/// <summary> /// Proceed sanity check of inserted values. /// </summary> /// <param name="errors">Found errors.</param> /// <param name="warnings">Found warnings.</param> public override void SanityCheck(ref List <string> errors, ref List <string> warnings) { Wind?.SanityCheck(ref errors, ref warnings); Visibility?.SanityCheck(ref errors, ref warnings); Phenomena?.SanityCheck(ref errors, ref warnings); Clouds?.SanityCheck(ref errors, ref warnings); }
/// <summary> /// Returns item in code string. /// </summary> /// <returns></returns> public override string ToCode() { StringBuilder ret = new StringBuilder(); ret.AppendPreSpaced(Type.ToString()); Times.ForEach( i => ret.AppendPreSpaced(i.ToCode())); if (Wind != null) { ret.AppendPreSpaced(Wind.ToCode()); } if (Visibility != null) { ret.AppendPreSpaced(Visibility.ToCode()); } if (Phenomena != null) { ret.AppendPreSpaced(Phenomena.ToCode()); } if (Clouds != null) { ret.AppendPreSpaced(Clouds.ToCode()); } return(ret.ToString().TrimEnd()); }
// Prepares the stage for playing // Also begins a new game if one hasn't been started yet for easier debugging public void SetupStage() { // Make sure simulation parameters is loaded if (SimulationParameters.Instance == null) { GD.PrintErr("Something bad happened with SimulationParameters loading"); } // Make sure settings is loaded if (Settings.Instance == null) { GD.PrintErr("Settings load problem"); } spawner.Init(); Clouds.Init(FluidSystem); if (CurrentGame == null) { StartNewGame(); } CreatePatchManagerIfNeeded(); StartMusic(); }
public void SaveNullShouldNotTryAddToDatabase() { //Arrange WeatherMain expecWeatherMain = new WeatherMain() { Humidity = 0, Pressure = 0, Temperature = 0, TemperatureMin = 0, TemperatureMax = 0, }; Wind expectedWind = new Wind() { Direction = 0, Speed = 0 }; PredictionDate expectedPredictionDate = new PredictionDate() { Time = DateTime.Now, }; Clouds expectedClouds = new Clouds() { All = 0 }; Forecast expectedForecast = new Forecast() { Clouds = expectedClouds, WeatherMain = expecWeatherMain, Wind = expectedWind, Time = expectedPredictionDate, CityId = 0 }; ForecastEntity expectedEntity = new ForecastEntity() { WeatherMain = expecWeatherMain, Wind = expectedWind, PredictionDate = expectedPredictionDate, Clouds = expectedClouds, CityServiceId = 0, Forecast = expectedForecast }; var weatherContextMock = new Mock <WeatherDataContext>(); weatherContextMock.Setup(x => x.Forecast.Add(It.IsAny <Forecast>())).Returns((Forecast f) => f); weatherContextMock.Setup(x => x.City.Add(It.IsAny <City>())).Returns((City f) => f); weatherContextMock.Setup(x => x.Clouds.Add(It.IsAny <Clouds>())).Returns((Clouds f) => f); weatherContextMock.Setup(x => x.PredictionDate.Add(It.IsAny <PredictionDate>())).Returns((PredictionDate f) => f); weatherContextMock.Setup(x => x.WeatherMain.Add(It.IsAny <WeatherMain>())).Returns((WeatherMain f) => f); weatherContextMock.Setup(x => x.Wind.Add(It.IsAny <Wind>())).Returns((Wind f) => f); WeatherManager weather = new WeatherManager(weatherContextMock.Object); //Act var savedEntities = weather.SaveForecastEntity(expectedEntity).Result; //Assert Assert.Equal(1, savedEntities); weatherContextMock.Verify(x => x.SaveChangesAsync(), Times.Never); }
