Process explanation follows. Comfy workflows should be entact.
+ movie still of a young witch in swirling black robe and black hat walks along the surface of a
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public static List<int> ScoreFrames (List<int> score) | |
{ | |
List<int> frame = new List<int> (); | |
List<string> result = new List<string> (); | |
bool ball1 = true; | |
for (int thisRoll = 0; thisRoll < score.Count; thisRoll++) | |
{ | |
if (ball1 && score[thisRoll] == 10) {result.Add ("strike");} | |
else if (!ball1 && (score[thisRoll - 1] + score[thisRoll] == 10)) {result.Add ("spare");} |
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using UnityEngine; | |
using System.Collections; | |
public class ActionMaster { | |
public enum Action {Tidy, Reset, EndTurn, EndGame}; | |
public int[] bowlScore = new int[21]; // leave bowlScore[0] empty so i can check backwards. | |
public int[] frameScore = new int[12]; // leave frameScore[0] empty. | |
private int bowl = 1; |
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using System; | |
using System.Collections.Generic; | |
using NUnit.Framework; | |
using UnityEngine; | |
[TestFixture] | |
public class ActionMasterTest | |
{ | |
private ActionMaster.Action endTurn = ActionMaster.Action.EndTurn; |
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
public class Ball : MonoBehaviour { | |
//public float initialForce = 20.0f; | |
public Vector3 launchVelocity; | |
public bool ballLoaded; | |
private Rigidbody rgdbdy; |
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using UnityEngine; | |
using System.Collections; | |
public class Ball : MonoBehaviour { | |
public float margin = 1.5f; // don't want to be too controlling | |
public float factor = 100f; | |
private Paddle paddle; | |
private bool hasStarted = false; | |
private Vector3 paddleToBallVector; |
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using UnityEngine; | |
using System.Collections; | |
public class MusicPlayer : MonoBehaviour { | |
static bool initialRun = true; | |
void Start () | |
{ | |
if (initialRun == true) { |