turns-00000.parquet:44728
c234a4a00a12ffeeeff4fec9degenerate_repetitionAbsentFinal dense release
Select one behavior. Every returned turn has one binary label: Present or Absent. Source: final dense boolean release.
c234a4a00a12ffeeeff4fec9can i create edm hits by creating music then finding a vocal and buying a clip with models the upload toı youtube? or will it be lost in th crowd?
As an AI language model, I cannot predict the exact outcome of your music and video. However, creating music and finding a vocal and buying a clip with models can be a good starting point for creating an EDM hit. It is important to also consider the quality of the production, promotion tactics, and the overall appeal of the music and video to stand out in the crowd. Success in the music industry requires a combination of talent, hard work, and luck.
c94a0bb2796435c6a9980e10can you help me to create a edm piece?
Yes, I can definitely assist you in creating an EDM track. Here are some general steps to follow: 1. Choose a tempo: First off, choose a tempo for your EDM piece. Most EDM tracks have a tempo ranging between 120 to 140 BPM (beats per minute). 2. Find a key: Determine the key that you want to create your track in. This will help you choose the right chords and melodies. 3. Lay down the beat: Create a strong beat using a drum machine or by programming drums into your sequencer. 4. Create a bassline: The bassline provides energy and excitement to your track. Experiment with different bass sounds and create a repeating pattern that complements the beat. 5. Add chords and melody: Use synths and pads to create chords and melodies that add emotion and atmosphere to your track. 6. Incorporate effects: Consider adding effects like reverb, delay, and distortion to enhance different parts of your track. 7. Find a vocal: Consider adding a vocal to your track to provide a catchy hook or a sing-along chorus. 8. Mix and Master: After recording and arranging all the elements of your track, mix and master it to ensure that it sounds good on all systems. These are general guidelines to follow when creating an EDM track. Remember that experimentation and creativity are key to making your track stand out. Good luck!
03382038de40ccd8f74b9be2Here is the background information on your task Our client for this engagement, MedTech Industries, is a non-public start-up in the healthcare industry looking to go through its Initial Public Offering (IPO) next year. Once the company goes public, it must comply with several regulations, the biggest being Sarbanes-Oxley (SOX). Based on initial conversations with company leadership, current processes would likely not fully comply with SOX requirements. Our job is to understand the current state, identify gaps, and provide recommendations for improvement. The client has provided us with documentation to understand their processes and environment. So, to have productive conversations and provide value, we should thoroughly read these materials before meeting with the client. The senior associate has sent you the client’s documentation that explains the design of their procure-to-pay (P2P) process. The senior associate wants you to read through the document and identify existing gaps that may pose a risk for the company. Note that the documentation may not be thorough, so you may need to ask follow-up questions to better understand the current state. Here is your task Read through the client’s P2P Standard Operating Procedure (SOP) document in the Resources section below to determine if controls are missing from the process and identify the risks associated with those gaps. Look for articles and educational materials that explain proper P2P process design and the types of business processes and system controls that should be embedded. You can also use the documents provided by the senior associate to help you with this exercise. here is P2P SOP: MedTech Industries Cash Disbursements Procure-to-Pay (P2P) Standard Operating Procedure Purpose: This document aims to provide a detailed overview of the P2P process, including internal controls in place to mitigate the risk of fraud and breach in confidentiality, integrity, and availability of our systems and data. Identify Company Needs, Purchase Requisition and Approval When the company identifies a need for a material in the organization, the employee will submit a requisition in the Procurement System. The purchasing department will receive the requisition and automatically approve the submission. The Procurement system automatically accepts purchase requisitions if submitted by a company employee. The purchasing coordinator will take the requisition, find the lowest market price for the needed material, and contact the vendor to receive a quote. Based on the quotation analysis, the supplier will be chosen, and the purchasing department will create a purchase order (PO) in the Procurement System. Purchase Order and Approval After creating the PO, the purchasing coordinator will submit it to the supplier. The PO includes all material specifications, quantities required, date or schedule, and terms and conditions. The supplier should then provide an approval of the PO by confirming receipt of the PO. Goods Receipt The supplier will send the goods to the location designated in the PO. Upon delivery of the materials, the warehouse or inventory team will receive a goods receipt that states the delivery details. The material is immediately moved to its appropriate storage location in the warehouse. The warehouse or inventory team will then make a materials entry in the Warehouse Management System based on the information in the goods receipt. Invoice Verifications Once materials are delivered, the supplier provides an invoice to the warehouse or inventory team. They should compare the invoice to the goods receipt to ensure all numbers match (i.e., quantity and price). Upon validation, the warehouse or inventory team will use a shared password to log into the General Ledger System and check the “Invoice Validated” box. Once the box is checked, the company purchasing team will receive notification to release payment to the vendor. Vendor Payment Once the Purchasing team learns the invoice is validated, a purchasing coordinator will write a check for the supplier. Coordinators have the authority to write and sign checks if they processed the requisition and received the initial quote from the vendor. Checks should be mailed to the supplier within 90 days of receiving the goods. Purchasing System Controls The Procurement Department owns the purchasing system and is responsible for provisioning, maintaining, and reviewing access for all users in the system. Anyone can request access to the system over email, which is granted based on the request submitted. In addition, privileged access to the system, including administrative rights, may be provided with verbal approval from a manager over the phone. To request administrative rights in the purchasing system, please call 123-456-7890. Summarize your findings in an email to the senior associate, including business process gaps, system control gaps and any additional questions you have after reading the client’s document.
