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// _null = [this, 0, 1] execVM "moveWithWind.sqf"; // Rotate with Wind
// _null = [this, 0, 1] execVM "moveWithWind.sqf"; // Rotate with Wind
// _null = [this, 1, 1] execVM "moveWithWind.sqf"; // Continuous rotation
// _null = [this, 1, 1] execVM "moveWithWind.sqf"; // Continuous rotation
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private ["_obj", "_mod", "_vel", "_dif", "_wdr", "_upd"];
params [
_obj = _this select 0;
// The object being affected
"_obj",
// The object being affected
_mod
= _this select 1;
// The mode of movement (0 = wind, 1 = Rotation, 2 = TBD, etc.)
"
_mod
",
// The mode of movement (0 = wind, 1 = Rotation, 2 = TBD, etc.)
_vel
= _this select 2;
// Movement velocity (1° to 45°)
"
_vel
"
// Movement velocity (1° to 45°)
_upd = 1 / 30; // The object update rate
];
// If this isn't the server then get out
// If this isn't the server then get out
if (!isServer) exitWith {};
if (!isServer) exitWith {};
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private _upd = 1 / 30; // The object update rate
//----------------------------------------------------------------------
//----------------------------------------------------------------------
// Constrain velocity
// Constrain velocity
if (_mod == 0) then {
if (_mod == 0) then {
_vel = abs _vel;
_vel = abs _vel;
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if (_vel < 1) then {
if (_vel < 1) then {
_vel = 1;
_vel = 1;
};
};
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if (_vel > 45) then {
if (_vel > 45) then {
_vel = 45;
_vel = 45;
};
};
};
};
//----------------------------------------------------------------------
//----------------------------------------------------------------------
if (_mod == 1) then {
if (_mod == 1) then {
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if (_vel < -360) then {
if (_vel < -360) then {
_vel = -360;
_vel = -360;
};
};
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if (_vel > 360) then {
if (_vel > 360) then {
_vel = 360;
_vel = 360;
};
};
};
};
//----------------------------------------------------------------------
//----------------------------------------------------------------------
// Do forever...
// Do forever...
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while {
0 != 1
} do
while {
true
} do
{
{
//----------------------------------------------------------------------
//----------------------------------------------------------------------
// Set direction based on wind
// Set direction based on wind
if (_mod == 0) then {
if (_mod == 0) then {
// Get current wind direction
// Get current wind direction
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_wdr = windDir;
private
_wdr = windDir;
// Randomise wind direction
// Randomise wind direction
_wdr = _wdr + ((random (_vel * 2))- _vel);
_wdr = _wdr + ((random (_vel * 2))- _vel);
// Get difference in direction
// Get difference in direction
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_dif = (_wdr - (getDir _obj));
private
_dif = (_wdr - (getDir _obj));
// If difference is greather than 180°
// If difference is greather than 180°
if (abs _dif > 180) then {
if (abs _dif > 180) then {
// Rotate counter-clockwise
// Rotate counter-clockwise
_dif = _vel * -1;
_dif = _vel * -1;
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}
}
else
{
else
{
// Rotate clockwise
// Rotate clockwise
_dif = _vel;
_dif = _vel;
};
};
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// Alternatively: _dif = [_vel, _vel * -1] select (abs _dif > 180);
// Calculate rate of change
// Calculate rate of change
_dif = _dif * _upd;
_dif = _dif * _upd;
// Increment current direction
// Increment current direction
_dif = (getDir _obj) + _dif;
_dif = (getDir _obj) + _dif;
// Set to new direction
// Set to new direction
_obj setDir _dif;
_obj setDir _dif;
};
};
//----------------------------------------------------------------------
//----------------------------------------------------------------------
// Rotate object clockwise/counter-clockwise
// Rotate object clockwise/counter-clockwise
if (_mod == 1) then {
if (_mod == 1) then {
// Update rotation
// Update rotation
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_dif = (getDir _obj) + (_vel * _upd);
private
_dif = (getDir _obj) + (_vel * _upd);
// Deal with out of range rotations
// Deal with out of range rotations
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if (_dif < 0) then {
if (_dif < 0) then {
_dif = _dif + 360;
_dif = _dif + 360;
};
};
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if (_dif > 360) then {
if (_dif > 360) then {
_dif = _dif - 360;
_dif = _dif - 360;
};
};
// Set to new rotatoin
