private IEnumerator GiantHazardEmission(float minRate, float maxRate) { GameManager_LevelManager.emitState = EmitState.Giant; //emitHazardsComponent.enabled = false; float oldXPos = 5; // Out of valid X range value. yield return(new WaitForSeconds(delay)); //hazardsNumber = numberOfHazards; int i = 0; while (i < numberOfHazards) { float newXPos = FixedRandom.Range(-4, 4, 2); if (newXPos != oldXPos) { Instantiate(giantHazard, new Vector3(newXPos, 0.0f, GameManager_EmitHazards.fixedZPosition), Quaternion.identity); oldXPos = newXPos; i++; } else { continue; } yield return(new WaitForSeconds(Random.Range(minRate, maxRate))); } yield return(new WaitForSeconds(1)); gmMaster.CallEventPhaseChanged("EmitHazards"); GameManager_LevelManager.emitState = EmitState.Regular; }
public void GetWithNoFixedValuesAssigned() { var random = new FixedRandom(); Assert.AreEqual(-3, random.Get(-3, 5)); Assert.AreEqual(-7.1f, random.Get(-7.1f, -1.1f)); }
// Token: 0x0600343B RID: 13371 RVA: 0x000D6E84 File Offset: 0x000D5084 public void FixedUpdate() { if (Scenes.Manager) { Scenes.Manager.CheckForScenesFinishedLoading(); } if (!GameController.FreezeFixedUpdate) { FixedRandom.FixedUpdateIndex++; FixedRandom.UpdateValues(); } Music.UpdateMusic(); Ambience.UpdateAmbience(); this.GameScheduler.OnGameFixedUpdate.Call(); Respawner.UpdateRespawners(); if (!GameStateMachine.Instance.IsInExtendedTitleScreen() && !UI.MainMenuVisible && (Screen.width != this.m_previousScreenWidth || Screen.height != this.m_previousScreenHeight)) { UI.Menu.ShowResumeScreen(); } this.m_previousScreenWidth = Screen.width; this.m_previousScreenHeight = Screen.height; if (this.m_lastDebugControlsEnabledValue != DebugMenuB.DebugControlsEnabled) { this.m_lastDebugControlsEnabledValue = DebugMenuB.DebugControlsEnabled; } if (!this.IsSuspended) { this.GameTime += Time.deltaTime; } }
public void PlaybackPlayer() { if (inputIndex < inputs.Count) { bool changed = false; if (!GameController.Instance.IsLoadingGame && !InstantLoadScenesController.Instance.IsLoading && !GameController.FreezeFixedUpdate) { if (currentFrame == 0) { SeinUI.DebugHideUI = false; } changed = currentFrame == 0; if (currentFrame >= frameToNext) { if (inputIndex + 1 >= inputs.Count) { inputIndex++; return; } lastInput = inputs[++inputIndex]; frameToNext += lastInput.Frames; changed = true; } currentFrame++; } FixedRandom.SetFixedUpdateIndex(fixedRandom + currentFrame); lastInput.UpdateInput(changed); } }
public void RecordPlayer() { TASInput input = new TASInput(currentFrame); if (currentFrame == 0 && input == lastInput) { return; } else if (input != lastInput) { if (currentFrame == 0) { fixedRandom = FixedRandom.FixedUpdateIndex; File.AppendAllText(filePath, fixedRandom.ToString() + "\r\n"); } lastInput.Frames = currentFrame - lastInput.Frames; if (lastInput.Frames != 0) { File.AppendAllText(filePath, lastInput.ToString() + "\r\n"); } //lastInput.UpdateInput(); lastInput = input; } if (!GameController.FreezeFixedUpdate) { currentFrame++; } FixedRandom.SetFixedUpdateIndex(fixedRandom + currentFrame); }
public void RecordPlayer() { TASInput input = new TASInput(currentFrame); if (currentFrame == 0 && input == lastInput) { return; } else { if (!InstantLoadScenesController.Instance.IsLoading && !GameController.Instance.IsLoadingGame) { if (input != lastInput) { if (currentFrame == 0) { fixedRandom = FixedRandom.FixedUpdateIndex; File.AppendAllText(filePath, fixedRandom.ToString() + "\r\n"); } lastInput.Frames = currentFrame - lastInput.Frames; if (lastInput.Frames != 0) { File.AppendAllText(filePath, lastInput.ToString() + "\r\n"); } lastInput = input; } currentFrame++; FixedRandom.SetFixedUpdateIndex(fixedRandom + currentFrame); } gameFrame++; } }
private void InitializeReferences() { gmMaster = GetComponent <GameManager_Master> (); specialHazardTimer = _specialHazardTimerStart; fr = new FixedRandom(-7, 7, 1.4f); InitializeLevelParameters(); }