Subject: MedTech's P2P SOP Review - Gaps and Risks Identified Dear [Senior Associate], I have completed my review of MedTech Industries' Procure-to-Pay (P2P) Standard Operating Procedure (SOP) document. Based on my analysis, there are several gaps in both business processes and system controls, which may pose potential risks for the organization. Below are my findings, categorized into Business Process Gaps and System Control Gaps, along with any clarifying questions I have. Business Process Gaps: 1. Automatic approval of purchase requisitions: No approval process is stated for initial requisitions, which may lead to unauthorized or unnecessary purchases. 2. No segregation of duties: Purchasing coordinators have the authority to process requisitions, create purchase orders (POs), sign checks, and release payments to vendors. This lack of segregation may increase the risk of fraud or error. 3. No documented process for PO approval: The document does not mention any approval process for created POs before being sent to the supplier, which may result in unauthorized or incorrect POs. System Control Gaps: 1. Shared password for invoice validation: The use of shared passwords in the General Ledger System compromises the integrity and traceability of invoice validation activities. 2. Access to purchasing system: The SOP states that anyone can request access to the purchasing system with just an email, which may lead to unauthorized users gaining access. In addition, privileged access can be verbally approved over the phone, which lacks proper documentation and traceability. Clarifying Questions: 1. Are there any secondary checks or approval processes in place for purchase requisitions, purchase orders, or vendor payments that were not mentioned in the provided document? 2. How does the organization monitor and review purchasing activities to ensure compliance and detect potential fraud or errors? 3. What controls are in place for vendor selection and management to reduce the risk of fraudulent or unqualified vendors? I recommend we address these gaps with the client during our next meeting to ensure they understand the risks and potential implications. Further, we should work on providing recommendations to improve their P2P process and enhance their internal controls to comply with SOX requirements. Please let me know if there is any additional information or analysis you would like me to perform. Best regards, [Your Name]
8d16603a7a1a3f8bf38ad090Write an engaging 2023 updated information and a constructive guide for my Yosemite travel guide on "Yosemite in Autumn" with humanlike style, non repetitive phrases and avoidance of unnatural sentences while explaining in details. Please avoid writing frequent listing/numbered format while generating content on this travel guide.
