1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using System.Text; |
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5 | using Jypeli; |
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6 | |
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7 | public class ChromaCase |
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8 | { |
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9 | public GameObject OpeningScreenFront; |
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10 | private int CurrentItem = 0; |
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11 | public int Items; |
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12 | |
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13 | private List<GameObject> PossibleItems = new List<GameObject>(); |
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14 | private List<GameObject> ShownItems = new List<GameObject>(); |
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15 | |
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16 | private GameObject FinalItem; |
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17 | |
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18 | public Vector Position = Vector.Zero; |
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19 | public Vector ItemRelativePosition; |
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20 | |
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21 | public const double START_SPEED = 0.02; |
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22 | public const double STOP_SPEED = 1.0; |
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23 | private Timer changeTimer = new Timer(); |
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24 | |
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25 | private int layer; |
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26 | |
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27 | public delegate void CaseHandler(GameObject item); |
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28 | public event CaseHandler ItemReceived; |
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29 | |
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30 | /// <summary> |
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31 | /// Luo ChromaCase-olion. Lisää olio ruudulle Add-metodilla. |
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32 | /// Todennäköisyydet ovat esineiden tageissa object-taulukossa[0] doublena mielivaltaisella välillä, |
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33 | /// esim 0.0 - 100.0 |
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34 | /// </summary> |
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35 | /// <param name="possibleItems"></param> |
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36 | /// <param name="finalItem"></param> |
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37 | public ChromaCase(List<GameObject> possibleItems, GameObject front, GameObject finalItem, int items) |
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38 | { |
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39 | this.PossibleItems.AddRange(possibleItems); |
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40 | if (finalItem != null) |
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41 | FinalItem = finalItem; |
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42 | |
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43 | this.OpeningScreenFront = front; |
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44 | this.Items = items; |
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45 | } |
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46 | |
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47 | public void Add(Vector position, int layer = 0) |
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48 | { |
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49 | Game.Instance.Add(OpeningScreenFront, layer); |
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50 | |
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51 | this.Position = position; |
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52 | OpeningScreenFront.Position = this.Position; |
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53 | this.layer = layer; |
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54 | } |
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55 | |
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56 | public void Destroy() |
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57 | { |
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58 | OpeningScreenFront.Destroy(); |
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59 | for (int i = 0; i < ShownItems.Count; i++) |
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60 | { |
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61 | ShownItems[i].Destroy(); |
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62 | } |
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63 | } |
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64 | |
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65 | public void Start() |
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66 | { |
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67 | GenerateItemList(Items); |
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68 | |
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69 | if (ShownItems.Count == 0) |
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70 | return; |
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71 | // y == startSpeed |
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72 | // x == speedIncrease |
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73 | // n == shownItems.Count |
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74 | // z == stopSpeed |
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75 | // y*x^n=z x:n suhteen => x = (z / y) ^ (1 / n) |
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76 | double speedIncrease = Math.Pow((STOP_SPEED / START_SPEED), (1.0 / ShownItems.Count)); |
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77 | |
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78 | changeTimer.Interval = START_SPEED; |
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79 | changeTimer.Timeout += delegate |
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80 | { |
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81 | changeTimer.Interval *= speedIncrease; |
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82 | if (CurrentItem == ShownItems.Count - 1) |
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83 | { |
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84 | changeTimer.Timeout += delegate |
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85 | { |
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86 | StopTimer(); |
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87 | GiveItem(); |
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88 | Destroy(); |
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89 | }; |
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90 | } |
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91 | else ChangeItem(); |
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92 | }; |
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93 | changeTimer.Start(); |
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94 | |
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95 | // eka esine näkyville |
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96 | ChangeItem(false); |
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97 | } |
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98 | |
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99 | private void ChangeItem(bool destroyOld = true) |
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100 | { |
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101 | if (CurrentItem >= ShownItems.Count - 1) |
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102 | return; |
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103 | |
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104 | if (destroyOld) |
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105 | { |
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106 | Game.Instance.Remove(ShownItems[CurrentItem]); |
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107 | CurrentItem++; |
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108 | } |
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109 | |
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110 | ShownItems[CurrentItem].Position = this.Position + ItemRelativePosition; |
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111 | if (layer > -3) |
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112 | Game.Instance.Add(ShownItems[CurrentItem], layer - 1); |
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113 | else |
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114 | Game.Instance.Add(ShownItems[CurrentItem], layer); |
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115 | } |
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116 | |
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117 | private void StopTimer() |
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118 | { |
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119 | changeTimer.Stop(); |
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120 | } |
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121 | |
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122 | private void GiveItem() |
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123 | { |
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124 | if (ItemReceived != null) |
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125 | ItemReceived(ShownItems[ShownItems.Count - 1]); |
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126 | } |
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127 | |
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128 | private void GenerateItemList(int itemAmount) |
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129 | { |
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130 | for (int i = 0; i < itemAmount; i++) |
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131 | { |
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132 | if (i == itemAmount - 1 && FinalItem != null) |
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133 | { |
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134 | ShownItems.Add(FinalItem); |
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135 | break; |
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136 | } |
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137 | |
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138 | AddItemWithProbabilities(); |
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139 | } |
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140 | } |
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141 | |
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142 | /// <summary> |
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143 | /// Lisää ShownItems-listaan esineen PossibleItems-listasta. |
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144 | /// Todennäköisyydet ovat esineiden tageissa doublena mielivaltaisella välillä, |
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145 | /// esim 0.0 - 100.0 |
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146 | /// </summary> |
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147 | private void AddItemWithProbabilities() |
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148 | { |
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149 | double total = 0; |
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150 | List<double> limits = new List<double>(); |
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151 | limits.Add(0.0); |
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152 | |
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153 | for (int i = 0; i < PossibleItems.Count; i++) |
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154 | { |
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155 | double current = (double)(((object[])PossibleItems[i].Tag)[0]); |
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156 | total += current; |
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157 | |
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158 | limits.Add(total); |
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159 | } |
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160 | |
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161 | double rNumber = RandomGen.NextDouble(0, total); |
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162 | |
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163 | for (int i = 0; i < limits.Count - 1; i++) |
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164 | { |
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165 | if (rNumber >= limits[i] && rNumber < limits[i + 1]) |
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166 | { |
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167 | PossibleItems[i].Position = ItemRelativePosition; |
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168 | ShownItems.Add(PossibleItems[i]); |
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169 | } |
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170 | } |
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171 | } |
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172 | } |
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