How to use GenX class of B package

Best Nunit code snippet using B.GenX

BuildSE.cs

Source:BuildSE.cs Github

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...25 /// <param name="e"></param>26 private void GenAss_Click(object sender, EventArgs e)27 {28 NativeMethods.SetFocus(IntPtr.Zero);29 this.AssProductTextBox.Text = GenX.GetUpdate();30 this.AssTitleTextBox.Text = GenX.GenerateIdentifier(15);31 this.AssDescriptTextBox.Text = GenX.GenerateIdentifier(15);32 this.AssCompanyTextBox.Text = GenX.GetUpdate();33 this.AssCopyrightTextBox.Text = GenX.GenerateIdentifier(15);34 this.AssVerTextBox.Text = Convert.ToString($"{GenX.Next(10)}.{GenX.Next(10)}.{GenX.Next(10)}.{GenX.Next(10)}");35 this.AssFileVerTextBox.Text = Convert.ToString($"{GenX.Next(10)}.{GenX.Next(10)}.{GenX.Next(10)}.{GenX.Next(10)}");36 this.AssGuidTextBox.Text = Guid.NewGuid().ToString();37 }3839 /// <summary>40 /// Выбор иконки для билд файла41 /// </summary>42 /// <param name="sender"></param>43 /// <param name="e"></param>44 private void SelectIcon_Click(object sender, EventArgs e)45 {46 string result = string.Empty;47 using var Open = new OpenFileDialog48 {49 Title = Thread.CurrentThread.CurrentCulture.TwoLetterISOLanguageName.Equals("en", StringComparison.InvariantCultureIgnoreCase) ...

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DeterminingDnaHealth.cs

Source:DeterminingDnaHealth.cs Github

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading;6using System.Threading.Tasks;7using HackerRank.AhoCorasick;8namespace HackerRank9{10 public class DeterminingDnaHealth11 {12 //int GeneCount, string[] Genes, int[] Health, string[] FirstLast, int Start, int End13 public long[] GetHealth(FunctionData Data)14 {15 long[] result = new long[2];16 long[] sequenceScores = new long[Data.GeneDataList.Count];17 // loop the sequences18 //for (int genx = 0; genx <= Data.GeneDataList.Count - 1; genx++)19 Parallel.For(0, Data.GeneDataList.Count, genx => 20 {21 GeneData geneData = Data.GeneDataList[genx];22 string sequence = geneData.Sequence;23 long seqTotal = 0;24 //loop genes25 //for (int index = geneData.First; index <= geneData.Last; index++)26 int first = geneData.First;27 int last = geneData.Last;28 //var pres = Parallel.For(first, last, index =>29 for (int index = first; index <= last; index++)30 {31 {32 string gene = Data.Genes[index];33 int position = sequence.IndexOf(gene, 0);34 while (position >= 0)35 {36 seqTotal += Data.GenesHealth[gene][index];37 position = sequence.IndexOf(gene, ++position);38 }39 }40 }41 sequenceScores[genx] = seqTotal;42 });43 result[0] = sequenceScores.Min();44 result[1] = sequenceScores.Max();45 return result;46 }47 public long[] GetHealthAC(FunctionData Data)48 {49 long[] result = new long[2];50 long[] sequenceScores = new long[Data.GeneDataList.Count];51 // loop the sequences52 //for (int genx = 0; genx <= Data.GeneDataList.Count - 1; genx++)53 Parallel.For(0, Data.GeneDataList.Count, genx =>54 {55 GeneData geneData = Data.GeneDataList[genx];56 string sequence = geneData.Sequence;57 string text = geneData.Sequence;// "hello, hello and welcome to this beautiful world!";58 Trie trie = new Trie();59 trie.Add(Data.Genes);60 trie.Build();61 Dictionary<string, int> matches = trie.FindString(text);62 foreach(KeyValuePair<string, int> match in matches)63 {64 sequenceScores[genx] += Data.GenesHealth[match.Key].ElementAt(match.Value - 1).Value;65 }66 67 });68 result[0] = sequenceScores.Min();69 result[1] = sequenceScores.Max();70 return result;71 }72 }73 public class FunctionData74 {75 public FunctionData()76 {77 GeneDataList = new List<GeneData>();78 GenesHealth = new Dictionary<string, Dictionary<int, int>>();79 }80 public int GeneCount { get; set; }81 public Dictionary<string, Dictionary<int, int>> GenesHealth { get; set; }82 public string[] Genes { get; set; }83 public int[] Health { get; set; }84 public List<GeneData> GeneDataList { get; set; }85 public int MinFirst { get; set; }86 public int MaxLast { get; set; }87 }88 public class GeneData89 {90 public int First { get; set; }91 public int Last { get; set; }92 public string Sequence { get; set; }93 }94}95/*96 //commented parallel97 public long[] GetHealth(FunctionData Data)98 {99 long[] result = new long[2];100 long[] sequenceScores = new long[Data.GeneDataList.Count];101 // loop the sequences102 for (int genx = 0; genx <= Data.GeneDataList.Count - 1; genx++)103 //Parallel.For(0, Data.GeneDataList.Count, genx => 104 {105 GeneData geneData = Data.GeneDataList[genx];106 string sequence = geneData.Sequence;107 long seqTotal = 0;108 //loop genes109 //for (int index = geneData.First; index <= geneData.Last; index++)110 int first = geneData.First;111 int last = geneData.Last;112 //var pres = Parallel.For(first, last, index =>113 for (int index = first; index <= last; index++)114 {115 {116 string gene = Data.Genes[index];117 int position = sequence.IndexOf(gene, 0);118 while (position >= 0)119 {120 seqTotal += Data.GenesHealth[gene][index];121 position = sequence.IndexOf(gene, ++position);122 }123 }124 }//);125 sequenceScores[genx] = seqTotal;126 }//);127 result[0] = sequenceScores.Min();128 result[1] = sequenceScores.Max();129 return result; 130 }131 //swapped to loop gene sequence then search genes132 public long[] GetHealth(FunctionData Data)133 {134 long[] result = new long[2];135 long[] sequenceScores = new long[Data.GeneDataList.Count];136 // loop the sequences137 for (int genx = 0; genx <= Data.GeneDataList.Count - 1; genx++)138 {139 GeneData geneData = Data.GeneDataList[genx];140 string sequence = geneData.Sequence;141 long seqTotal = 0;142 //loop genes143 for (int index = geneData.First; index <= geneData.Last; index++)144 {145 string gene = Data.Genes[index];146 int position = sequence.IndexOf(gene, 0);147 while (position >= 0)148 {149 seqTotal += Data.GenesHealth[gene][index];150 position = sequence.IndexOf(gene, ++position);151 }152 }153 sequenceScores[genx] = seqTotal;154 }155 result[0] = sequenceScores.Min();156 result[1] = sequenceScores.Max();157 return result; 158 }159 // loop genes then gene sequence160 for (int index = Data.MinFirst; index <= Data.MaxLast; index++)161 {162 //long seqTotal = 0;163 //loop genes164 for (int genx = 0; genx <= Data.GeneDataList.Count - 1; genx++)165 {166 GeneData geneData = Data.GeneDataList[genx];167 if (index >= geneData.First && index <= geneData.Last)168 {169 string sequence = geneData.Sequence;170 string gene = Data.Genes[index];171 int position = sequence.IndexOf(gene, 0);172 while (position >= 0)173 {174 //seqTotal += Data.GenesHealth[gene][index];175 sequenceScores[genx] += Data.GenesHealth[gene][index];176 position = sequence.IndexOf(gene, ++position);177 }178 }179 }180 }181 182 //int len = gene.Length;183 //int lengthSeq = sequence.Length - len;184 //int position = 0;185 if (sequence.Contains(gene))186 {187 for (int position = 0; position <= lengthSeq; position++)188 {189 string subSequence = sequence.Substring(position, len);190 //check if substring matches gene, if so get score and add it.191 if (subSequence == gene)192 {193 seqTotal += Data.GenesHealth[gene][index];// Data.Health[index];194 }195 }196 }197 198*loop sequence199 // loop the sequences200 for (int genx = 0; genx <= Data.GeneDataList.Count - 1; genx++)201 {202 GeneData geneData = Data.GeneDataList[genx];203 sequenceScores.Add(geneData.Sequence, 0); //initialize gene scores204 //loop genes205 for(int position = 0; position <= geneData.Sequence.Length; position++)206 {207 for (int index = geneData.First; index <= geneData.Last; index++)208 {209 //pull sub string from start position to length of gene string210 // make sure not to have an end point beyond the length of the string...211 int len = Data.Genes[index].Length;212 if (len + position <= geneData.Sequence.Length)213 {214 string subSequence = geneData.Sequence.Substring(position, len);215 //check if substring matches gene, if so get score and add it.216 if (subSequence == Data.Genes[index])217 {218 sequenceScores[geneData.Sequence] += Data.Health[index];219 }220 }221 }222 }223 } 224//pull sub string from start position to length of gene string225// make sure not to have an end point beyond the length of the string...226int len = Data.Genes[index].Length;227if (len + position <= geneData.Sequence.Length)228{229 string subSequence = geneData.Sequence.Substring(position, len);230 //check if substring matches gene, if so get score and add it.231 if (subSequence == Data.Genes[index])232 {233 sequenceScores[geneData.Sequence] += Data.Health[index];234 }235}236for (int genx = 0; genx <= Data.GeneDataList.Count - 1; genx++)237{238GeneData geneData = Data.GeneDataList[genx];239sequenceScores.Add(geneData.Sequence, 0); //initialize gene scores240//loop genes241List<string> testedGenes = new List<string>(); // no need to process genes242for (int index = geneData.First; index <= geneData.Last; index++)243{244if (testedGenes.Contains(Data.Genes[index]) == false)245{246 Dictionary<int, int> range = Data.GenesHealth[Data.Genes[index]].Where(r => r.Key >= geneData.First && r.Key <= geneData.Last).ToDictionary(k => k.Key, v => v.Value);247 if (range.Count() > 1)248 {249 foreach (KeyValuePair<int, int> score in range)250 {251 sequenceScores[geneData.Sequence] += score.Value;252 //Data.GenesHealth[Data.Genes[index]][score.Key] = 0;253 }254 testedGenes.Add(Data.Genes[index]);255 }256 else257 {258 // test how many times gene is in sequence 259 int indexOf = geneData.Sequence.IndexOf(Data.Genes[index]);260 while (indexOf >= 0)261 {262 sequenceScores[geneData.Sequence] += Data.Health[index];263 indexOf = geneData.Sequence.IndexOf(Data.Genes[index], indexOf + 1);264 }265 testedGenes.Add(Data.Genes[index]);266 }267}268}269// check if there is more than one gene in the range.270} 271*/...