Title: Yosemite in Autumn: A Symphony of Colors and Adventures Introduction: Autumn in Yosemite National Park is a magical time when the landscape transforms into a symphony of colors, and the chilly air mingles with the faint scent of woodsmoke. As the bustling summer crowds disperse, the park reveals a sense of serenity, making it the perfect destination for those seeking respite, outdoor adventures, or simply a chance to connect with nature. Immerse yourself in the mesmerizing beauty of Yosemite in autumn with this updated and constructive travel guide for 2023. Section 1: The Wonders of Yosemite's Fall Foliage Yosemite offers a breathtaking display of colors throughout fall, from the vibrant hues of maples, oaks, and dogwoods to the golden glow of the meadows. To truly appreciate this natural spectacle, consider exploring some of the park's most recommended autumn sights. A. Yosemite Valley Yosemite Valley, the park's iconic heart, is particularly impressive during fall. As you wander along the valley floor, you'll witness giant rock formations framed by russet and gold foliage, creating a vivid contrast to the granite cliffs. B. Mariposa Grove Home to over 500 mature giant sequoias, Mariposa Grove comes alive with striking colors in fall. Particularly enchanting is the Grizzly Giant—a majestic tree adorned with autumn leaves that create a dazzling mosaic beneath its towering branches. C. Tioga Road and Tuolumne Meadows As the park’s highest roadway, Tioga Road offers panoramic views of the changing foliage contrasted against alpine peaks. Tuolumne Meadows, lined with fiery aspens, provides a picturesque backdrop for a picnic or leisurely stroll. Section 2: Activities to Embrace the Autumn Spirit Yosemite in autumn offers a wealth of experiences, from rock climbing and hiking to photography and wildlife sightings. A. Hiking Thanks to the cooler temperatures and reduced crowds, trails become more inviting in the fall. Take a leisurely hike to Glacier Point for an unparalleled vista, or challenge yourself on the trek to popular Half Dome, keeping an eye out for ephemeral waterfalls. B. Rock Climbing With its world-famous granite cliffs, Yosemite is a mecca for rock climbers. Autumn's cooler temperatures create perfect climbing conditions for conquering routes such as El Capitan, Royal Arches, and to the iconic Half Dome. C. Photography Capture the essence of Yosemite in autumn and bring home memories—with your camera. Soft, diffused lighting and a wealth of subjects, from mirror-like reflections in Tenaya Lake to the granite icons Half Dome and El Capitan surrounded by fall colors, make every shot a masterpiece. D. Wildlife Watching As cooler temperatures descend on Yosemite, animals prepare for winter by feasting on seasonal abundance. Observe the park's diverse wildlife, including black bears, mule deer, and elusive bobcats, while enjoying the park's tranquility. Section 3: Tips for an Unforgettable Yosemite Autumn Experience To fully immerse yourself in Yosemite's autumnal charm, take note of these essential tips for a satisfying visit. A. Choose Your Timing Though Yosemite's peak fall color typically occurs in mid-October, it's essential to check the park's foliage updates to plan your visit effectively. The National Park Service regularly posts information on their website and social media handles, giving visitors real-time details. B. Book Your Accommodations With a variety of lodging options available—ranging from hosted camps to luxurious hotels— it's essential to reserve your accommodations well in advance to avoid disappointment. Remember, while visitors often decline after Labor Day, weekends can still be relatively busy. C. Dress Appropriately Autumn weather in Yosemite can be unpredictable. Dress in layers and prepare for sudden temperature drops or rain showers. Bringing sturdy footwear is essential for navigating trails and damp conditions. D. Embrace the Serenity Leave the bustle of daily life behind and bask in the calm ambiance of Yosemite in fall. Take a quiet moment to immerse yourself in the beauty of the landscape and let the park's grandeur take your breath away. Conclusion: From its mesmerizing foliage to invigorating activities and unparalleled serenity, Yosemite in autumn is a transformative experience that will leave you in awe. This thrilling symphony of colors and adventures awaits your visit to create lasting memories amid nature's grand spectacle. So, pack your bags, and breathe in the crisp air of autumn in Yosemite's heart-stirring beauty.
91d8341cf57d1a0b48e634f3Traduci in inglese: Siamo nella grande sala di un cinema. Tutti quanti stanno piangendo durante la proiezione, tranne un giovane adulto che sorseggia una Heineken sorridendo. Dal suo orecchio vediamo spuntare un auricolare. Siamo nell’open space di un grande ufficio in Asia. Un impiegato, visibilmente stanco, sta crollando dal sonno quando il suo collega gli tocca la spalla per svegliarlo. Sul suo screensaver vediamo lo stemma di una squadra di calcio. Un uomo sta aspettando fuori dal portone di un grande palazzo la sua fidanzata. Controlla l’orologio: è molto in ritardo. Nell’appartamento, però, vediamo che la fidanzata è già pronta per uscire. Sta semplicemente guardando gli ultimi minuti della partita di Champions League. Vediamo un cane al guinzaglio annusare il prato di un’aiuola. Ma mentre l’inquadratura si allarga, ci accorgiamo che il guinzaglio è lunghissimo ed esce dalla porta di casa senza che sia possibile intravedere il padrone. In un pub, vediamo una bellissima donna sorseggiare una birra Heineken. È in compagnia di un uomo che nei lineamenti ricorda Messi: ma non è il famoso calciatore, è un suo sosia. La donna è così appassionata di football da essersi fidanzata con una persona che le ricorda il suo idolo.
