void Update() { /*var specs = GetSpectrum (); * for (int i = 1; i < specs.Length - 1; i++) { * Debug.DrawLine( * new Vector3(i - 1, specs[i] + 10, 0), * new Vector3(i, specs[i + 1] + 10, 0), * Color.red); * Debug.DrawLine( * new Vector3(i - 1, Mathf.Log(specs[i - 1]) + 10, 2), * new Vector3(i, Mathf.Log(specs[i]) + 10, 2), * Color.cyan); * Debug.DrawLine( * new Vector3(Mathf.Log(i - 1), specs[i - 1] - 10, 1), * new Vector3(Mathf.Log(i), specs[i] - 10, 1), * Color.green); * Debug.DrawLine( * new Vector3(Mathf.Log(i - 1), Mathf.Log(specs[i - 1]), 3), * new Vector3(Mathf.Log(i), Mathf.Log(specs[i]), 3), * Color.yellow); * }*/ //Debug.Log ("Volume; " + string.Format("{0:f4}\r\n", GetAveragedVolume ()) ); UpdateSpectrum(); if (HCINetwork.Instance.IsConnected) { if (HCINetwork.Instance.ReceivedInt.Count != 0) { ReceivedMood = (MoodType)HCINetwork.Instance.ReceivedInt.Dequeue(); } } }
public void Initialization(MoodType moodType) { var childBlock = A.Dummy <IBlock>(); var sut = new MoodNode(moodType); sut.MoodType.Should().Be(moodType); }
public async Task OnEnterAsyncShouldRaiseEvent(MoodType moodType, string personName, string protagonist) { var isProtagonist = personName == protagonist; var context = A.Dummy <INavigationContext>(); context.State.PersonName = personName; context.State.ProtagonistName = protagonist; context.State.MoodType = null; var invoker = new TestInvoker(context); var sut = new MoodNode(moodType); var ret = await sut.EnterAsync(context); ret.Should().BeNull(); invoker.ShouldContainSingle <IMoodChangeEvent>( i => i.Should().BeEquivalentTo(new { MoodType = moodType, PersonName = personName, IsProtagonist = isProtagonist }) ); }
public async Task <IActionResult> PutMoodType([FromRoute] int id, [FromBody] MoodType moodType) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != moodType.MoodTypeID) { return(BadRequest()); } _context.Entry(moodType).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MoodTypeExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
//Constructor public Person(RelationType theirRelation, MoodType theirMood, string aName, int theirAffection, int theirTrust) { acquaintances = new List<int>(); relation = theirRelation; curMood = theirMood; name = aName; playerAffection = theirAffection; playerTrust = theirTrust; }
public Player(RelationType theirRelation, MoodType theirMood, string aName, int theirAffection, int theirTrust) : base(theirRelation, theirMood, aName, theirAffection, theirTrust) { energy = 0; happiness = 0; GameManager.People.OnChangeStatus += People_OnChangeStatus; }
public void Initialization(string personName, MoodType moodType, bool isProtagonist, string description) { var sut = new MoodChangeEvent(personName, isProtagonist, moodType); sut.PersonName.Should().Be(personName); sut.IsProtagonist.Should().Be(isProtagonist); sut.MoodType.Should().Be(moodType); sut.ToString().Should().Be(description); }
public Mood(MoodCategory category, string name, MoodType moodType, string displayColor, int displayIndex) : this() { this.Category = category; this.Name = name; this.DisplayColor = displayColor; this.DisplayIndex = displayIndex; this.MoodType = moodType; }
/// <summary> /// Publishes user mood information /// </summary> public IXmppSession PublishMood(MoodType mood, string description) { var instance = new Mood(); instance.MoodType = mood; instance.Text = description; PublishMood(new XmppUserMoodEvent(null, instance)); return(this); }
public Mood AddMood(string name, MoodType moodType, string displayColor, int displayIndex) { Mood mood = this.MoodsCollection.FirstOrDefault(m => m.Name.Equals(name, StringComparison.InvariantCultureIgnoreCase)); if (mood == null) { mood = new Mood(this, name, moodType, displayColor, displayIndex); this.MoodsCollection.Add(mood); } return(mood); }
public async Task OnEnterShouldUpdateState(MoodType moodType) { var context = A.Dummy <INavigationContext>(); context.State.MoodType = null; var sut = new MoodNode(moodType); await sut.EnterAsync(context); context.State.MoodType.Should().Be(moodType); }
public async Task <IActionResult> PostMoodType([FromBody] MoodType moodType) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.MoodType.Add(moodType); await _context.SaveChangesAsync(); return(CreatedAtAction("GetMoodType", new { id = moodType.MoodTypeID }, moodType)); }
public void TestAddMood() { MoodType Mood = MoodType.Lonely; string UserName = "******"; User User = new User(UserName); Assert.AreEqual(0, User.CurrentMood.Count); User.AddMood(Mood); Assert.AreEqual(true, User.CurrentMood.Contains(Mood)); Assert.AreEqual(1, User.CurrentMood.Count); }