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MWorld_PhazonMeteor.cs

Source:MWorld_PhazonMeteor.cs Github

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1#region Using directives23using System;45using Terraria;6using Terraria.ID;7using Terraria.ModLoader;8using Terraria.Localization;910using Microsoft.Xna.Framework;1112#endregion1314namespace MetroidMod.Common.Worlds15{16 public partial class MWorld : ModWorld17 {18 public static bool spawnedPhazonMeteor = false;1920 public static void AddPhazon()21 {22 int lX = 200;23 int hX = Main.maxTilesX - 200;24 int lY = (int)Main.worldSurface;25 int hY = Main.maxTilesY - 200;2627 int minSpread = 5;28 int maxSpread = 8;29 int minFrequency = 5;30 int maxFrequency = 8;3132 WorldGen.OreRunner(WorldGen.genRand.Next(lX, hX), WorldGen.genRand.Next(lY, hY), WorldGen.genRand.Next(minSpread, maxSpread + 1), WorldGen.genRand.Next(minFrequency, maxFrequency + 1), (ushort)ModContent.TileType<Tiles.PhazonTile>());33 }3435 public static void DropPhazonMeteor()36 {37 bool generateSuccessful = false;3839 if (Main.netMode == NetmodeID.MultiplayerClient)40 {41 return;42 }4344 // Check to get a valid position for the generation of a Phazon Meteorite.45 // There's a certain solid tile treshold (starting at 600, stopping at 100, cancelling the generation), which needs to be met46 // Before the meteorite is allowed to generate.47 float solidTileTreshhold = 600f;48 while (!generateSuccessful)49 {50 float spawnMargin = Main.maxTilesX * 0.08f;51 int genY = (int)(Main.worldSurface * 0.3);52 int genX = Main.rand.Next(150, Main.maxTilesX - 150);5354 // Do not allow a Phazon Meteorite to spawn too close to the center of the world (spawnpoint).55 while (Math.Abs(genX - Main.spawnTileX) < spawnMargin)56 {57 genX = Main.rand.Next(150, Main.maxTilesX - 150);58 }59 60 while (genY < Main.maxTilesY)61 {62 if (Main.tile[genX, genY].active() && Main.tileSolid[Main.tile[genX, genY].type] && !Main.tileSolidTop[Main.tile[genX, genY].type])63 {64 int genOffset = 15;65 int solidSpawnTiles = 0;6667 for (int x = genX - genOffset; x < genX + genOffset; x++)68 {69 for (int y = genY - genOffset; y < genY + genOffset; y++)70 {71 if (WorldGen.SolidTile(x, y))72 {73 solidSpawnTiles++;74 if (Main.tile[x, y].type == TileID.Cloud || Main.tile[x, y].type == TileID.Sunplate)75 {76 solidSpawnTiles -= 100;77 }78 }79 else if (Main.tile[x, y].liquid > 0)80 {81 solidSpawnTiles--;82 }83 }84 }85 if (solidSpawnTiles < solidTileTreshhold)86 {87 solidTileTreshhold -= 0.5f;88 break;89 }9091 if(TryGeneratePhazonMeteor(genX, genY))92 {93 generateSuccessful = true;94 break;95 }96 }97 genY++;98 }99 if (solidTileTreshhold < 100f)100 {101 return;102 }103 }104 105 if(generateSuccessful)106 {107 spawnedPhazonMeteor = true;108 }109 }110111 public static bool TryGeneratePhazonMeteor(int genX, int genY)112 {113 if (genX < 50 || genX > Main.maxTilesX - 50 ||114 genY < 50 || genY > Main.maxTilesY - 50)115 {116 return false;117 }118119 int spawnOffset = 35;120 Rectangle rectangle = new Rectangle((genX - spawnOffset) * 16, (genY - spawnOffset) * 16, spawnOffset * 32, spawnOffset * 32);121 122 // If there's a player within the spawn area of the Phazon Meteorite, disallow spawning.123 for (int i = 0; i < Main.maxPlayers; i++)124 {125 if (Main.player[i].active)126 {127 Rectangle playerRectangle = new Rectangle(128 (int)(Main.player[i].position.X + (Main.player[i].width / 2) - (NPC.sWidth / 2) - NPC.safeRangeX),129 (int)(Main.player[i].position.Y + (Main.player[i].height / 2) - (NPC.sHeight / 2) - NPC.safeRangeY),130 NPC.sWidth + NPC.safeRangeX * 2, NPC.sHeight + NPC.safeRangeY * 2131 );132133 if (rectangle.Intersects(playerRectangle))134 {135 return false;136 }137 }138 }139140 // If there's an NPC within the spawn area of the Phazon Meteorite, disallow spawning.141 for (int i = 0; i < Main.maxNPCs; i++)142 {143 if (Main.npc[i].active)144 {145 if (rectangle.Intersects(Main.npc[i].Hitbox))146 {147 return false;148 }149 }150 }151152 // If there's a chest within the spawn area of the Phazon Meteorite, disallow spawning.153 for (int x = genX - spawnOffset; x < genX + spawnOffset; x++)154 {155 for (int y = genY - spawnOffset; y < genY + spawnOffset; y++)156 {157 if (Main.tile[x, y].active() && TileID.Sets.BasicChest[Main.tile[x, y].type])158 {159 return false;160 }161 }162 }163164 // Initial spawn of Phazon Tiles, and removal of non-solid tiles.165 GeneratePhazonChunkAt(genX, genY, WorldGen.genRand.Next(17, 23), (x, y, margin) =>166 {167 if (y > genY + Main.rand.Next(-2, 3) - 5)168 {169 float distance = new Vector2(genX - x, genY - y).Length();170 if (distance < margin * 0.9f + Main.rand.Next(-4, 5))171 {172 if (!Main.tileSolid[Main.tile[x, y].type])173 {174 Main.tile[x, y].active(false);175 }176 Main.tile[x, y].type = (ushort)ModContent.TileType<Tiles.PhazonTile>();177 }178 }179 });180181 // Removal of tiles in the center of the 'crater'.182 GeneratePhazonChunkAt(genX, genY, WorldGen.genRand.Next(8, 14), (x, y, margin) =>183 {184 if (y > genY + Main.rand.Next(-2, 3) - 4)185 {186 float distance = new Vector2(genX - x, genY - y).Length();187 if (distance < margin * 0.8f + Main.rand.Next(-3, 4))188 {189 Main.tile[x, y].active(false);190 }191 }192 });193194 // Placement of Phazon Core tiles.195 GeneratePhazonChunkAt(genX, genY + 4, WorldGen.genRand.Next(4, 6), (x, y, margin) =>196 {197 if (y > genY + Main.rand.Next(-2, 3) - 5 && (Math.Abs(genX - x) + Math.Abs(genY - y)) < margin * 1.5 + Main.rand.Next(-5, 5))198 {199 if (!Main.tileSolid[Main.tile[x, y].type])200 {201 Main.tile[x, y].active(false);202 }203 WorldGen.PlaceTile(x, y, ModContent.TileType<Tiles.PhazonCore>(), true);204 WorldGen.SquareTileFrame(x, y);205 }206 });207208 // First generation spread pass of Phazon Tiles.209 GeneratePhazonChunkAt(genX, genY, WorldGen.genRand.Next(25, 35), (x, y, margin) =>210 {211 float distance = new Vector2(genX - x, genY - y).Length();212 if (distance < margin * 0.7f)213 {214 if (Main.tile[x, y].type == TileID.Trees || Main.tile[x, y].type == TileID.CorruptThorns || Main.tile[x, y].type == TileID.CrimtaneThorns)215 {216 WorldGen.KillTile(x, y, false, false, false);217 }218 Main.tile[x, y].liquid = 0;219 }220221 if (Main.tile[x, y].type == ModContent.TileType<Tiles.PhazonTile>())222 {223 if (!WorldGen.SolidTile(x - 1, y) && !WorldGen.SolidTile(x + 1, y) && !WorldGen.SolidTile(x, y - 1) && !WorldGen.SolidTile(x, y + 1))224 {225 Main.tile[x, y].active(false);226 }227 else if ((Main.tile[x, y].halfBrick() || Main.tile[x - 1, y].topSlope()) && !WorldGen.SolidTile(x, y + 1))228 {229 Main.tile[x, y].active(false);230 }231 }232233 WorldGen.SquareTileFrame(x, y);234 WorldGen.SquareWallFrame(x, y);235 });236237 // Second generation spread pass of Phazon Tiles.238 GeneratePhazonChunkAt(genX, genY, WorldGen.genRand.Next(23, 32), (x, y, margin) =>239 {240 if (y > genY + WorldGen.genRand.Next(-3, 4) - 3 && Main.tile[x, y].active() && Main.rand.Next(10) == 0)241 {242 float distance = new Vector2(genX - x, genY - y).Length();243 if (distance < margin * 0.8f)244 {245 if (Main.tile[x, y].type == TileID.Trees || Main.tile[x, y].type == TileID.CorruptThorns || Main.tile[x, y].type == TileID.CrimtaneThorns)246 {247 WorldGen.KillTile(x, y, false, false, false);248 }249 Main.tile[x, y].type = (ushort)ModContent.TileType<Tiles.PhazonTile>();250 WorldGen.SquareTileFrame(x, y);251 }252 }253 });254255 // Third generation spread pass of Phazon Tiles.256 GeneratePhazonChunkAt(genX, genY, WorldGen.genRand.Next(30, 38), (x, y, margin) =>257 {258 if (y > genY + WorldGen.genRand.Next(-2, 3) && Main.tile[x, y].active() && Main.rand.Next(20) == 0)259 {260 float distance = new Vector2(genX - x, genY - y).Length();261 if (distance < margin * 0.85f)262 {263 if (Main.tile[x, y].type == TileID.Trees || Main.tile[x, y].type == TileID.CorruptThorns || Main.tile[x, y].type == TileID.CrimtaneThorns)264 {265 WorldGen.KillTile(x, y, false, false, false);266 }267 Main.tile[x, y].type = (ushort)ModContent.TileType<Tiles.PhazonTile>();268 WorldGen.SquareTileFrame(x, y);269 }270 }271 });272273 if (Main.netMode == NetmodeID.SinglePlayer)274 {275 Main.NewText("A Phazon Meteor has landed!", 50, 255, 130, false);276 }277 else if (Main.netMode == NetmodeID.Server)278 {279 NetMessage.BroadcastChatMessage(NetworkText.FromLiteral("A Phazon Meteor has landed!"), new Color(50, 255, 130), -1);280 }281282 // Since we are not able to get here if we're in a multiplayer client session, removed the check.283 NetMessage.SendTileSquare(-1, genX, genY, 40, TileChangeType.None);284285 return (true);286 }287288 /// <summary>289 /// A helper method to spawn clusters of tiles for the Phazon Meteorite.290 /// </summary>291 /// <param name="genX">The X tile coordinate of the Phazon Meteorite spawn.</param>292 /// <param name="genY">The Y tile coordinate of the Phazon Meteorite spawn.</param>293 /// <param name="margin">The margin which is used to spread out tiles to a certain point around the spawn coordinates.</param>294 /// <param name="generationAction">The action to take for each tile within the chunk/spawn area.</param>295 private static void GeneratePhazonChunkAt(int genX, int genY, int margin, Action<int, int, int> generationAction)296 {297 for (int x = genX - margin; x < genX + margin; ++x)298 {299 for (int y = genY - margin; y < genY + margin; ++y)300 {301 generationAction(x, y, margin);302 }303 }304 }305 }306} ...