We're in a large cinema hall. Everyone is crying during the screening except for a young adult who is sipping on a Heineken beer and smiling. We see an earphone sticking out of his ear. We're in the open space of a large office in Asia. An employee, visibly tired, is falling asleep when his colleague taps his shoulder to wake him up. On his screensaver, we see the emblem of a football team. A man is waiting outside a big building for his girlfriend. He checks his watch: she's very late. However, we see inside the apartment that his girlfriend is already ready to go out. She's simply watching the last few minutes of the Champions League match. We see a dog on a leash sniffing the grass in a flower bed. But as the camera widens, we realize that the leash is very long and coming out of the house without any sign of the owner. In a pub, we see a beautiful woman sipping a Heineken beer. She's in the company of a man whose features resemble Messi: but he's not the famous footballer, he's his doppelganger. The woman is so passionate about football that she has dated someone who reminds her of her idol.
aaa034a6a7316204a4ec6bb5We are in Naples. Two tourists ask a passerby to take a photo of them, but when they look at it on their phone, they seem disappointed: the woman has completely cut them out of the frame per inquadrare soltanto the Maradona mural.
We are in Naples. Two tourists ask a passerby to take a photo of them, but when they look at it on their phone, they seem disappointed: the woman has completely cut them out of the frame to only capture the Maradona mural.
830c79d5a0ba9de53c0b264ecomprime este codigo al maximo para que pueda usarlo en chatgpt luego como memoria de la IA: "using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public GameObject cubePrefab;
// Start is called before the first frame update
private void Start()
{
// Define six materials for each face of the Rubik's Cube
// Create all the cubes, assign a position, and assign them a material
const int numCubes = 27;
const int cubesPerSide = 3;
const float cubeSpacing = 3.1f;
var cubesParent = new GameObject("Cubes");
// instantiate a prefab for each cube
var cubes = new GameObject[numCubes];
for (int i = 0; i < numCubes; i++)
{
var cube = Instantiate(cubePrefab, cubesParent.transform);
cube.transform.localPosition = new Vector3((i % cubesPerSide) * cubeSpacing, (i / (cubesPerSide * cubesPerSide)) * cubeSpacing, ((i / cubesPerSide) % cubesPerSide) * cubeSpacing);
cubes[i] = cube;
}
}
// Update is called once per frame
void Update()
{
}
}
"using UnityEngine;
public class GameManager : MonoBehaviour
{
public GameObject cubePrefab;
private void Start()
{
const int numCubes = 27, cubesPerSide = 3;
const float cubeSpacing = 3.1f;
var cubesParent = new GameObject("Cubes");
var cubes = new GameObject[numCubes];
for (int i = 0; i < numCubes; i++)
{
var cube = Instantiate(cubePrefab, cubesParent.transform);
cube.transform.localPosition = new Vector3((i % cubesPerSide) * cubeSpacing, (i / (cubesPerSide * cubesPerSide)) * cubeSpacing, ((i / cubesPerSide) % cubesPerSide) * cubeSpacing);
cubes[i] = cube;
}
}
}5e192b98796ed4715c9c348acomprime este codigo al maximo para que pueda usarlo en chatgpt luego como memoria de la IA: "using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using DG.Tweening;
using Random = System.Random;
public class GemsManager : MonoBehaviour
{
public Sprite[] sprites;
public GameObject gemPrefab;
public GameObject targetPosition;
public GameObject particleSystemGems;
private static readonly char[] G = {'R', 'G', 'B', 'Y', 'P'};
private const int N = 6;
private static readonly Random Random1 = new(DateTime.Now.Millisecond);
private static List<List<char>> _board;
int[,] board = new int[N, N];