/// <summary>Create the level.</summary> /// <param name="levelIndex">The index of the level.</param> public Level(int levelIndex) { // load the backgrounds GameObjectList backgrounds = new GameObjectList(0, "backgrounds"); SpriteGameObject background_main = new SpriteGameObject("Backgrounds/spr_sky"); background_main.Position = new Vector2(0, GameEnvironment.Screen.Y - background_main.Height); backgrounds.Add(background_main); Add(new GameObjectList(1, "waterdrops")); Add(new GameObjectList(2, "enemies")); LoadTiles("Content/Levels/" + levelIndex + ".txt"); // add a few random mountains for (int i = 0; i < 5; i++) { SpriteGameObject mountain = new SpriteGameObject("Backgrounds/spr_mountain_" + (GameEnvironment.Random.Next(2) + 1), 1, "", 0, SpriteGameObject.Backgroundlayer.background); mountain.Position = new Vector2((float)GameEnvironment.Random.NextDouble() * (width * cellWidth) - mountain.Width / 2, (height * cellHeight) - mountain.Height); backgrounds.Add(mountain); } Clouds clouds = new Clouds(2, "", this); backgrounds.Add(clouds); Add(backgrounds); SpriteGameObject timerBackground = new SpriteGameObject("Sprites/spr_timer", 100); timerBackground.Position = new Vector2(10, 10); Add(timerBackground); quitButton = new Button("Sprites/spr_button_quit", 100); quitButton.Position = new Vector2(GameEnvironment.Screen.X - quitButton.Width - 10, 10); Add(quitButton); }
public Level(int levelIndex) { GameObjectList backgrounds = new GameObjectList(0, "backgrounds"); SpriteGameObject background_main = new SpriteGameObject("Backgrounds/spr_sky"); background_main.Position = new Vector2(0, GameEnvironment.Screen.Y - background_main.Sprite.SheetHeight); backgrounds.Add(background_main); for (int i = 0; i < 5; i++) { SpriteGameObject mountain = new SpriteGameObject("Backgrounds/spr_mountain_" + (GameEnvironment.Random.Next(2) + 1), 1); mountain.Position = new Vector2((float)GameEnvironment.Random.NextDouble() * GameEnvironment.Screen.X - mountain.Sprite.SheetWidth / 2, GameEnvironment.Screen.Y - mountain.Sprite.SheetHeight); backgrounds.Add(mountain); } Clouds clouds = new Clouds(2); backgrounds.Add(clouds); this.Add(backgrounds); QuitButton = new Button("Sprites/spr_button_back", 100); QuitButton.Position = new Vector2(10, 10); this.Add(QuitButton); this.Add(new GameObjectList(1, "ZenyS")); this.LoadTiles("Content/Levels/" + levelIndex + ".txt"); GameObjectList ZenyS = this.Find("ZenyS") as GameObjectList; GameScore = new Score(ZenyS); GameScore.Position = new Vector2(GameEnvironment.Screen.X - 60, 10); this.Add(GameScore); }
public void SaveClouds() { var settings = Properties.Settings.Default; settings.Clouds = new CloudInfoCollection(Clouds.Select(c => c.CloudInfo)); settings.Save(); }
public Level(int levelIndex) { // load the backgrounds GameObjectList backgrounds = new GameObjectList(0, "backgrounds"); SpriteGameObject backgroundSky = new SpriteGameObject("Backgrounds/spr_sky", 1); backgroundSky.Position = new Vector2(0, GameEnvironment.Screen.Y - backgroundSky.Height); backgrounds.Add(backgroundSky); // add a few random mountains for (int i = 0; i < 5; i++) { SpriteGameObject mountain = new SpriteGameObject("Backgrounds/spr_mountain_" + (GameEnvironment.Random.Next(2) + 1), (GameEnvironment.Random.Next(3, 5))); mountain.Position = new Vector2((float)GameEnvironment.Random.NextDouble() * GameEnvironment.Screen.X - mountain.Width / 2, GameEnvironment.Screen.Y - mountain.Height); backgrounds.Add(mountain); } Clouds clouds = new Clouds(4); backgrounds.Add(clouds); Add(backgrounds); quitButton = new Button("Sprites/spr_button_quit", 100); quitButton.Position = new Vector2(GameEnvironment.Screen.X - quitButton.Width - 10, 10); Add(quitButton); Add(new GameObjectList(6, "waterdrops")); Add(new GameObjectList(7, "enemies")); LoadTiles("Content/Levels/" + levelIndex + ".txt"); }