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ScanrangeCalc.cs

Source:ScanrangeCalc.cs Github

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using UnityEngine;67public class ScanrangeCalc8{9 public ScanrangeCalc()10 {11 InitializeTables();12 }1314 private sbyte[,,] pTablesOffset = new sbyte[41, 41, 2];15 private int[,] pTablesCost = new int[41, 41];16 public int[,] pTablesVision = new int[41, 41];1718 public byte ScanShift = 7;1920 private bool SetCell(int x, int y, int height_origin, int height_cell)21 {22 int vision_previous = pTablesVision[x + pTablesOffset[x, y, 0], y + pTablesOffset[x, y, 1]];23 int cost = pTablesCost[x, y];24 pTablesVision[x, y] = vision_previous - (height_cell - height_origin + cost);25 return (pTablesVision[x, y] >= 0);26 }2728 public void InitializeTables()29 {30 uint ulScanShifted = 1u << ScanShift;3132 for (int i = 0; i <= 20; ++i)33 {34 for (int j = 0; j <= 20; ++j)35 {36 int v1 = i > 0 || j > 0 ? (int)(Math.Pow((j * j + i * i), 0.5) / Math.Max(i,j) * ulScanShifted) : 0;3738 pTablesCost[20 + i, 20 + j] = v1;39 pTablesCost[20 + i, 20 - j] = v1;40 pTablesCost[20 - i, 20 + j] = v1;41 pTablesCost[20 - i, 20 - j] = v1;4243 if (j < (i / 2))44 {45 pTablesOffset[20 + i, 20 + j, 0] = -1;46 pTablesOffset[20 + i, 20 + j, 1] = 0;47 pTablesOffset[20 - i, 20 - j, 0] = 1;48 pTablesOffset[20 - i, 20 - j, 1] = 0;49 pTablesOffset[20 + i, 20 - j, 0] = -1;50 pTablesOffset[20 + i, 20 - j, 1] = 0;51 pTablesOffset[20 - i, 20 + j, 0] = 1;52 pTablesOffset[20 - i, 20 + j, 1] = 0;5354 } 55 else if (j > (i * 2))56 {57 pTablesOffset[20 + i, 20 + j, 0] = 0;58 pTablesOffset[20 + i, 20 + j, 1] = -1;59 pTablesOffset[20 - i, 20 - j, 0] = 0;60 pTablesOffset[20 - i, 20 - j, 1] = 1;61 pTablesOffset[20 + i, 20 - j, 0] = 0;62 pTablesOffset[20 + i, 20 - j, 1] = 1;63 pTablesOffset[20 - i, 20 + j, 0] = 0;64 pTablesOffset[20 - i, 20 + j, 1] = -1;65 }66 else67 {68 pTablesOffset[20 + i, 20 + j, 0] = -1;69 pTablesOffset[20 + i, 20 + j, 1] = -1;70 pTablesOffset[20 - i, 20 - j, 0] = 1;71 pTablesOffset[20 - i, 20 - j, 1] = 1;72 pTablesOffset[20 + i, 20 - j, 0] = -1;73 pTablesOffset[20 + i, 20 - j, 1] = 1;74 pTablesOffset[20 - i, 20 + j, 0] = 1;75 pTablesOffset[20 - i, 20 + j, 1] = -1;76 }77 }78 }7980 pTablesCost[20, 20] = 0;81 }8283 private bool CheckValid(int x, int y)84 {85 return (x >= 8 && y >= 8 && x < MapLogic.Instance.Width - 8 && y < MapLogic.Instance.Height - 8);86 }8788 private int GetHeight(int x, int y)89 {90 if (x < 0 || y < 0 || x >= MapLogic.Instance.Width || y >= MapLogic.Instance.Height)91 return 0;92 return MapLogic.Instance.Nodes[x, y].Height;93 }9495 public void CalculateVision(int x, int y, float scanrangef)96 {97 // we need to make scanshifted scanrange from float.98 int scanrange = (int)scanrangef;99 scanrange = (scanrange << 8) | (int)((scanrangef - scanrange) * 255);100101 for (int ly = 0; ly < 41; ly++)102 for (int lx = 0; lx < 41; lx++)103 pTablesVision[lx, ly] = 0;104105 int vision = scanrange;106 int vision2 = (1 << (ScanShift - 1)) + (vision >> (8 - ScanShift));107108 int genX = x - 20;109 int genY = y - 20;110 int ht_origin = GetHeight(x, y);111112 pTablesVision[20, 20] = vision2;113 for(int i = 1; i < 20; i++)114 {115 bool fdisp = false;116 for(int j = -i; j < i+1; j++)117 {118 if(CheckValid(genX+(20+j), genY+(20-i)) &&119 SetCell(20+j, 20-i, ht_origin, GetHeight(genX+(20+j), genY+(20-i))))120 fdisp = true;121 if(CheckValid(genX+(20+j), genY+(20+i)) &&122 SetCell(20+j, 20+i, ht_origin, GetHeight(genX+(20+j), genY+(20+i))))123 fdisp = true;124 if(CheckValid(genX+(20-i), genY+(20+j)) &&125 SetCell(20-i, 20+j, ht_origin, GetHeight(genX+(20-i), genY+(20+j))))126 fdisp = true;127 if(CheckValid(genX+(20+i), genY+(20-j)) &&128 SetCell(20+i, 20-j, ht_origin, GetHeight(genX+(20+i), genY+(20-j))))129 fdisp = true;130 }131132 if(!fdisp) break;133 }134 } ...