public void PlaybackPlayer() { if (inputIndex < inputs.Count) { bool changed = false; Vector2 currentPos = Characters.Sein == null ? Core.Scenes.Manager.CurrentCameraTargetPosition : new Vector2(Characters.Sein.Position.x, Characters.Sein.Position.y); if (!InstantLoadScenesController.Instance.IsLoading && (!GameController.Instance.IsLoadingGame || (lastInput != null && lastInput.Restore)) && !Core.Scenes.Manager.PositionInsideSceneStillLoading(currentPos)) { if (currentFrame == 0) { LastMouseX = 0; LastMouseY = 0; SeinUI.DebugHideUI = false; } changed = currentFrame == 0; if (currentFrame >= frameToNext) { if (inputIndex + 1 >= inputs.Count) { inputIndex++; return; } lastInput = inputs[++inputIndex]; frameToNext += lastInput.Frames; changed = true; } currentFrame++; if (lastInput.Random >= 0 && changed) { fixedRandom = lastInput.Random - currentFrame + 1; } FixedRandom.SetFixedUpdateIndex(fixedRandom + currentFrame); lastInput.UpdateInput(changed); if (lastInput.SkillTree >= 0) { SkillTreeAlpha = lastInput.SkillTree; } if (currentFrame >= frameToNext && inputIndex + 1 < inputs.Count) { TASInput nextInput = inputs[inputIndex + 1]; if (nextInput.Line > Break && Break > 0) { Break = -Break; FastForward = false; } } } if (inputs[inputIndex].SpamAction) { Core.Input.ActionButtonA.Update(!Core.Input.ActionButtonA.IsPressed); Core.Input.AnyStart.Update(!Core.Input.AnyStart.IsPressed); } gameFrame++; } }
public void Get() { var random = new FixedRandom(new[] { 0.1f, 0.2f }); Assert.AreEqual(2, random.Get(2, 5)); Assert.AreEqual(-4.4f, random.Get(-6.0f, 2.0f)); Assert.AreEqual(0, random.Get(0, 1)); }
// Token: 0x0600342E RID: 13358 RVA: 0x000D6CAC File Offset: 0x000D4EAC private void OnGameAwake() { this.m_restoreCheckpointController = new RestoreCheckpointController(); Frameworks.Shader.Globals.FogGradientRange = 100f; Frameworks.Shader.Globals.FogGradientTexture = Frameworks.Shader.DefaultTextures.Transparent; FixedRandom.UpdateValues(); if (ScenesToSkip.Instance == null) { new ScenesToSkip(); } SaveSceneManager.Master = base.GetComponent <SaveSceneManager>(); }
void ChangeStatus(EmMyStatus newStatus) { timer = 0f; curStatus = newStatus; switch (newStatus) { case EmMyStatus.Idle: Actor.Idle(); statusDuration = FixedRandom.Range(0, idlMaxDuration); break; case EmMyStatus.RandomMoveDirection: case EmMyStatus.RandomMoveDirectionAfterAttack: Vector3[] dirs = new Vector3[] { new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 0, 0), new Vector3(1, 0, -1), new Vector3(0, 0, -1), new Vector3(-1, 0, -1), new Vector3(-1, 0, 0), new Vector3(-1, 0, 1), }; randomMoveDir = dirs[FixedRandom.Range(0, 8)]; randomMovePos = Actor.transform.position + randomMoveDir * 3; Actor.LookAt(randomMovePos); statusDuration = moveMaxDuratoin; break; case EmMyStatus.MoveToTarget: Actor.LookAt(attackTarget.transform.position); break; case EmMyStatus.AttackPrepair: Actor.Idle(); statusDuration = attackPrepairDuration; break; case EmMyStatus.NormalAttack: Actor.Attack(); break; case EmMyStatus.BeAttacked: break; } }
private void SetSeed() { var seedText = input.text; _random = new FixedRandom(seedText.GetHashCode()); }
private void Start() { _random = new FixedRandom(0); setSeed.onClick.AddListener(SetSeed); generateRandom.onClick.AddListener(GenerateRandom); }
// Update is called once per frame public void Tick(float deltaTime) { timer += deltaTime; if (Actor.IsBeAttacked()) { ChangeStatus(EmMyStatus.BeAttacked); return; } if (Actor.IsDead() || Actor.IsDying()) { return; } switch (curStatus) { case EmMyStatus.Idle: if (timer >= statusDuration) { int r = FixedRandom.Range(0, 101); if (r < idleRandom) { } else if (r < idleRandom + moveRandom) { ChangeStatus(EmMyStatus.RandomMoveDirection); } } //if(Patrol()) MoveToTarget(); break; case EmMyStatus.RandomMoveDirection: case EmMyStatus.RandomMoveDirectionAfterAttack: Actor.WalkForward(0); if (timer >= statusDuration) { ChangeStatus(EmMyStatus.Idle); } //if(curStatus == EmMyStatus.RandomMoveDirection) // if(Patrol()) MoveToTarget(); break; case EmMyStatus.MoveToTarget: Actor.LookAt(attackTarget.transform.position); Actor.WalkForward(0); if (Vector3.SqrMagnitude(Actor.transform.position - moveToTarget.transform.position) < 2 * 2) { ChangeStatus(EmMyStatus.AttackPrepair); } break; case EmMyStatus.AttackPrepair: if (timer >= attackPrepairDuration) { if (attackTarget != null && attackTarget.IsAlive() && (Actor.transform.position - moveToTarget.transform.position).sqrMagnitude <= 2 * 2) { DoAttack(); } else { ChangeStatus(EmMyStatus.Idle); } } break; case EmMyStatus.NormalAttack: if (Actor.IsIdle()) { ChangeStatus(EmMyStatus.Idle); } break; case EmMyStatus.BeAttacked: if (Actor.IsIdle()) { ChangeStatus(EmMyStatus.Idle); } break; } }