private District generateDistrict() { District d = new District(); districtCountHandler += 1; d.DistrictID = districtCountHandler; Console.WriteLine("Генерируем район {0}, генерируем для него жителей, немного подождите", d.DistrictID); //генерируем людей для нового района HumanGenerator hg = new HumanGenerator(); for (int i = 0; i < rnd.Next(5, 11); i++) { d.Citizens.Add(hg.AdultGenerator()); if (i % 3 == 0) { d.Citizens.Add(hg.KidGenerator()); } if (i % 5 == 0) { d.Citizens[i].inv = true; } } //прописываем в район полицейскую станцию signPoliceStationToDistrict(d); return(d); }
public void Convert_Human_List_To_Person_List_Test() { var humans = HumanGenerator.Get(); var persons = humans.ConvertAll(h => Converters.PeopleConverter(h)); Assert.IsTrue(humans.Count == persons.Count); }
public PackagedGameData() { LevelsData = new LevelsData(); FieldOperations = new FieldOperation[0]; anomalObjects = new AnomalObject[0]; HumanGenerator = new HumanGenerator(); }
public void ReStratHuman() { myAngerSprite.SetActive(false); stoppingTimerforAnger = 0; stoppingTimerforAngerSet = false; angerMount = .2f; playedAlert = false; humanGeneratorScript = GameObject.FindGameObjectWithTag("master").GetComponent<HumanGenerator>(); // humanGeneratorScript.humanPaths[humanGeneratorScript.humanPaths.IndexOf(myHumanPath)].IsLocked = true; animation.Play(myHumanPath.WalkAnimationName); }
public static void Main() { HumanGenerator humanGen = new HumanGenerator(); humanGen.CreateHuman(20); }
public static void Main() { var humanGenerator = new HumanGenerator(); humanGenerator.CreateHuman(24); humanGenerator.CreateHuman(23); }
// Use this for initialization void Start() { //myAnimationId = Random.Range(0,7); humanGeneratorScript = GameObject.FindGameObjectWithTag("master").GetComponent<HumanGenerator>(); animation.Play(myHumanPath.WalkAnimationName); // humanGeneratorScript.humanPaths[humanGeneratorScript.humanPaths.IndexOf(myHumanPath)].IsLocked = true; }
public static void Main() { List<int> list = new List<int>(); for (var i = 0; i < 10; i++) { list.Add(i); } // method 1 for (var i = list.Count - 1; i >= 0; i--) if (false) list.RemoveAt(i); // method 2 - linq List<int> result; result = (from el in list where el < 5 select el).ToList(); var list2 = new List<string> { "1", "2", "hello", "world" }; // method 2 - linq 2 result = list.Where(el => el < 5).ToList(); result = list2.Where(el => { int o; return int.TryParse(el, out o); }) .Select(el => int.Parse(el)) .ToList(); Time.Start(); Floor[] levels = new Floor[LevelCount]; var manager = new ElevatorManager(LevelCount, ElevatorCount,levels); for (var i = 0; i < LevelCount; i++) { Floor TmpFloor = new Floor(manager, i); levels[i] = TmpFloor; } Elevator[] elevators = new Elevator[ElevatorCount]; manager.AddElevators(elevators); var humanGenerator = new HumanGenerator(RefreshHuman, levels); for (var i = 0; i < ElevatorCount; i++) elevators[i] = new Elevator(manager); DateTime startData = DateTime.Now; Console.WriteLine(startData.Ticks/10000000); // Console.ReadKey(); while ((DateTime.Now-startData).Ticks/10000000 < 20) { //log.WriteLine("humangeneratorUpdate"+ elevators[0].CorrentLevel); humanGenerator.Update(); //log.WriteLine("managerupdate"+ elevators[0].CorrentLevel); manager.Update(); for (var i = 0; i < ElevatorCount; i++) if (elevators[i].Humans != null) for (var j = 0; j < elevators[i].Humans.Count; j++) elevators[i].Humans[j].Update(); foreach (var floor in levels) { foreach (var human in floor.Queue) human.Update(); } // log.WriteLine("elevatorUpdate"+ elevators[0].CorrentLevel); //System.Threading.Thread.Sleep(5); for (var i = 0; i < ElevatorCount; i++) { elevators[i].Update(); } } log.Dispose(); }