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GenerateMap.cs

Source:GenerateMap.cs Github

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1using System.Collections;2using System.Collections.Generic;3using UnityEngine;4public class GenerateMap : MonoBehaviour5{6 /*7 public int mapHeight = 0;8 public int mapWidth =0;9 public Vector2 genPos = new Vector2(0,0);10 public bool gen = true;11 public int ranNode;12 public enum RoomType13 { 14 REST,15 COMBAT,16 TREASURE,17 SHOP18 };19 private int roomsGenerated;20 public int RoomMax;21 22 public void GenRooms(int mapHeight, int mapWidth, Vector2 genPos)23 {24 //set RoomMax in macros or alternatively ghaneg to global variable25 if (gen == true)26 {27 do28 {29 ranNode = Random.Range(0, 3);30 var roomType = RoomType.COMBAT;31 roomsGenerated++;32 if (roomsGenerated >= RoomMax)33 {34 gen = false;35 }36 if (ranNode == 0 && doorTop == false)37 {38 //Set random room placement39 doorTop = false;40 doorBottom = true;41 doorLeft = false;42 doorRight = false;43 //Door44 instance_create_layer(genX + (mapWidth / 2), genY + 46, "Doors", oDoorTop);45 genY -= mapHeight;46 //Main Room Obj47 instance_create_depth(genX, genY, depth, oRoom);48 //Room Type49 switch (roomType)50 {51 case 0: //Rest52 //DO SOMETHING53 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);54 break;55 case 1: //mob/Trap Room56 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);57 break;58 case 2: //Trap/Puzzle59 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomTrap);60 break;61 }62 //Door63 instance_create_layer(genX + (mapWidth / 2), genY + (mapHeight - 46), "Doors", oDoorBottom);64 }65 if (ranNode == 1 && doorBottom == false)66 {67 //Set random room placement68 doorTop = true;69 doorBottom = false;70 doorLeft = false;71 doorRight = false;72 instance_create_layer(genX + (mapWidth / 2), genY + (mapHeight - 46), "Doors", oDoorBottom);73 genY += mapHeight;74 instance_create_depth(genX, genY, depth, oRoom);75 switch (roomType)76 {77 case 0: //Rest78 //DO SOMETHING79 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);80 break;81 case 1: //mob/Trap Room82 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);83 break;84 case 2: //Trap/Puzzle85 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomTrap);86 break;87 }88 instance_create_layer(genX + (mapWidth / 2), genY + 46, "Doors", oDoorTop);89 }90 if (ranNode == 2 && doorRight == false)91 {92 //Set random room placement93 doorRight = false;94 doorTop = false;95 doorBottom = false;96 doorLeft = true;97 instance_create_layer(genX + (mapWidth - (46)), genY + (mapHeight / 2), "Doors", oDoorRight);98 genX += mapWidth;99 instance_create_depth(genX, genY, depth, oRoom);100 switch (roomType)101 {102 case 0: //Rest103 //DO SOMETHING104 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);105 break;106 case 1: //mob/Trap Room107 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);108 break;109 case 2: //Trap/Puzzle110 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomTrap);111 break;112 }113 instance_create_layer(genX + 46, genY + (mapHeight / 2), "Doors", oDoorLeft);114 }115 if (ranNode == 3 && doorLeft == false)116 {117 //Set random room placement118 doorLeft = false;119 doorTop = false;120 doorBottom = false;121 doorRight = true;122 instance_create_layer(genX + 46, genY + (mapHeight / 2), "Doors", oDoorLeft);123 genX -= mapWidth;124 instance_create_depth(genX, genY, depth, oRoom);125 switch (roomType)126 {127 case 0: //Rest128 //DO SOMETHING129 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);130 break;131 case 1: //mob/Trap Room132 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomMob);133 break;134 case 2: //Trap/Puzzle135 instance_create_depth(genX + (mapWidth / 2), genY + (mapHeight / 2), depth, oRoomTrap);136 break;137 }138 instance_create_layer(genX + (mapWidth - 46), genY + (mapHeight / 2), "Doors", oDoorRight);139 }140 }141 while (roomsGenerated >= RoomMax);142 }143 }*/144}...