public void AddCloud(AvailableCloud selectedItem) { var name = selectedItem.Name; var letters = VirtualDriveWrapper.GetFreeDriveLettes(); if (letters.Count == 0) { throw new InvalidOperationException("No free letters"); } if (Clouds.Any(c => c.CloudInfo.Name == name)) { int i = 1; while (Clouds.Any(c => c.CloudInfo.Name == name + " " + i)) { i++; } name = name + " " + i; } var info = new CloudInfo { Id = Guid.NewGuid().ToString(), Name = name, ClassName = selectedItem.ClassName, AssemblyFileName = selectedItem.AssemblyFileName, DriveLetter = letters[0] }; var mount = new CloudMount(info, this); Clouds.Add(mount); SaveClouds(); }
/// <summary> /// Updates CompoundsAtMouse and MicrobesAtMouse /// </summary> private void UpdateMouseHover() { CompoundsAtMouse = Clouds.GetAllAvailableAt(Camera.CursorWorldPos); var microbes = GetTree().GetNodesInGroup(Constants.AI_TAG_MICROBE); foreach (var microbe in MicrobesAtMouse) { microbe.IsHoveredOver = false; } MicrobesAtMouse.Clear(); foreach (Microbe entry in microbes) { var distance = (entry.GlobalTransform.origin - Camera.CursorWorldPos).Length(); // Find only cells that have the mouse // position within their membrane if (distance > entry.Radius + Constants.MICROBE_HOVER_DETECTION_EXTRA_RADIUS) { continue; } entry.IsHoveredOver = true; MicrobesAtMouse.Add(entry); } }
void Start() { mapGenerator = GetComponent <MapGenerator>(); cloudGenerator = GameObject.Find("Clouds").GetComponent <Clouds>(); brushScript = Camera.main.GetComponent <Brush>(); menuOpened = false; }
public WaveTrend_Oscillator() : base() { #region Initialization Credentials.ProjectName = "WaveTrend Oscillator"; #endregion Lines.Set("Channel Length"); Lines["Channel Length"].Color = Color.Red; Lines["Channel Length"].Style = LineStyle.Dot; Lines.Set("Average Length"); Lines["Average Length"].Color = Color.LimeGreen; Thresholds.Set("Over Bought Level 1"); Thresholds["Over Bought Level 1"].Level = 60; Thresholds["Over Bought Level 1"].Color = Color.Gray; Thresholds.Set("Over Bought Level 2"); Thresholds["Over Bought Level 2"].Level = 53; Thresholds["Over Bought Level 2"].Color = Color.Gray; Thresholds.Set("Over Sold Level 1"); Thresholds["Over Sold Level 1"].Level = -60; Thresholds["Over Sold Level 1"].Color = Color.Gray; Thresholds.Set("Over Sold Level 2"); Thresholds["Over Sold Level 2"].Level = -53; Thresholds["Over Sold Level 2"].Color = Color.Gray; Clouds.Set("Cloud", GradientMode.Simple, Color.CadetBlue, Color.CadetBlue); SeparateWindow = true; }
public Weather() { Precipitation = new Precipitation(); Wind = new Wind(); Temperature = new Temperature(); Pressure = new Pressure(); Humidity = new Humidity(); Clouds = new Clouds(); }
public CurrentWeatherConditions() { weather = new List <Weather>(); wind = new Wind(); coord = new Coord(); main = new Main(); clouds = new Clouds(); sys = new Sys(); }
void Awake() { Instance = this; cloudmat = GetComponent <Renderer>().sharedMaterial; people = new Vector4[10]; for (int i = 0; i < people.Length; i++) { people[i] = new Vector4(float.MaxValue, float.MaxValue, float.MaxValue, 1); } }
public override void Start() { // We setup our scene, main camera and viewport _viewport = GetSubsystem <Renderer>().GetViewport(0); _scene = new Scene(); _scene.CreateComponent <Octree>().SetSize(new BoundingBox(1, 100), 3); _viewport.Scene = _scene; _camera = _scene.CreateChild("Camera").CreateComponent <Camera>(); _camera.Node.Position = new Vector3(50, 10, -1); _camera.Orthographic = true; _camera.OrthoSize = 26; _viewport.Camera = _camera; // We create a sound source for the music and the music SoundSource musicSource = _scene.CreateComponent <SoundSource>(); Sound music = Cache.Get <Sound>("music/Happy_Bee.ogg"); music.SetLooped(true); musicSource.Play(music); musicSource.SetSoundType("Music"); // We