示例#1
0
 void Start()
 {
     if (WeaponManager.Instance)
     {
         MachineGun machineGun    = WeaponManager.Instance.GetComponentInChildren <MachineGun>();
         LaserGun   laserGun      = WeaponManager.Instance.GetComponentInChildren <LaserGun>();
         SingleShot singleShotGun = WeaponManager.Instance.GetComponentInChildren <SingleShot>();
         ForkGun    forkGun       = WeaponManager.Instance.GetComponentInChildren <ForkGun>();
         SideShot   sideGun       = WeaponManager.Instance.GetComponentInChildren <SideShot>();
         RadialGun  radialGun     = WeaponManager.Instance.GetComponentInChildren <RadialGun>();
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node24>(laserGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node25>(singleShotGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node26>(singleShotGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node27>(radialGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node28>(sideGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node29>(singleShotGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node30>(singleShotGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node31>(forkGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node32>(singleShotGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node33>(machineGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node34>(laserGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node35>(radialGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node36>(singleShotGun);
         WeaponManager.Instance.AddWeaponEvent <NodeEvents.Node57>(singleShotGun);
     }
 }
示例#2
0
    private void Start()
    {
        SingleShot s = new SingleShot(this.gameObject, 6, 0.2f, 20);

        s.SetPrefab(bulletPrefab);
        s.SetSpawn(bulletSpawn);
        body = GetComponent <Rigidbody2D>();
        SetAttack(s);
    }
示例#3
0
 void Awake()
 {
     m_multicollider = GetComponent<Multicollider>();
     m_health = GetComponent<Health>();
     m_movement = GetComponent<Movement>();
     m_singleShot = GetComponentInChildren<SingleShot>();
     m_tripleShot = GetComponentInChildren<TripleShot>();
     m_cannon = m_singleShot;
 }
示例#4
0
        protected override void Start()
        {
            SingleShot s = new SingleShot(this.gameObject, 25, 4, 2);

            s.SetRange(10);
            s.SetPrefab(bullet);
            s.SetSpawn(bulletSpawn);
            SetAttack(s);
            base.Start();
        }
        public void TestMethod1()
        {
            // Arrange
            var singleShot = new SingleShot();

            // Act
            SquareShotBehaviour result = new SquareShotBehaviour(1);

            // Assert
            Assert.AreEqual(singleShot.shotBeh, result);
        }
示例#6
0
        /**
         * @brief Invoke text classification model and return result
         */
        public float[] invoke_mode(float[] input)
        {
            byte[]      in_buffer = new byte[4 * 256];
            byte[]      out_buffer;
            float[]     output = new float[2];
            TensorsInfo in_info;
            TensorsInfo out_info;
            TensorsData in_data;
            TensorsData out_data;

            string model_path = ResourcePath + "models/text_classification.tflite";

            if (!File.Exists(model_path))
            {
                Log.Error(TAG, "Model file is not exist");
                return(output);
            }

            Buffer.BlockCopy(input, 0, in_buffer, 0, in_buffer.Length);

            /* Set input & output TensorsInfo */
            in_info = new TensorsInfo();
            in_info.AddTensorInfo(TensorType.Float32, new int[4] {
                256, 1, 1, 1
            });

            out_info = new TensorsInfo();
            out_info.AddTensorInfo(TensorType.Float32, new int[4] {
                2, 1, 1, 1
            });

            /* Create single inference engine */
            SingleShot single = new SingleShot(model_path, in_info, out_info);

            /* Set input data */
            in_data = in_info.GetTensorsData();
            in_data.SetTensorData(0, in_buffer);

            /* Single shot invoke */
            out_data = single.Invoke(in_data);

            /* Get output data from TensorsData */
            out_buffer = out_data.GetTensorData(0);
            Buffer.BlockCopy(out_buffer, 0, output, 0, out_buffer.Length);

            return(output);
        }
示例#7
0
        public static bool BasicSingleTest_Success00()
        {
            byte[] in_buffer = new byte[3 * 224 * 224 * 1];
            byte[] out_buffer;
            string model_path = ResourcePath + "models/mobilenet_v1_1.0_224_quant.tflite";

            TensorsInfo in_info;
            TensorsInfo out_info;
            TensorsData in_data;
            TensorsData out_data;

            /* Set input & output TensorsInfo */
            in_info = new TensorsInfo();
            in_info.AddTensorInfo(TensorType.UInt8, new int[4] {
                3, 224, 224, 1
            });

            out_info = new TensorsInfo();
            out_info.AddTensorInfo(TensorType.UInt8, new int[4] {
                1001, 1, 1, 1
            });

            /* Create single inference engine */
            SingleShot single = new SingleShot(model_path, in_info, out_info);

            /* Set input data */
            in_data = in_info.GetTensorsData();
            in_data.SetTensorData(0, in_buffer);

            /* Single shot invoke */
            out_data = single.Invoke(in_data);

            /* Get output data from TensorsData */
            out_buffer = out_data.GetTensorData(0);

            /* Release Single inference instance */
            single.Dispose();

            /* clean up */
            in_data.Dispose();
            out_data.Dispose();
            in_info.Dispose();
            out_info.Dispose();

            return(true);
        }
 public StylusAcquisition(PolhemusController controller, SingleShot singleShot, Monitor monitor = null)
 {
     if (controller == null) throw new ArgumentNullException("controller");
     if (singleShot == null) throw new ArgumentNullException("singleShot");
     _controller = controller;
     _singleShot = singleShot;
     _monitor = monitor;
     _continuousMode = false;
     initialization();
     if (monitor != null)
         ProgressChanged += new ProgressChangedEventHandler(sa_StylusProgressChanged);
 }
示例#9
0
    // Spawn a single bullet
    public void SingleShot(GameObject player)
    {
        Bullet temp = new SingleShot(bulletSprite, player);

        bullets.Add(temp);
    }
示例#10
0
 public Pistol()
 {
     shotSpeed   = 50;
     range       = 1.5f;
     shotPattern = new SingleShot();
 }