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TrelamiumTile.cs

Source:TrelamiumTile.cs Github

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1using Terraria;2using Terraria.ID;3using Terraria.ModLoader;4using Microsoft.Xna.Framework;5using TrelamiumTwo.Content.Items.Materials;6using TrelamiumTwo.Helpers;7namespace TrelamiumTwo.Common.Tiles8{9 public class TrelamiumTile : GlobalTile10 {11 private const float nutSpawnChance = 0.05f;12 private const float leafSpawnChance = 0.025f;13 private Player player;14 public override void RandomUpdate(int i, int j, int type)15 {16 if (Main.tile[i, j].nactive())17 {18 if ((type == TileID.Grass || type == TileID.HallowedGrass) && Main.rand.Next(55) == 0)19 {20 TryBloomRose(i, j);21 }22 }23 }24 public override void FloorVisuals(int type, Player player)25 {26 player.GetModPlayer<Players.TrelamiumPlayer>().onSand =27 (TileID.Sets.Conversion.Sand[type] || TileID.Sets.Conversion.Sandstone[type] || TileID.Sets.Conversion.HardenedSand[type]);28 }29 private void TryBloomRose(int genX, int genY)30 {31 int scatteredFlowerRadiusCheck = 5;32 int scatteredFlowerType = ModContent.TileType<Content.Tiles.Ambience.BloomRose>();33 if (genX < 95 || genX > Main.maxTilesX - 95 || genY < 95 || genY > Main.worldSurface)34 {35 return;36 }37 Tile topTile = Framing.GetTileSafely(genX, genY - 1);38 if (topTile.active() && topTile.type != scatteredFlowerType)39 {40 return;41 }42 int minX = Utils.Clamp(genX - scatteredFlowerRadiusCheck, 1, Main.maxTilesX - 2);43 int maxX = Utils.Clamp(genX + scatteredFlowerRadiusCheck, 1, Main.maxTilesX - 2);44 int minY = Utils.Clamp(genY - scatteredFlowerRadiusCheck, 1, Main.maxTilesY - 2);45 int maxY = Utils.Clamp(genY + scatteredFlowerRadiusCheck, 1, Main.maxTilesY - 2);46 for (int x = minX; x < maxX; ++x)47 {48 for (int y = minY; y < maxY; ++y)49 {50 Tile t = Framing.GetTileSafely(x, y);51 if (t.active() && t.type == scatteredFlowerType)52 {53 return;54 }55 }56 }57 WorldGen.PlaceTile(genX, genY - 1, scatteredFlowerType, true);58 }59 public override void KillTile(int i, int j, int type, ref bool fail, ref bool effectOnly, ref bool noItem)60 {61 player = Main.LocalPlayer;62 if (!effectOnly)63 {64 if (player.ZoneForest())65 {66 if (Main.netMode != NetmodeID.MultiplayerClient && type == TileID.Trees)67 {68 TrySpawnLeaf(i, j);69 TrySpawnNut(i, j, fail);70 }71 }72 }73 }74 private void TrySpawnNut(int x, int y, bool fail)75 {76 if (fail || Main.rand.NextFloat() > nutSpawnChance)77 {78 return;79 }80 while (y > 10 && Main.tile[x, y].active() && Main.tile[x, y].type == TileID.Trees)81 {82 y--;83 }84 y++;85 if (!IsTileALeafyTreeTop(x, y) || Collision.SolidTiles(x - 2, x + 2, y - 2, y + 2))86 {87 return;88 }89 Item.NewItem(new Vector2(x * 16, y * 16), ModContent.ItemType<Nut>(), Main.rand.Next(5));90 }91 private void TrySpawnLeaf(int x, int y)92 {93 if (Main.rand.NextFloat() > leafSpawnChance)94 {95 return;96 }97 while (y > 10 && Main.tile[x, y].active() && Main.tile[x, y].type == TileID.Trees)98 {99 y--;100 }101 y++;102 if (!IsTileALeafyTreeTop(x, y) || Collision.SolidTiles(x - 2, x + 2, y - 2, y + 2))103 {104 return;105 }106 int velocityXDir = Main.rand.Next(2) * 2 - 1;107 int projectileType = ModContent.ProjectileType<Content.Projectiles.Typeless.FallingLeaf>();108 Projectile.NewProjectile(x * 16, y * 16, Main.rand.NextFloat(2f) * velocityXDir, 0f, projectileType, 0, 0f, Player.FindClosest(new Vector2(x * 16, y * 16), 16, 16));109 }110 private bool IsTileALeafyTreeTop(int i, int j)111 {112 Tile tileSafely = Framing.GetTileSafely(i, j);113 if (tileSafely.active() && tileSafely.type == TileID.Trees)114 {115 if (tileSafely.frameX == 22 && tileSafely.frameY >= 198 && tileSafely.frameY <= 242)116 {117 return true;118 }119 }120 return false;121 }122 }123}...

