public void CreateScriptTest() { List <DeviceSession> sessions = TestSetup.GetSessions(); WaveGenerator generator = new WaveGenerator(sessions[8]); string output = generator.Generate(); Assert.IsNotNull(output); }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Player") { GameObject g = generator.Generate(this.transform.position); transform.position += new Vector3(moviment, 0); } }
IEnumerator AdvanceWave() { currentWave += 1; yield return(new WaitForSeconds(3)); enemiesToKill = generator.Generate(currentWave, player, points.ToArray()); if (onScoreChange != null) { onScoreChange(currentScore); } }
private void Form1_Load(object sender, EventArgs e) { Vector v1 = new Vector(0, -1); Vector v2 = new Vector(-.95f, -.35f); Vector v3 = new Vector(-.59f, .81f); Vector v4 = new Vector(.59f, .81f); Vector v5 = new Vector(.95f, -.35f); WaveGenerator wg = new WaveGenerator(); wg.SetWaveShape(new Vector[] { v1, v3, v5, v2, v4 }); wg.Generate(); wg.Save("C:\\Users\\theen\\Desktop\\wawawaw\\test.wav"); }
private float GenerateParallelWaves(WaveTimeline timeline, float startTime, int wave, float credits, ref int offset) { float frequency = GetSpawnFrequency(wave); int waves = GetParallelAmount(wave); for (int i = 0; i < waves; i++) { float waveFrequency = frequency * (1 + RandomRange(FrequencyVariance.x, FrequencyVariance.y)); float waveCredits = credits * (1 + RandomRange(CreditsVariance.x, CreditsVariance.y)); IWaveGenerator gen = new WaveGenerator(startTime, wave, Seed + offset++, waveCredits / waves, waveFrequency / waves, MaxSpawnFrequency / waves, MinSpawnFrequency / waves); SpawnInterval interval = gen.Generate(); timeline.AddSpawn(interval); } return(timeline.EndTime + RandomRange(TimeVariance.x, TimeVariance.y)); }