protected override void HandleLoadedProperty(JsonTextReader reader, string propertyName, object readValue) { base.HandleLoadedProperty(reader, propertyName, readValue); switch (propertyName) { case "SpawnPoint": spawnPoint = LoadManager.LoadVector3d(reader); break; case "RallyPoint": rallyPoint = LoadManager.LoadVector3d(reader); break; case "FlagState": _flagState = WorkManager.GetFlagState((string)readValue); break; case "BuildProgress": currentSpawnProgress = (long)readValue; break; case "BuildQueue": buildQueue = new Queue <string>(LoadManager.LoadStringArray(reader)); break; default: break; } }
public NodeFlagChangedEventArgs(Node node, NodeFlag flag, FlagState oldState, FlagState newState) { _node = node; _flag = flag; _oldState = oldState; _newState = newState; }
public void SetFlagState(TFlag flag, FlagState state) { if (_flags == null) { if (state == FlagState.Unknown) { return; } _flags = new Dictionary <TFlag, Dirtyable <bool> >(); _flagEventTriggers = new Dictionary <TEvent, List <TriggerableEventTrigger <TIdentifier, TEvent, TFlag, TFlag, TProperty> > >(); } FlagState oldState = GetFlagState(flag); if (state == FlagState.Unknown) { UnwireFlagEventTriggers(flag); _flags.Remove(flag); } else { if (!_flags.ContainsKey(flag)) { WireFlagEventTriggers(flag); } _flags[flag] = new Dirtyable <bool>(state == FlagState.Enabled); } if (oldState != state) { flag.RaiseFlagChanged((TObject)this, oldState, state); } }
private void SetupFlag() { flagState = FlagState.Collected; flag.parentEntity.Set(carrier); flag.transform.localPosition = new Vector3(0, 1.5f, 0); flag.UpdateNetworkGroup(); flag.SendNetworkUpdate(BasePlayer.NetworkQueue.Update); }
public void ResetToHomePosition() { this.newParent = home; this.gameObject.transform.position = newParent.transform.position; //set the position to that of the parent's position this.gameObject.transform.rotation = newParent.transform.rotation; //set the rotation to that of the parent's rotation this.gameObject.transform.parent = newParent.transform; //set the transforms parent to the new parent's enemyCarrier = null; _flagState = FlagState.AtHome; ActivateCollider(); }
/// <summary> /// this method deactivates the collider of this game object and sets the flag position according to its new parent /// </summary> /// <param name="newParent"></param> public void PickupFlag(GameObject newParent) { DeactivateCollider(); this.newParent = newParent; this.gameObject.transform.position = newParent.transform.position; //set the position to that of the parent's position this.gameObject.transform.rotation = newParent.transform.rotation; //set the rotation to that of the parent's rotation this.gameObject.transform.parent = newParent.transform; //set the transforms parent to the new parent's enemyCarrier = newParent.transform.parent.gameObject; _flagState = FlagState.Taken; //notify the tagger }
public void DropFlag(Vector3 position) { carrier = null; flag.parentEntity.Set(null); flag.transform.localPosition = Vector3.zero; flag.transform.position = position; flag.UpdateNetworkGroup(); flag.SendNetworkUpdate(BasePlayer.NetworkQueue.Update); flagState = FlagState.Stationary; Invoke("AutoRestore", 30f); }
private void WriteFlagState(string key, FlagState state) { if (state.Value) //skip it if it's not set { Writer.WriteStartElement("trait"); Writer.WriteAttributeString("name", key); Writer.WriteAttributeString("value", "set"); //this attr required by lift schema, though we don't use it Writer.WriteEndElement(); } }
public FlagSet(FlagState initialiseAs = FlagState.UNDEFINED) { // Construct a flag set with all flags equal to $intialiseAs Carry = initialiseAs; Auxiliary = initialiseAs; Overflow = initialiseAs; Zero = initialiseAs; Sign = initialiseAs; Parity = initialiseAs; Direction = initialiseAs; Interrupt = initialiseAs; }