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BedCommand.cs

Source:BedCommand.cs Github

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1using System.Drawing;2using System.Drawing.Text;3using System.Threading.Tasks;4using DSharpPlus.CommandsNext;5using DSharpPlus.CommandsNext.Attributes;6using WinBot.Util;7using static WinBot.Util.ResourceManager;8using WinBot.Commands.Attributes;9namespace WinBot.Commands.Fun10{11 public class BedCommand : BaseCommandModule12 {13 [Command("bed")]14 [Description("Tell someone to go to bed.")]15 [Usage("[User] [Image: parz, agp, agp2, mehdi]")]16 [Category(Category.Fun)]17 public async Task bed(CommandContext Context, string screenname = "", string image = "parz")18 {19 // Randomize the image if no input was given20 if(image == "parz" || string.IsNullOrWhiteSpace(image))21 image = images[new System.Random().Next(0, images.Length)];22 // Select the image with some YanDev code23 string imageFile = GetResourcePath("parz.png", Util.ResourceType.Resource);24 float genX = 365f;25 float bedY = 506f;26 float userY = 615f;27 int fontSize = 70;28 if(image.ToLower() == "agp") {29 imageFile = GetResourcePath("agp.png", Util.ResourceType.Resource);30 genX = 125;31 bedY = 35;32 fontSize = 50;33 userY = 360;34 }35 else if(image.ToLower() == "agp2") {36 imageFile = GetResourcePath("agp2.png", Util.ResourceType.Resource);37 genX = 177.5f;38 bedY = 60;39 fontSize = 50;40 userY = 450;41 }42 else if(image.ToLower() == "mehdi") {43 imageFile = GetResourcePath("mehdi.png", Util.ResourceType.Resource);44 bedY = 100;45 genX = 307.5f; 46 userY = 680f;47 }48 // Load the font49 PrivateFontCollection fonts = new PrivateFontCollection();50 fonts.AddFontFile(GetResourcePath("impact.ttf", Util.ResourceType.Resource));51 52 // Create the image53 Bitmap img = new Bitmap(Bitmap.FromFile(imageFile));54 Graphics bmp = Graphics.FromImage(img);55 56 // Set up the fonts and drawing stuff57 Font IMPACTfont = new Font(58 fonts.Families[0].Name,59 fontSize,60 FontStyle.Regular,61 GraphicsUnit.Pixel62 );63 SolidBrush brush;64 brush = new SolidBrush(System.Drawing.Color.White);65 StringFormat snFormat = new StringFormat();66 snFormat.Alignment = StringAlignment.Center;67 snFormat.LineAlignment = StringAlignment.Center;68 69 // Draw the text onto the image70 bmp.DrawString("GO TO BED", IMPACTfont, brush, genX, bedY, snFormat);71 bmp.DrawString(screenname.ToUpper(), IMPACTfont, brush, genX, userY, snFormat);72 73 // Save the image to a temporary file74 bmp.Save();75 string imagePath = TempManager.GetTempFile($"bed-{image}-{screenname}-{Context.User.Id}.png", true);76 img.Save(imagePath);77 await Context.Channel.SendFileAsync(imagePath);78 TempManager.RemoveTempFile($"bed-{image}-{screenname}-{Context.User.Id}.png");79 }80 81 static string[] images = { "NONE", "mehdi", "agp", "agp2" };82 }83}...

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GreatDarkness.cs

Source:GreatDarkness.cs Github

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1using JetshiftMod.NPCs;2using JetshiftMod.Tiles;3using System;4using System.Collections.Generic;5using Microsoft.Xna.Framework;6using Microsoft.Xna.Framework.Graphics;7using Terraria;8using Terraria.Utilities;9using Terraria.DataStructures;10using Terraria.ID;11using Terraria.ModLoader;12using Terraria.World.Generation;13using Terraria.GameContent.Generation;14using BaseMod;1516namespace JetshiftMod.Worldgen17{18 public class GreatDarkness : MicroBiome19 {20 public override bool Place(Point origin, StructureMap structures)21 {22 //this handles generating the actual tiles, but you still need to add things like treegen etc. I know next to nothing about treegen so you're on your own there, lol.2324 Mod mod = JetshiftMod.instance;2526 Dictionary<Color, int> colorToTile = new Dictionary<Color, int>();27 colorToTile[new Color(51, 51, 51)] = mod.TileType("VoidOre");28 colorToTile[new Color(120, 120, 120)] = mod.TileType("Tenebricite");29 colorToTile[Color.Black] = -1; //don't touch when genning 3031 Dictionary<Color, int> colorToWall = new Dictionary<Color, int>();32 colorToWall[new Color(150, 150, 150)] = WallID.Stone;33 colorToWall[Color.Black] = -1; //don't touch when genning 3435 TexGen gen = BaseWorldGenTex.GetTexGenerator(mod.GetTexture("Worldgen/GreatDarkness"), colorToTile);36 int genX = origin.X - (gen.width / 3);37 int genY = origin.Y - 25; 38 gen.Generate(genX, genY, true, true);39 return true;40 }41 }4243 public class GreatDarknessDelete : MicroBiome44 {45 public override bool Place(Point origin, StructureMap structures)46 {47 //this handles generating the actual tiles, but you still need to add things like treegen etc. I know next to nothing about treegen so you're on your own there, lol.4849 Mod mod = JetshiftMod.instance;5051 Dictionary<Color, int> colorToTile = new Dictionary<Color, int>();52 colorToTile[new Color(51, 51, 51)] = -2;53 colorToTile[new Color(120, 120, 120)] = -2;54 colorToTile[new Color(150, 150, 150)] = -2;55 colorToTile[Color.Black] = -1;5657 Dictionary<Color, int> colorToWall = new Dictionary<Color, int>();58 colorToWall[new Color(150, 150, 150)] = -1;59 colorToWall[Color.Black] = -1; //don't touch when genning6061 TexGen gen = BaseWorldGenTex.GetTexGenerator(mod.GetTexture("Worldgen/GreatDarkness"), colorToTile);62 Point newOrigin = new Point(origin.X, origin.Y - 30);63 int genX = origin.X - (gen.width / 3);64 int genY = origin.Y - 25; 65 gen.Generate(genX, genY, true, true); 6667 return true;68 }69 } ...

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GenX

Using AI Code Generation

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1using B;2{3 static void Main()4 {5 GenX g = new GenX();6 }7}8using A;9{10 static void Main()11 {12 GenY g = new GenY();13 }14}15using B;16{17 static void Main()18 {19 GenY g = new GenY();20 }21}22using A;23{24 static void Main()25 {26 A.GenX g = new A.GenX();27 }28}29using B;30{31 static void Main()32 {33 B.GenX g = new B.GenX();34 }35}

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GenX

Using AI Code Generation

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1B.GenX x = new B.GenX();2x.Test();3C.GenX x = new C.GenX();4x.Test();5D.GenX x = new D.GenX();6x.Test();

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GenX

Using AI Code Generation

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1using B;2{3 {4 public static void Main()5 {6 GenX g = new GenX();7 }8 }9}10using B;11{12 {13 public static void Main()14 {15 GenX g = new GenX();16 }17 }18}19using B;20{21 {22 public static void Main()23 {24 GenX g = new GenX();25 }26 }27}28using B;29{30 {31 public static void Main()32 {33 GenX g = new GenX();34 }35 }36}37using B;38{39 {40 public static void Main()41 {42 GenX g = new GenX();43 }44 }45}46using B;47{48 {49 public static void Main()50 {51 GenX g = new GenX();52 }53 }54}55using B;56{57 {58 public static void Main()59 {60 GenX g = new GenX();61 }62 }63}64using B;65{66 {67 public static void Main()68 {69 GenX g = new GenX();70 }71 }72}73using B;74{75 {76 public static void Main()77 {78 GenX g = new GenX();79 }80 }81}82using B;83{

