private void Update() { if (PhotonNetwork.player.IsLocal) { if (Input.GetKey(KeyCode.LeftAlt) && Input.GetMouseButton(0)) { Line.enabled = true; sign = GetMousePosS(StartPos, Endpos); } if (Line.enabled && Input.GetMouseButtonUp(0)) { if ((sign.Equals(Sign.Exit))) // Exit 를 선택 했다면 { gameObject.SetActive(false); return; } if (!pingPool.CanMakePing) //핑 횟수제한을 넘었다면 { //사용할수없습니다 메세지 출력 gameObject.SetActive(false); return; } if (!MakeOnce) { MakeOnce = true; MakePingSign(); } this.gameObject.SetActive(false); } } }
private void Update() { if (Input.GetKey(KeyCode.LeftAlt) && Input.GetMouseButton(0)) { Line.enabled = true; sign = GetMousePosS(StartPos, Endpos); } if (Line.enabled && Input.GetMouseButtonUp(0)) { if ((sign.Equals(Sign.Exit))) // Exit 를 선택 했다면 { gameObject.SetActive(false); return; } if (!CanMakePing) //핑 횟수제한을 넘었다면 { //사용할수없습니다 메세지 출력 gameObject.SetActive(false); return; } MakePingSign(); this.gameObject.SetActive(false); } }
/// <summary> /// Returns true if ResponseInstruction instances are equal /// </summary> /// <param name="input">Instance of ResponseInstruction to be compared</param> /// <returns>Boolean</returns> public bool Equals(ResponseInstruction input) { if (input == null) { return(false); } return (( Text == input.Text || (Text != null && Text.Equals(input.Text)) ) && ( StreetName == input.StreetName || (StreetName != null && StreetName.Equals(input.StreetName)) ) && ( Distance == input.Distance || (Distance != null && Distance.Equals(input.Distance)) ) && ( Time == input.Time || (Time != null && Time.Equals(input.Time)) ) && ( Interval == input.Interval || Interval != null && Interval.SequenceEqual(input.Interval) ) && ( Sign == input.Sign || (Sign != null && Sign.Equals(input.Sign)) ) && ( AnnotationText == input.AnnotationText || (AnnotationText != null && AnnotationText.Equals(input.AnnotationText)) ) && ( AnnotationImportance == input.AnnotationImportance || (AnnotationImportance != null && AnnotationImportance.Equals(input.AnnotationImportance)) ) && ( ExitNumber == input.ExitNumber || (ExitNumber != null && ExitNumber.Equals(input.ExitNumber)) ) && ( TurnAngle == input.TurnAngle || (TurnAngle != null && TurnAngle.Equals(input.TurnAngle)) )); }
public void Equals_Object(string sign1Value, string sign2Value, bool expectedEqual) { Sign sign1 = new Sign(sign1Value); object sign2 = new Sign(sign2Value); bool result = sign1.Equals(sign2); Assert.That(result, Is.EqualTo(expectedEqual)); }
TurnResult IGame.MakeTurn(Sign sign, Field field) { if (!sign.Equals(this._currentPlayer.PlayerSign)) throw new ItIsNotYourTurnException(); var result = this._boardManager.MakeTurn(sign, field); if (result == TurnResult.Wrong || result == TurnResult.Win) return result; this._currentPlayer = this.GetCurrentPlayerOpponent(); return result; }
public bool Equals(UfeFileGenerator other) { if (other == null) { return(false); } if (!Sign.Equals(other.Sign)) { return(false); } if (!Library.Equals(other.Library)) { return(false); } return(true); }