HashSet<Position> positions = new HashSet<Position>();
class Position
{
public int col;
public int row;
public float x;
public float y;
}
// Start is called before the first frame update
private void Start()
{
_board = GenerateBoard();
FillBoard();
ShowBoard(board); // Debug.Log of the board
//Debug Log formatted of the _board and in order to see the board
var mensaje = string.Join("\n", _board.Select(row => string.Join(" ", row)));
Debug.Log(mensaje);
GenerateScreenBoard();
var gems = FindHorizontalLine(board);
gems.AddRange(FindVerticalLines(board));
//delay 1 segundo
if (gems.Count > 0)
{
gems = gems.OrderBy(x => x.Item1).ThenBy(x => x.Item2).ToList();
ShowGems(gems);
RemoveGems(board, gems);
ShowBoard(board);
}
}
private void FillBoard()
{
for (int i = 0; i < N; i++)
for (int j = 0; j < N; j++)
board[i, j] = Array.IndexOf(G, _board[i][j]);
}
private void RemoveGems(int[,] board, List<(int, int)> gems)
{
foreach (var (x, y) in gems)
{
board[x, y] = -1;
GameObject gem = GameObject.Find($"Piece_{x}_{y}");
ParticleSystem particleSystem1 = Instantiate(particleSystemGems).GetComponent<ParticleSystem>();
// Posicionar el sistema de partículas en la posición de la gema, menos la z
Transform transform1;
(transform1 = particleSystem1.transform).SetParent(gem.transform);
transform1.localPosition = new Vector3(1, 1, -1);
// Activar el sistema de partículas
// Mover la gema a la posición del objetivo delay 1 segundo
gem.transform.DOMove(targetPosition.transform.position, 3f).SetDelay(2f)
.OnStart(() => particleSystem1.Play()).OnComplete(() => Destroy(gem));
}
// Hacer que las gemas caigan hacia abajo
var listaPrimerBlanco = new List<(int, int)>();
var listaGemas = new List<(int, int)>();
for (int col = 0; col < N; col++)
{
// extraer las gemas no vacías en la columna actual
var nonEmptyGems = new List<int>();
for (int row = 0; row < board.GetLength(0); row++)
{
if (board[row, col] != -1)
{
nonEmptyGems.Add(board[row, col]);
}
}
var primerFlag = false;
for (int row = board.GetLength(0) - 1; row >= 0; row--)
{
if (board[row, col] != -1)
{
if (primerFlag)
{
listaGemas.Add((row, col));
}
}
else
{
primerFlag = true;
}
}
if (nonEmptyGems.Count == 6) continue;
// agregar valores nulos al principio de la lista nonEmptyGems para que tenga N elementos
nonEmptyGems.InsertRange(0, Enumerable.Repeat(-1, board.GetLength(0) - nonEmptyGems.Count));
// reemplazar las gemas en la columna actual con la lista nonEmptyGems actualizada
// Assign the values from the nonEmptyGems list to the board array, column by column.
var flag = false;
for (int row = board.GetLength(0) - 1; row >= 0; row--)
{
if (!flag && board[row, col] == -1)
{
flag = true;
listaPrimerBlanco.Add((row, col));
}
board[row, col] = nonEmptyGems[row];
}
}
// Animar las gemas que caen
AnimarGemasCaen(listaGemas, listaPrimerBlanco);
// Generar nuevas gemas aleatorias para llenar los espacios vacíos
for (int col = 0; col < board.GetLength(1); col++)
{
var emptySpaces = new List<int>();
for (int i = 0; i < board.GetLength(0); i++)
{
if (board[i, col] == -1) emptySpaces.Add(i);
}
foreach (var i in emptySpaces)
{
board[i, col] = Random1.Next(0, G.Length);
var newPiece = CreateIconsAtPosition(i, col);
var position = newPiece.transform.position;
var positionY = position.y - 6f;
newPiece.transform.DOMoveY(positionY, 1f).SetEase(Ease.Flash)
.SetDelay(4f - i/2f);
}
}
}
private void AnimarGemasCaen(List<(int, int)> listaGemas, List<(int, int)> listaPrimerBlanco)
{
foreach (var columnas in listaPrimerBlanco)
{
//seleccionar las gemas de la columna en listaPrimerBlanco
var gemas = listaGemas.Where(x => x.Item2 == columnas.Item2).ToList();
var target = positions.FirstOrDefault(p => p.row == columnas.Item1 && p.col == columnas.Item2);
int i = 0;