public AIData(string Tag = null) : base(Tag) { Aggression = new AggressionType(); Confidence = new ConfidenceType(); EnergyLevel = new Byte(); Responsibility = new Byte(); Mood = new MoodType(); Unused = new byte[3]; Services = new ServicesFlag(); Teaches = new Skills(); MaxTrainingLevel = new Byte(); Assistance = new AssistanceType(); AggroRadiusBehavior = new AggroRadiusBehaviorFlags(); AggroRadius = new Int32(); }
public void ChangeMood(MoodType _moodType, int _seriousness) // от "серьезности" зависит количество полученного/утраченного настроения { int _moodDelta = Random.Range(_seriousness / 3, _seriousness) * (int)_moodType; // на сколько изменится настроение mood += _moodDelta; mood = Mathf.Clamp(mood, 0, 100); if (mood <= 0) { Game.GameIsOver(); } MoodChange?.Invoke(_moodDelta); ChangeIncome(_moodDelta); }
IEnumerator CalcMood() { float updateTime = 2.0f; float cur = 0f; while (true) { int cnt = 0; float [] samples = new float[Spectrums.Count]; while (updateTime > cur) { cur += Time.deltaTime; for (int j = 0; j < Spectrums.Count; j++) { samples [j] += Spectrums [j].CurrentValue; } cnt++; yield return(null); } float [] rate = new float[Spectrums.Count]; for (int i = 0; i < Spectrums.Count; i++) { rate [i] = ((samples [i] * Spectrums [i].Enhance) / (float)cnt) / Spectrums [i].OffsetValue; } if (rate [2] > 10.0f) { Mood = MoodType.Hyper; } else if (rate [1] > 2.5f) { Mood = MoodType.Talk; } else { Mood = MoodType.Calm; } if (HCINetwork.Instance.IsConnected) { HCINetwork.Instance.SendInt((int)Mood); } yield return(null); cur = 0f; } }
public void CheckMoodType() { MoodType curMood = MoodType.Init; if (mood >= 70f) { curMood = MoodType.Happy; } else if (mood >= 40f) { curMood = MoodType.Neutral; } else { curMood = MoodType.Annoyed; } if (curMood != lastMood) { switch (curMood) { case MoodType.Happy: iHappy.gameObject.SetActive(true); iNeutral.gameObject.SetActive(false); iAnnoyed.gameObject.SetActive(false); break; case MoodType.Neutral: iHappy.gameObject.SetActive(false); iNeutral.gameObject.SetActive(true); iAnnoyed.gameObject.SetActive(false); break; case MoodType.Annoyed: iHappy.gameObject.SetActive(false); iNeutral.gameObject.SetActive(false); iAnnoyed.gameObject.SetActive(true); break; default: break; } } lastMood = curMood; }
public async Task ShouldRaiseEventWithStateArg(MoodType moodType) { var context = A.Dummy <INavigationContext>(); context.State.PersonName = "alpha"; context.State.ProtagonistName = "alpha"; context.State.MoodType = MoodType.Happy; var invoker = new TestInvoker(context); var sut = new MoodNode(MoodType.Happy); await sut.EnterAsync(context, moodType); invoker.ShouldContainSingle <IMoodChangeEvent>( i => i.Should().BeEquivalentTo(new { MoodType = moodType, PersonName = "alpha", IsProtagonist = true }) ); }
/// <summary> /// Publishes user mood information /// </summary> public IXmppSession PublishMood(MoodType mood, string description) { Mood instance = new Mood(); instance.MoodType = mood; instance.Text = description; this.PublishMood(new XmppUserMoodEvent(null, instance)); return this; }
public AIData(AggressionType Aggression, ConfidenceType Confidence, Byte EnergyLevel, Byte Responsibility, MoodType Mood, Byte[] Unused, ServicesFlag Services, Skills Teaches, Byte MaxTrainingLevel, AssistanceType Assistance, AggroRadiusBehaviorFlags AggroRadiusBehavior, Int32 AggroRadius) { this.Aggression = Aggression; this.Confidence = Confidence; this.EnergyLevel = EnergyLevel; this.Responsibility = Responsibility; this.Mood = Mood; this.Unused = Unused; this.Services = Services; this.Teaches = Teaches; this.MaxTrainingLevel = MaxTrainingLevel; this.Assistance = Assistance; this.AggroRadiusBehavior = AggroRadiusBehavior; this.AggroRadius = AggroRadius; }
/// <summary> /// Adds a new mood to the user. /// </summary> /// <param name="moodType">Which MoodType to add. Duplicates will not be stored.</param> public void AddMood(MoodType moodType) { CurrentMood.Add(moodType); }
public MoodChangeEvent(string personName, bool isProtagonist, MoodType emotionType) => (PersonName, IsProtagonist, MoodType) = (personName, isProtagonist, emotionType);
private void InsertMoodSound(MoodsSoundSource sound, TimeOfDaySound timeofDay, MoodType type) { MoodSoundKey key = new MoodSoundKey() { TimeOfDay = timeofDay, Type = type }; List <IUtopiaSoundSource> soundList; if (this.MoodsSounds.TryGetValue(key, out soundList) == false) { soundList = new List <IUtopiaSoundSource>(); this.MoodsSounds.Add(key, soundList); } soundList.Add(sound); }