// Set to new rotatoin
_obj setDir _dif;
_obj setDir _dif;
};
};
//----------------------------------------------------------------------
//----------------------------------------------------------------------
// Wait for next update time
// Wait for next update time
sleep _upd;
sleep _upd;
};
};
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原始文本
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// _null = [this, 0, 1] execVM "moveWithWind.sqf"; // Rotate with Wind // _null = [this, 1, 1] execVM "moveWithWind.sqf"; // Continuous rotation private ["_obj", "_mod", "_vel", "_dif", "_wdr", "_upd"]; _obj = _this select 0; // The object being affected _mod = _this select 1; // The mode of movement (0 = wind, 1 = Rotation, 2 = TBD, etc.) _vel = _this select 2; // Movement velocity (1° to 45°) _upd = 1 / 30; // The object update rate // If this isn't the server then get out if (!isServer) exitWith {}; //---------------------------------------------------------------------- // Constrain velocity if (_mod == 0) then { _vel = abs _vel; if (_vel < 1) then { _vel = 1; }; if (_vel > 45) then { _vel = 45; }; }; //---------------------------------------------------------------------- if (_mod == 1) then { if (_vel < -360) then { _vel = -360; }; if (_vel > 360) then { _vel = 360; }; }; //---------------------------------------------------------------------- // Do forever... while {0 != 1} do { //---------------------------------------------------------------------- // Set direction based on wind if (_mod == 0) then { // Get current wind direction _wdr = windDir; // Randomise wind direction _wdr = _wdr + ((random (_vel * 2))- _vel); // Get difference in direction _dif = (_wdr - (getDir _obj)); // If difference is greather than 180° if (abs _dif > 180) then { // Rotate counter-clockwise _dif = _vel * -1; } else { // Rotate clockwise _dif = _vel; }; // Calculate rate of change _dif = _dif * _upd; // Increment current direction _dif = (getDir _obj) + _dif; // Set to new direction _obj setDir _dif; }; //---------------------------------------------------------------------- // Rotate object clockwise/counter-clockwise if (_mod == 1) then { // Update rotation _dif = (getDir _obj) + (_vel * _upd); // Deal with out of range rotations if (_dif < 0) then { _dif = _dif + 360; }; if (_dif > 360) then { _dif = _dif - 360; }; // Set to new rotatoin _obj setDir _dif; }; //---------------------------------------------------------------------- // Wait for next update time sleep _upd; };
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// _null = [this, 0, 1] execVM "moveWithWind.sqf"; // Rotate with Wind // _null = [this, 1, 1] execVM "moveWithWind.sqf"; // Continuous rotation params [ "_obj", // The object being affected "_mod", // The mode of movement (0 = wind, 1 = Rotation, 2 = TBD, etc.) "_vel" // Movement velocity (1° to 45°) ]; // If this isn't the server then get out if (!isServer) exitWith {}; private _upd = 1 / 30; // The object update rate //---------------------------------------------------------------------- // Constrain velocity if (_mod == 0) then { _vel = abs _vel; if (_vel < 1) then { _vel = 1; }; if (_vel > 45) then { _vel = 45; }; }; //---------------------------------------------------------------------- if (_mod == 1) then { if (_vel < -360) then { _vel = -360; }; if (_vel > 360) then { _vel = 360; }; }; //---------------------------------------------------------------------- // Do forever... while {true} do { //---------------------------------------------------------------------- // Set direction based on wind if (_mod == 0) then { // Get current wind direction private _wdr = windDir; // Randomise wind direction _wdr = _wdr + ((random (_vel * 2))- _vel); // Get difference in direction private _dif = (_wdr - (getDir _obj)); // If difference is greather than 180° if (abs _dif > 180) then { // Rotate counter-clockwise _dif = _vel * -1; } else { // Rotate clockwise _dif = _vel; }; // Alternatively: _dif = [_vel, _vel * -1] select (abs _dif > 180); // Calculate rate of change _dif = _dif * _upd; // Increment current direction _dif = (getDir _obj) + _dif; // Set to new direction _obj setDir _dif; }; //---------------------------------------------------------------------- // Rotate object clockwise/counter-clockwise if (_mod == 1) then { // Update rotation private _dif = (getDir _obj) + (_vel * _upd); // Deal with out of range rotations if (_dif < 0) then { _dif = _dif + 360; }; if (_dif > 360) then { _dif = _dif - 360; }; // Set to new rotatoin _obj setDir _dif; }; //---------------------------------------------------------------------- // Wait for next update time sleep _upd; };
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