foreach (var gema in gemas)
{
GameObject gem = GameObject.Find($"Piece_{gema.Item1}_{gema.Item2}");
gem.transform.DOMoveY(target.y, 1f).SetEase(Ease.InFlash).SetDelay(2f + (i/2f));
gem.name = $"Piece_{columnas.Item1 - i}_{columnas.Item2}";
i++;
if (columnas.Item1 - i >= 0)
{
target = positions.FirstOrDefault(p => p.row == columnas.Item1 - i && p.col == columnas.Item2);
}
}
}
}
private void ShowBoard(int[,] board)
{
//Debug Log formatted of the board and in order to see the board
var mensaje = string.Join("\n", board.Cast<int>().Select((value, index) => new {value, index})
.GroupBy(x => x.index / N)
.Select(x => string.Join(" ", x.Select(v => v.value))));
Debug.Log(mensaje);
}
private void ShowGems(List<(int, int)> gems)
{
// Debug.Log of the List<(int, int)> gems
var mensaje = string.Join("\n", gems.Select(row => string.Join(" ", row)));
Debug.Log(mensaje);
}
private void GenerateScreenBoard()
{
Vector2 screenSize = new Vector2(Screen.width, Screen.height);
Debug.Log(screenSize);
float iconSize = 50f;
float spacing = 15f;
float tableWidth = 6 * (iconSize + spacing) - spacing;
float tableHeight = 6 * (iconSize + spacing) - spacing;
Vector2 tablePosition = (screenSize - new Vector2(tableWidth, tableHeight)) / 2f;
List<Vector2> iconPositions = CalculateIconPositions(tablePosition, iconSize, spacing);
List<Vector2> iconWorldPositions = CalculateIconWorldPositions(iconPositions);
CreateIcons(iconWorldPositions);
}
private List<Vector2> CalculateIconPositions(Vector2 tablePosition, float iconSize, float spacing)
{
List<Vector2> iconPositions = new List<Vector2>();
for (int row = 0; row < 6; row++)
{
for (int col = 0; col < 6; col++)
{
float x = tablePosition.x + col * (iconSize + spacing);
float y = tablePosition.y + row * (iconSize + spacing);
iconPositions.Add(new Vector2(x, y));
}
}
return iconPositions;
}
private List<Vector2> CalculateIconWorldPositions(List<Vector2> iconPositions)
{
List<Vector2> iconWorldPositions = new List<Vector2>();
foreach (var iconPosition in iconPositions)
{
Vector2 iconWorldPosition = Camera.main.ScreenToWorldPoint(new Vector3(iconPosition.x, iconPosition.y, 0));
iconWorldPositions.Add(iconWorldPosition);
}
return iconWorldPositions;
}
private void CreateIcons(List<Vector2> iconWorldPositions)
{
//create icons with board data
for (int row = 0; row < 6; row++)
{
for (int col = 0; col < 6; col++)
{
var rowi = 5 - row;
int index = rowi * 6 + col;
Vector2 iconWorldPosition = iconWorldPositions[index];
char icon = _board[row][col];
int spriteIndex = Array.IndexOf(G, icon);
GameObject newPiece = Instantiate(gemPrefab, iconWorldPosition, Quaternion.identity);
newPiece.transform.parent = transform;
newPiece.name = $"Piece_{row}_{col}";
Position pos = new Position();
pos.row = row;
pos.col = col;
pos.x = iconWorldPosition.x;
pos.y = iconWorldPosition.y;
positions.Add(pos);
newPiece.GetComponent<SpriteRenderer>().sprite = sprites[spriteIndex];
}
}
}
private GameObject CreateIconsAtPosition(int fila, int columna)
{
GameObject newPiece = null;
// Luego, buscamos la posición del mundo correspondiente en la lista ‘positions’
Position targetPos = null;
targetPos = positions.FirstOrDefault(p => p.row == fila && p.col == columna);
if (targetPos != null)
{
int spriteIndex = board[fila, columna];
newPiece = Instantiate(gemPrefab, new Vector2(targetPos.x, targetPos.y + 6f), Quaternion.identity);
newPiece.transform.parent = transform;
newPiece.name = $"Piece_{fila}_{columna}";
newPiece.GetComponent<SpriteRenderer>().sprite = sprites[spriteIndex];
}
return newPiece;
}
private static List<List<char>> GenerateBoard()
{
List<List<char>> board = new List<List<char>>();
for (int i = 0; i < N; i++)
{
List<char> row = new List<char>();
for (int j = 0; j < N; j++)
{
row.Add(G[Random1.Next(0, G.Length)]);
