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); } }
private void Start() { SingleShot s = new SingleShot(this.gameObject, 6, 0.2f, 20); s.SetPrefab(bulletPrefab); s.SetSpawn(bulletSpawn); body = GetComponent <Rigidbody2D>(); SetAttack(s); }
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; }
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); }
/** * @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); }
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); }
// Spawn a single bullet public void SingleShot(GameObject player) { Bullet temp = new SingleShot(bulletSprite, player); bullets.Add(temp); }
public Pistol() { shotSpeed = 50; range = 1.5f; shotPattern = new SingleShot(); }