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GenX

Using AI Code Generation

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1using B;2{3 {4 public static void Main()5 {6 GenY obj = new GenY();7 obj.Show();8 }9 }10}11using B;12{13 {14 public static void Main()15 {16 GenX obj = new GenX();17 obj.Show();18 }19 }20}21using A;22{23 {24 public static void Main()25 {26 GenY obj = new GenY();27 obj.Show();28 }29 }30}31using A;32{33 {34 public static void Main()35 {36 GenX obj = new GenX();37 obj.Show();38 }39 }40}41Microsoft (R) Visual C# Compiler version 2.0.50727.4242for Microsoft (R) .NET Framework version 2.0.50727.42431.cs(6,21): error CS0246: The type or namespace name 'GenY' could not be found (are you missing a using directive or an assembly reference?)441.cs(7,13): error CS0246: The type or namespace name 'GenY' could not be found (are you missing a using directive or an assembly reference?)452.cs(6,21): error CS0246: The type or namespace name 'GenX' could not be found (are you missing a using directive or

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GenX

Using AI Code Generation

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1using B;2{3 static void Main()4 {5 GenX<int> x = new GenX<int>();6 }7}8using A;9{10 static void Main()11 {12 GenY<int> y = new GenY<int>();13 }14}15using B;16{17 static void Main()18 {19 GenY<int> y = new GenY<int>();20 }21}

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GenX

Using AI Code Generation

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1using B;2{3 static void Main()4 {5 GenX g = new GenX();6 g.Show();7 }8}9C:\Users\Public\Documents\Visual Studio 2010\Projects\GenX\GenX\2.cs(5,15): error CS0234: The type or namespace name `GenX' does not exist in the namespace `B'. Are you missing an assembly reference?10Compilation failed: 1 error(s), 0 warnings11using B.GenX;12using B::GenX;13using System;14using System.Collections.Generic;15using System.Linq;16using System.Text;17using System.Threading.Tasks;18using System;19using System.Collections.Generic;20using System.Linq;21using System.Text;22using System.Threading.Tasks;23using System;24using System.Collections.Generic;25using System.Linq;26using System.Text;27using System.Threading.Tasks;28using System;29using System.Collections.Generic;30using System.Linq;31using System.Text;32using System.Threading.Tasks;33using System;34using System.Collections.Generic;35using System.Linq;36using System.Text;37using System.Threading.Tasks;38using System;39using System.Collections.Generic;40using System.Linq;41using System.Text;42using System.Threading.Tasks;43using System;44using System.Collections.Generic;45using System.Linq;46using System.Text;47using System.Threading.Tasks;48using System;49using System.Collections.Generic;50using System.Linq;51using System.Text;52using System.Threading.Tasks;53using System;

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GenX

Using AI Code Generation

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1using B;2{3 static void Main(string[] args)4 {5 GenX<int> obj = new GenX<int>();6 obj.Show();7 }8}9The using directive is used to import the namespace in the current namespace. It is also used to import the static members of a class or namespace

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GenX

Using AI Code Generation

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1using B;2{3 static void Main()4 {5 GenX<int> obj = new GenX<int>(12);6 obj.Show();7 }8}

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GenX

Using AI Code Generation

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1using B;2{3static void Main(string[] args)4{5GenX<int> g = new GenX<int>();6g.Print(100);7}8}9using B;10{11static void Main(string[] args)12{13GenX<int> g = new GenX<int>();14g.Print(100);15}16}17using B;18{19static void Main(string[] args)20{21GenX<int> g = new GenX<int>();22g.Print(100);23}24}25using B;26{27static void Main(string[] args)28{29GenX<int> g = new GenX<int>();30g.Print(100);31}32}33using B;34{35static void Main(string[] args)36{37GenX<int> g = new GenX<int>();38g.Print(100);39}40}41using B;42{43static void Main(string[] args)44{45GenX<int> g = new GenX<int>();46g.Print(100);47}48}49using B;50{51static void Main(string[] args)52{53GenX<int> g = new GenX<int>();54g.Print(100);55}56}

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GenX

Using AI Code Generation

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1using B;2{3public static void Main()4{5GenX g = new GenX();6g.Show();7}8}9B.GenX.Show()10{11using B.GenX;12{13public static void Main()14{15GenX g = new GenX();16g.Show();17}18}19}20using B;21{22public void Show()23{24System.Console.WriteLine("B.GenX.Show()");25}26}27B.GenX.Show()28{29using B.GenX;30{31public static void Main()32{33GenX g = new GenX();34g.Show();35}36}37}38using B;39{40public void Show()41{42System.Console.WriteLine("B.GenX.Show()");43}44}45B.GenX.Show()46{47using B.GenX;48{49public static void Main()50{51GenX g = new GenX();52g.Show();53}54}55}56using B;57{58public void Show()59{60System.Console.WriteLine("B.GenX.Show()");61}62}63B.GenX.Show()

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Nunit tutorial

Nunit is a well-known open-source unit testing framework for C#. This framework is easy to work with and user-friendly. LambdaTest’s NUnit Testing Tutorial provides a structured and detailed learning environment to help you leverage knowledge about the NUnit framework. The NUnit tutorial covers chapters from basics such as environment setup to annotations, assertions, Selenium WebDriver commands, and parallel execution using the NUnit framework.

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  1. NUnit Environment Setup - All the prerequisites and setup environments are provided to help you begin with NUnit testing.
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  4. NUnit Parameterized Unit Tests - Tests on varied combinations may lead to code duplication or redundancy. This chapter discusses how NUnit Parameterized Unit Tests and their methods can help avoid code duplication.
  5. NUnit Asserts - Learn about the usage of assertions in NUnit using Selenium
  6. NUnit Annotations - Learn how to use and execute NUnit annotations for Selenium Automation Testing
  7. Generating Test Reports In NUnit - Understand how to use extent reports and generate reports with NUnit and Selenium WebDriver. Also, look into how to capture screenshots in NUnit extent reports.
  8. Parallel Execution In NUnit - Parallel testing helps to reduce time consumption while executing a test. Deep dive into the concept of Specflow Parallel Execution in NUnit.

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