don't need a sound listener for the above, but we add one for the sounds and adjust the music gain Audio audioSystem = GetSubsystem <Audio>(); audioSystem.SetListener(_camera.Node.CreateComponent <SoundListener>()); audioSystem.SetMasterGain("Music", 0.3f); // We create a background node which is a child of the camera so it won't move relative to it Node bg = _camera.Node.CreateChild("Background"); StaticSprite2D bgspr = bg.CreateComponent <StaticSprite2D>(); bgspr.SetSprite(Cache.Get <Sprite2D>("scenarios/grasslands/bg.png")); bg.SetPosition(new Vector3(0, 0, 100)); bg.SetScale2D(Vector2.One * 5); // We add a physics world so we can simulate physics, and enable CCD PhysicsWorld2D pw = _scene.CreateComponent <PhysicsWorld2D>(); pw.SetContinuousPhysics(true); // We create a terrain, vehicle and cloud system _terrain = new Terrain(_scene); _vehicle = CreateVehicle(new Vector2(50, 10)); _clouds = new Clouds(50, 5, 40, 16, 40); // We subscribe to the PostUpdateEvent SubscribeToEvent <PostUpdateEvent>(PostUpdate); // If we're building a debug release, we draw debug data #if DEBUG DebugRenderer dbr = _scene.CreateComponent <DebugRenderer>(); pw.SetDrawCenterOfMass(true); pw.SetDrawJoint(true); pw.SetDrawPair(true); pw.SetDrawShape(true); SubscribeToEvent <PostRenderUpdateEvent>(e => { _scene.GetComponent <PhysicsWorld2D>().DrawDebugGeometry(dbr, false); }); #endif }
/// <summary> /// Removes a cloud from the server and any clients that can see it. /// </summary> /// <param name="cloud">The cloud to remove.</param> public void DeleteCloud(Cloud cloud) { foreach (PlayerEntity player in Players) { if (player.ShouldSeePosition(cloud.Position)) { player.Network.SendPacket(new RemoveCloudPacketOut(cloud.CID)); } } Clouds.Remove(cloud); }
/// <summary> /// Removes a cloud from the server and any clients that can see it. /// </summary> /// <param name="cloud">The cloud to remove.</param> public void DeleteCloud(Cloud cloud) { foreach (PlayerEntity player in Players) { if (player.VisibleClouds.Contains(cloud.CID)) { player.Network.SendPacket(new RemoveCloudPacketOut(cloud.CID)); } } Clouds.Remove(cloud); }
public ViewDitailsViewModel(Rain rain, Wind wind, Clouds clouds, Weather[] weather, Main main) { OnClickedBackCommand = new Command(async() => { await Application.Current.MainPage.Navigation.PopModalAsync(); }); WindSpeed = wind.speed.ToString(); Pressure = main.pressure.ToString(); HumidityTxt = main.humidity.ToString(); Rainfall = (rain == null) ? "No rain" : rain._3h.ToString(); }
protected override void OnQueryChanged(string oldValue, string newValue) { base.OnQueryChanged(oldValue, newValue); if (string.IsNullOrWhiteSpace(newValue)) { ItemsSource = null; } else { ItemsSource = Clouds .Where(cloud => cloud.Name.ToLower().Contains(newValue.ToLower())).ToList <Cloud>(); } }
public record Forecast( Coord coord, Weather[] weather, Main main, int visibility, Wind wind, Clouds clouds, long dt, Sys sys, int timezone, int id, string name, int cod);
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); soldier = new soldiers(Content.Load <Texture2D>("Devilman"), Content.Load <Texture2D>("Swordsman"), Content.Load <SoundEffect>("Explosion")); effects = new Effects(Content.Load <Texture2D>("svart")); menu = new Menu(Content.Load <Texture2D>("Button"), Content.Load <SpriteFont>("basic"), Content.Load <SoundEffect>("Select")); road = new Road(Content.Load <Texture2D>("svart")); map = new Map(Content.Load <Texture2D>("Castle"), Content.Load <Texture2D>("Tavern"), Content.Load <Texture2D>("svart"), Content.Load <SpriteFont>("basic")); clouds = new Clouds(Content.Load <Texture2D>("Cloud")); // TODO: use this.Content to load your game content here }