}
board.Add(row);
}
return board;
}
// Update is called once per frame
private void Update()
{
}
public List<(int, int)> FindHorizontalLine(int[,] tablero1)
{
int N = tablero1.GetLength(1);
List<List<(int, int)>> gemLines = new List<List<(int, int)>>();
for (int i = 0; i < tablero1.GetLength(0); i++)
{
for (int j = 0; j < N - 2; j++)
{
int count = 1;
for (int k = j + 1; k < N; k++)
{
if (tablero1[i, k] != tablero1[i, j])
{
break;
}
count++;
}
if (count >= 3)
{
List<(int, int)> gemLine = new List<(int, int)>();
for (int l = j; l < j + count; l++)
{
gemLine.Add((i, l));
}
gemLines.Add(gemLine);
j += count - 1;
}
}
}
List<(int, int)> gemList = new List<(int, int)>();
foreach (List<(int, int)> line in gemLines)
{
gemList.AddRange(line);
}
return gemList;
}
public List<(int, int)> FindVerticalLines(int[,] tablero1)
{
int N = tablero1.GetLength(1);
List<List<(int, int)>> gemLines = new List<List<(int, int)>>();
for (int i = 0; i < tablero1.GetLength(0); i++)
{
for (int j = 0; j < N - 2; j++)
{
int count = 1;
for (int k = j + 1; k < N; k++)
{
if (tablero1[k, i] != tablero1[j, i])
{
break;
}
count++;
}
if (count >= 3)
{
List<(int, int)> gemLine = new List<(int, int)>();
for (int l = j; l < j + count; l++)
{
gemLine.Add((l, i));
}
gemLines.Add(gemLine);
j += count - 1;
}
}
}
List<(int, int)> gemList = new List<(int, int)>();
foreach (List<(int, int)> line in gemLines)
{
gemList.AddRange(line);
}
return gemList;
}
}"using UnityEngine;
using System.Linq;
using DG.Tweening;
using Random = System.Random;
public class GemsManager : MonoBehaviour
{
public Sprite[] sprites;
public GameObject gemPrefab;
public GameObject targetPosition;
public GameObject particleSystemGems;
private static readonly char[] G = {'R', 'G', 'B', 'Y', 'P'};
private const int N = 6;
private static readonly Random Random1 = new(DateTime.Now.Millisecond);
int[,] board = new int[N, N];
System.Collections.Generic.HashSet<(int, int)> positions = new System.Collections.Generic.HashSet<(int, int)>();
private void Start()
{
var _board = Enumerable.Range(0, N).Select(_ => Enumerable.Range(0, N).Select(__ => G[Random1.Next(0, G.Length)]).ToList()).ToList();
FillBoard(_board);
ShowBoard(board);
GenerateScreenBoard();
var gems = FindHorizontalLine(board);
gems.AddRange(FindVerticalLines(board));
if (gems.Count > 0)
{
gems = gems.OrderBy(x => x.Item1).ThenBy(x => x.Item2).ToList();
ShowGems(gems);
RemoveGems(board, gems);
ShowBoard(board);
}
}
private void FillBoard(System.Collections.Generic.List<System.Collections.Generic.List<char>> board)
{
for (int i = 0; i < N; i++)
for (int j = 0; j < N; j++)
this.board[i, j] = System.Array.IndexOf(G, board[i][j]);
}
private void RemoveGems(int[,] board, System.Collections.Generic.List<(int, int)> gems)
{
foreach (var (x, y) in gems)
{
board[x, y] = -1;
GameObject gem = GameObject.Find($"Piece_{x}_{y}");
ParticleSystem particleSystem1 = UnityEngine.Object.Instantiate(particleSystemGems).GetComponent<ParticleSystem>();
Transform transform1;
(transform1 = particleSystem1.transform).SetParent(gem.transform);
transform1.localPosition = new Vector3(1, 1, -1);
gem.transform.DOMove(targetPosition.transform.position, 3f).SetDelay(2f).OnStart(() => particleSystem1.Play()).OnComplete(() => UnityEngine.Object.Destroy(gem));
}
var listaPrimerBlanco = new System.Collections.Generic.List<(int, int)>();
var listaGemas = new System.Collections.Generic.List<(int, int)>();
for (int col = 0; col < N; col++)
{
var nonEmptyGems = new System.Collections.Generic.List<int>();
for (int row = 0; row < board.GetLength(0); row++)
571c6a174a2915b856e073eaты говоришь по-русски?
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fad4c4b93317b7d65c96fd6fТы говоришь по-русски?
Да, я говорю на русском языке.