private void CreateWalls() { ObstacleModel obstacle1 = new ObstacleModel(100, 100, new Point(200, 100)); ObstacleModel obstacle2 = new ObstacleModel(100, 100, new Point(200, 300)); Obstacles.Add(obstacle1); Obstacles.Add(obstacle2); }
private void LoadObstacles() { var obstacles = App.ObstacleRepository.GetAll(); uxObstacleList.ItemsSource = obstacles.Select(t => ObstacleModel.ToModel(t)).ToList(); if (obstacles.Count > 0) { uxContextFileDeleteAll.IsEnabled = true; } }
public void newObstacle(object sender, EventArgs e) { ObstacleModel om = new ObstacleModel(contextMenuLocation, 30); lock (obstacles) { obstacles.Add(om); } dragables.Add(om); }
void OnBatchRecieved(object bm) { BatchModel batchModel = (BatchModel)bm; int resource; float spawnChance; if (tensionsEnabled) { resource = 4; spawnChance = 100; } else { // Get the amount of resource points available for spawning obstacles in this batch resource = batchModel.GetTotalObstacleResources(); // Get a random number for spawnChance spawnChance = Random.Range(0, 100f); } // Retrieve sub list of obstacles we can spawn given the spawnChance List <ObstacleModel> obstacles = batchModel.GetObstaclesWithSpawnChance(spawnChance); if (obstacles.Count != 0) { for (int i = 0; i < obstacles.Count; i++) { if (resource <= 0) { break; } ObstacleModel obstacle = obstacles[Random.Range(0, obstacles.Count)]; // if there is room given the laneWeight and if the obstacle is available if (resource - obstacle.laneWeight >= 0 && obstacle.IsAvailable()) { // try to place obstacle in a random slot in the batch bool succesfullyPlaced = batchModel.PlaceGameItemInSpawnPoint(obstacle); if (succesfullyPlaced) { resource -= obstacle.laneWeight; obstacle.SetAvailable(false); } } } } // dispatch ready EventManager.TriggerEvent(SpawnSystemEvents.OBSTACLES_ASSIGNED, batchModel); }
void OnBirdPoolingFinished() { //Set the obstacle parameter after instantiate it. foreach (GameObject go in birdPool.objs) { ObstacleModel obs = go.GetComponent <ObstacleModel>(); obs.pool = birdPool; obs.endPoint = endPoint; obs.speed = obstacleSpd; } Debug.Log("Finish the bird pooling"); tutorial++; }
private void Window_Loaded(object sender, RoutedEventArgs e) { if (Obstacle != null) { uxSubmit.Content = "Update"; uxLatDD.Visibility = Visibility.Visible; uxLatDDLabel.Visibility = Visibility.Visible; uxLonDD.Visibility = Visibility.Visible; uxLonDDLabel.Visibility = Visibility.Visible; uxGrid.DataContext = Obstacle; } else { Obstacle = new ObstacleModel(); Obstacle.ObsId = Obstacle.ObsId; } }
private void uxSubmit_Click(object sender, RoutedEventArgs e) { Obstacle = new ObstacleModel(); Obstacle.ObsStudy = uxObsStudy.Text; Obstacle.ObsType = uxObsType.Text; Obstacle.ObsLatitudeDms = double.Parse(uxObsLatDms.Text); Obstacle.ObsLongitudeDms = double.Parse(uxObsLatDms.Text); //Obstacle.ObstLatitudeDd = double.Parse(uxLatDD.Text); //Obstacle.ObsLongitudeDd = double.Parse(uxLonDD.Text); Obstacle.ObsLongitudeHemisphere = uxLonHem.Text; Obstacle.ObsLatitudeHemisphere = uxLatHem.Text; Obstacle.ObsAglHeight = int.Parse(uxAglHeight.Text); Obstacle.ObsMslHeight = int.Parse(uxMslHeight.Text); Obstacle.ObsIcao = uxIcao.Text; // This is the return value of ShowDialog( ) below DialogResult = true; Close(); }
private void uxObstacleList_SelectionChanged(object sender, SelectionChangedEventArgs e) { selectedObstacle = (ObstacleModel)uxObstacleList.SelectedValue; }