public Environment(int skyLayers, GraphicsDeviceManager graphicsDeviceManager, float resolutionRatio) { Time = new Time(); initializeAmbientalLightShader(); sky = new Sky(graphicsDeviceManager); stars = new Stars(graphicsDeviceManager, resolutionRatio, Time); moon = new Moon(graphicsDeviceManager, resolutionRatio); sun = new Sun(graphicsDeviceManager, resolutionRatio); clouds = new Clouds(skyLayers, graphicsDeviceManager, resolutionRatio); }
private void ProcessCloudNotification(NotificationMessage <Models.Cloud> message) { if (message.Notification.Equals(Messages.OpenCloud)) { CloudViewModel selectedCloudViewModel = Clouds.SingleOrDefault((i) => i.Cloud.Equals(message.Content)); if (selectedCloudViewModel == null) { selectedCloudViewModel = new CloudViewModel(message.Content); Clouds.Add(selectedCloudViewModel); } SelectedCloudView = selectedCloudViewModel; } }
/// <summary> /// Proceed sanity check of inserted values. /// </summary> /// <param name="errors">Found errors.</param> /// <param name="warnings">Found warnings.</param> public void SanityCheck(ref List <string> errors, ref List <string> warnings) { Date.SanityCheck(ref errors, ref warnings); Wind.SanityCheck(ref errors, ref warnings); Visibility.SanityCheck(ref errors, ref warnings); if (Phenomens != null) { if (Phenomens.IsEmpty()) { warnings.Add("Phenomens are used but are empty."); } Phenomens.SanityCheck(ref errors, ref warnings); } if (Clouds != null) { if (Clouds.IsEmpty()) { warnings.Add("Clouds are used but are empty."); } Clouds.SanityCheck(ref errors, ref warnings); } Pressure.SanityCheck(ref errors, ref warnings); if (RePhenomens != null) { if (RePhenomens.IsEmpty()) { warnings.Add("Re-phenomens are used but are empty."); } RePhenomens.SanityCheck(ref errors, ref warnings); } if (WindShears != null) { if (WindShears.IsEmpty()) { warnings.Add("Windshears are used but are empty."); } WindShears.SanityCheck(ref errors, ref warnings); } if (RunwayConditions != null) { if (RunwayConditions.IsEmpty()) { warnings.Add("Runway conditions are used but are empty."); } RunwayConditions.SanityCheck(ref errors, ref warnings); } if (Trend != null) { Trend.SanityCheck(ref errors, ref warnings); } }
private void ApplyPropertiesFromSave(MicrobeStage savedMicrobeStage) { SaveApplyHelper.CopyJSONSavedPropertiesAndFields(this, savedMicrobeStage, new List <string>() { "spawner", "Player", "Camera", "Clouds", }); spawner.ApplyPropertiesFromSave(savedMicrobeStage.spawner); Clouds.ApplyPropertiesFromSave(savedMicrobeStage.Clouds); Camera.ApplyPropertiesFromSave(savedMicrobeStage.Camera); }
/// <summary> /// initForecastObjects init and allocate all forecast objects /// </summary> private void initForecastObjects() { this.location = new Location(); this.sunRise = new SunRise(); this.temperature = new Temperature(); this.humidity = new Humidity(); this.pressure = new Pressure(); this.windSpeed = new WindSpeed(); this.windDirection = new WindDirection(); this.clouds = new Clouds(); this.precipitation = new Precipitation(); this.weather = new Weather(); this.lastupdate = new Lastupdate(); }
