation[] rotations) { var generator = new TriangleGenerator(game.GameGrid.transform, game.TriangleTemplate); return(generator.Create(rotations)); }