public bool Equals(CoarseDuration other) { if (ReferenceEquals(other, null)) { return(false); } if (ReferenceEquals(this, other)) { return(true); } return(Years.Equals(other.Years) && Months.Equals(other.Months) && Days.Equals(other.Days) && Hours.Equals(other.Hours) && Minutes.Equals(other.Minutes) && Seconds.Equals(other.Seconds) && Sign.Equals(other.Sign)); }
private void Update() { isThisThingOn = this.gameObject.GetActive(); if (PhotonNetwork.player.IsLocal) { if (Input.GetKey(KeyCode.LeftAlt) && Input.GetMouseButton(0)) { LineR.enabled = true; isThisThingOn = true; //라인렌더 종료지점 설정 MousePosToRay = TargetCamera.ScreenPointToRay(Input.mousePosition); float distanceForEndPos = 0; plane.Raycast(MousePosToRay, out distanceForEndPos); endPos = MousePosToRay.origin + MousePosToRay.direction * distanceForEndPos; endline = endPos; LineR.SetPosition(1, GetMousePosition()); sign = GetMousePos(startPos, endPos); } if (LineR.enabled && Input.GetMouseButtonUp(0)) { if (!pingPool.CanMakePing) //핑 횟수제한을 넘었다면 { isThisThingOn = false; //사용할수없습니다 메세지 출력 gameObject.SetActive(false); return; } else if ((sign.Equals(Sign.Exit))) // Exit 를 선택 했다면 { isThisThingOn = false; gameObject.SetActive(false); return; } Mouse.z = Camera.main.farClipPlane; // Enable 에서 받아온 마우스 초기값 Ray ray = Camera.main.ScreenPointToRay(Mouse); // 마우스 좌표를 기준으로 스크린을투과하는 레이 RaycastHit[] hits = Physics.RaycastAll(ray, Mathf.Infinity, layerMask); foreach (RaycastHit hit in hits) { if (hit.collider.gameObject.layer.Equals(LayerMask.NameToLayer("GroundLayer"))) { if (!MakeOnce) { MakeOnce = true; // 타겟을 레이캐스트가 충돌된 곳으로 옮긴다. InitialCoordinate = hit.point; MakePingSign(); } } } isThisThingOn = false; LineR.enabled = false; LineR.positionCount = 0; this.gameObject.SetActive(false); } } if (isThisThingOn == false && this.gameObject.GetActive()) { this.gameObject.SetActive(false); } }
private void Update() { if (Input.GetKey(KeyCode.LeftAlt) && Input.GetMouseButton(1)) //챔피언 클릭시 타겟 마킹 { //GetFxPool("Target",챔피언 위치); } else if (InitialCameraPos.Equals(Camera.main.transform.position)) // 카메라가 움직였는가? { if (Input.GetKey(KeyCode.LeftAlt) && Input.GetMouseButton(0)) { LineR.enabled = true; //라인렌더 종료지점 설정 MousePosToRay = TargetCamera.ScreenPointToRay(Input.mousePosition); float distanceForEndPos = 0; plane.Raycast(MousePosToRay, out distanceForEndPos); endPos = MousePosToRay.origin + MousePosToRay.direction * distanceForEndPos; LineR.SetPosition(1, endPos); sign = GetMousePos(startPos, endPos); } if (LineR.enabled && Input.GetMouseButtonUp(0)) { if (!CanMakePing) //핑 횟수제한을 넘었다면 { //사용할수없습니다 메세지 출력 gameObject.SetActive(false); return; } else if ((sign.Equals(Sign.Exit))) // Exit 를 선택 했다면 { gameObject.SetActive(false); return; } Mouse.z = Camera.main.farClipPlane; // Enable 에서 받아온 마우스 초기값 Ray ray = Camera.main.ScreenPointToRay(Mouse); // 마우스 좌표를 기준으로 스크린을투과하는 레이 RaycastHit[] hits = Physics.RaycastAll(ray); foreach (RaycastHit hit in hits) { if (hit.collider.gameObject.layer.Equals(LayerMask.NameToLayer("GroundLayer"))) { // 타겟을 레이캐스트가 충돌된 곳으로 옮긴다. InitialCoordinate = hit.point; MakePingSign(); } } LineR.enabled = false; LineR.positionCount = 0; this.gameObject.SetActive(false); } } else // 카메라가 움직인다면 { gameObject.SetActive(false); } // 동기화 }