public Level(int levelIndex) { // load the backgrounds GameObjectList backgrounds = new GameObjectList(0, "backgrounds"); SpriteGameObject backgroundSky = new SpriteGameObject("Backgrounds/spr_sky"); backgroundSky.CameraFollow = false; //blijft staan ten opzichte van de camera backgroundSky.Position = new Vector2(0, GameEnvironment.Screen.Y - backgroundSky.Height); backgrounds.Add(backgroundSky); // add a few random mountains for (int i = 0; i < 5; i++) { SpriteGameObject mountain = new SpriteGameObject("Backgrounds/spr_mountain_" + (GameEnvironment.Random.Next(2) + 1), i); mountain.Position = new Vector2((float)GameEnvironment.Random.NextDouble() * GameEnvironment.Screen.X - mountain.Width / 2, GameEnvironment.Screen.Y - mountain.Height); mountain.ParallaxFollow = true; //layers bergen bewegen anders ten opzichte van elkaar backgrounds.Add(mountain); } Clouds clouds = new Clouds(2); backgrounds.Add(clouds); Add(backgrounds); SpriteGameObject timerBackground = new SpriteGameObject("Sprites/spr_timer", 100); timerBackground.Position = new Vector2(10, 10); timerBackground.CameraFollow = false; //timer blijft staan Add(timerBackground); quitButton = new Button("Sprites/spr_button_quit", 100); quitButton.Position = new Vector2(GameEnvironment.Screen.X - quitButton.Width - 10, 10); quitButton.CameraFollow = false; //quite button blijft staan Add(quitButton); Add(new GameObjectList(1, "waterdrops")); Add(new GameObjectList(2, "enemies")); Add(new GameObjectList(2, "bullets")); //nieuwe bullet Lis aan maken, op Layer twee, aangezien de enemies daar ook zitten. LoadTiles("Content/Levels/" + levelIndex + ".txt"); TimerGameObject timer = new TimerGameObject(time, 101, "timer"); //initialize new timerGameObject timer.Position = new Vector2(25, 30); //new time Object position Add(timer); }
// Prepares the stage for playing // Also begins a new game if one hasn't been started yet for easier debugging public void SetupStage() { // Make sure simulation parameters is loaded if (SimulationParameters.Instance == null) { GD.PrintErr("Something bad happened with SimulationParameters loading"); } // Make sure settings is loaded if (Settings.Instance == null) { GD.PrintErr("Settings load problem"); } if (!IsLoadedFromSave) { spawner.Init(); if (CurrentGame == null) { StartNewGame(); } } if (CurrentGame == null) { throw new InvalidOperationException("current game is not set"); } tutorialGUI.EventReceiver = TutorialState; pauseMenu.GameProperties = CurrentGame; Clouds.Init(FluidSystem); CreatePatchManagerIfNeeded(); StartMusic(); if (IsLoadedFromSave) { HUD.OnEnterStageTransition(false); UpdatePatchSettings(true); } else { HUD.OnEnterStageTransition(true); TutorialState.SendEvent(TutorialEventType.EnteredMicrobeStage, EventArgs.Empty, this); } }
// Start is called before the first frame update void Start() { minMax = new int[] { int.MaxValue, 0 }; temp = new float[resolution * resolution]; clouds = FindObjectOfType <Clouds>(); threadGroupSize = Mathf.CeilToInt(resolution / numThreads); RenderTexture tex = CreateTexture(texture, resolution); //RenderTexture tex2D = CreateTexture2D(texture2D, resolution); //CSMain Vector3[] cellData = CreateNoise(noiseResolution, new System.Random(5)); CreateComputeBuffer(cellData, sizeof(float) * 3, 0, "points");//applies data to a buffer and attaches it to compute buffer ComputeBuffer minMaxBuffer = CreateComputeBuffer(minMax, sizeof(int), 0, "minMax"); computeShader.SetTexture(0, "Result", tex); //Delete it //computeShader.SetTexture(0, "Result2D", tex2D); computeShader.SetInt("resolution", resolution); computeShader.SetInt("numCells", noiseResolution); computeShader.Dispatch(0, threadGroupSize, threadGroupSize, threadGroupSize); int[] arrays = new int[2]; minMaxBuffer.GetData(arrays); bool csNormalize = false; if (csNormalize) { CopyTexture(tex, ref tex3d, resolution); Debug.Log("Min= " + arrays[0] + " max = " + arrays[1]); //CSNormalize computeShader.SetBuffer(1, "minMax", minMaxBuffer); computeShader.SetTexture(1, "ResultA", tex); computeShader.SetTexture(1, "tempTex", tex3d); computeShader.Dispatch(1, threadGroupSize, threadGroupSize, threadGroupSize); } //now setting 2d texture to material, replace later //clouds.mat.SetTexture("_cloudNoise", tex); clouds.mat.SetTexture("_cloudNoise", tex); clouds.mat.SetFloat("densityThreshold", densityThreshold); clouds.mat.SetFloat("lightAbsorptionThroughCloud", lightAbsorptionThroughCloud); clouds.mat.SetFloat("lightAbsorptionTowardSun", lightAbsorptionTowardSun); clouds.mat.SetVector("phaseParams", phaseParams); clouds.mat.SetFloat("densityMultiplier", densityMultiplier); }
protected override void InitializeData() { Messenger.Default.Send(new NotificationMessageAction <Guid>(Messages.SetPushAppData, (id) => { this.SelectedCloud = Clouds.SingleOrDefault(i => i.ID == id); })); Messenger.Default.Send(new NotificationMessageAction <string>(Messages.SetPushAppDirectory, (directory) => { this.PushFromDirectory = directory; this.CanChangeDirectory = false; })); }
/// <summary> /// Returns true if Forecast instances are equal /// </summary> /// <param name="other">Instance of Forecast to be compared</param> /// <returns>Boolean</returns> public bool Equals(Forecast other) { if (ReferenceEquals(null, other)) { return(false); } if (ReferenceEquals(this, other)) { return(true); } return (( Date == other.Date || Date != null && Date.Equals(other.Date) ) && ( Pressure == other.Pressure || Pressure != null && Pressure.Equals(other.Pressure) ) && ( Humidity == other.Humidity || Humidity != null && Humidity.Equals(other.Humidity) ) && ( WindSpeed == other.WindSpeed || WindSpeed != null && WindSpeed.Equals(other.WindSpeed) ) && ( Clouds == other.Clouds || Clouds != null && Clouds.Equals(other.Clouds) ) && ( Temperature == other.Temperature || Temperature != null && Temperature.Equals(other.Temperature) ) && ( Weather == other.Weather || Weather != null && Weather.Equals(other.Weather) )); }
public Level(int levelIndex) { // load the backgrounds GameObjectList backgrounds = new GameObjectList(0, "backgrounds"); SpriteGameObject background_main = new SpriteGameObject("Backgrounds/spr_sky"); background_main.Position = new Vector2(0, GameEnvironment.Screen.Y - background_main.Height); backgrounds.Add(background_main); SpriteGameObject background_extended = new SpriteGameObject("Backgrounds/spr_sky"); background_extended.Position = new Vector2(background_main.Width, GameEnvironment.Screen.Y - background_main.Height); backgrounds.Add(background_extended); // add a few random mountains for (int i = 0; i < 10; i++) { SpriteGameObject mountain = new SpriteGameObject("Backgrounds/spr_mountain_" + (GameEnvironment.Random.Next(2) + 1), GameEnvironment.Random.Next(4)+3); mountain.Position = new Vector2((float)GameEnvironment.Random.NextDouble() * (2 * background_main.Width) - mountain.Width / 2, GameEnvironment.Screen.Y - mountain.Height); backgrounds.Add(mountain); } Clouds clouds = new Clouds(4); backgrounds.Add(clouds); this.Add(backgrounds); SpriteGameObject timerBackground = new SpriteGameObject("Sprites/spr_timer", 100); timerBackground.Position = new Vector2(10, 10); timerBackground.Meebewegen(); this.Add(timerBackground); TimerGameObject timer = new TimerGameObject(101, "timer"); timer.Position = new Vector2(25, 30); this.Add(timer); quitButton = new Button("Sprites/spr_button_quit", 100); quitButton.Position = new Vector2(GameEnvironment.Screen.X - quitButton.Width - 10, 10); this.Add(quitButton); this.Add(new GameObjectList(1, "waterdrops")); this.Add(new GameObjectList(2, "enemies")); this.LoadTiles("Content/Levels/" + levelIndex + ".txt"); }