protected Control MakeCheckBoxWidget(PalasoDataObject target, Field field) { FlagState boxState = target.GetOrCreateProperty <FlagState>(field.FieldName); CheckBoxControl control = new CheckBoxControl(boxState.Value, field.DisplayName, field.FieldName); SimpleBinding <bool> binding = new SimpleBinding <bool>(boxState, control); binding.CurrentItemChanged += _detailList.OnBinding_ChangeOfWhichItemIsInFocus; return(control); }
public void FeatureFlag_FeatureIsConfiguredToBeOff_ReturnsOff() { // Arrange const bool FlagState = false; Environment.SetEnvironmentVariable("PROMITOR_FEATURE_TestFlag", FlagState.ToString()); // Act var flagStatus = FeatureFlag.IsActive("TestFlag"); // Assert Assert.False(flagStatus); }
private void OnDestroy() { CancelInvoke(); carrier = null; flag.parentEntity.Set(null); flag.transform.localPosition = Vector3.zero; flag.transform.position = homePos; flag.UpdateNetworkGroup(); flag.SendNetworkUpdate(BasePlayer.NetworkQueue.Update); flagState = FlagState.Stationary; (flag as BaseCombatEntity).DieInstantly(); }
protected override void OnFlagChanged <THost>(THost host, FlagState oldState, FlagState newState) { NodeFlagChangedEventArgs e = new NodeFlagChangedEventArgs(host as Node, this, oldState, newState); host.RaiseEvent(_changedEvent, e); if (newState == FlagState.Enabled) { host.RaiseEvent(_enabledEvent, e); } else if (oldState == FlagState.Enabled) { host.RaiseEvent(_noLongerEnabledEvent, e); } }
public void ClearFlag(TFlag flag) { if (_flags == null) { return; } FlagState oldState = GetFlagState(flag); UnwireFlagEventTriggers(flag); _flags.Remove(flag); if (oldState != FlagState.Unknown) { flag.RaiseFlagChanged((TObject)this, oldState, FlagState.Unknown); } }
public void FlagState_SerializeAndDeserialize_ShouldNotThrowException() { using var stream = new MemoryStream(); var state = new FlagState(); try { StateSerializer.Serialize(stream, state, true, true); stream.Position = 0; StateSerializer.Deserialize <FlagState>(stream); } catch (Exception ex) { Assert.Fail($"Exception of type ({ex.GetType().Name}) thrown: {ex.Message}"); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Player") { GameMaster.gm.ResetFlagsExcept(gameObject); State = FlagState.GREEN; GameMaster.gm.SpawnPoint = this.gameObject; if (OnRespawnFlagStay != null) { OnRespawnFlagStay(true); } GameMaster.gm.LastMainSoundStr = AudioManager.instance.MainSound.name; } }
/// <summary> /// Converts a value. /// </summary> /// <param name="value">The value produced by the binding source.</param> /// <param name="targetType">The type of the binding target property.</param> /// <param name="parameter">The converter parameter to use.</param> /// <param name="culture">The culture to use in the converter.</param> /// <returns> /// A converted value. If the method returns null, the valid null value is used. /// </returns> public override object Convert(object value, Type targetType, object parameter, CultureInfo culture) { FlagState flag = (FlagState)value; string key = flag.ToString(); if ((parameter != null) && (flag == FlagState.NotFlagged)) { return(null); } if (!this.iconDict.ContainsKey(key)) { this.iconDict[key] = new BitmapImage(new Uri("pack://application:,,,/UnclutteringYourInbox;component/Icons/" + key + ".png")); } return(this.iconDict[key]); }
public void SetRallyPoint(Vector3d position) { rallyPoint = position; if (PlayerManager.MainController.Commander && Agent.IsSelected) { RallyPoint flag = PlayerManager.MainController.Commander.GetComponentInChildren <RallyPoint>(); if (flag) { if (!flag.ActiveStatus) { flag.Enable(); } flag.transform.localPosition = rallyPoint.ToVector3(); _flagState = FlagState.FlagSet; } } }
public void RestoreFlag(string name = null) { if (string.IsNullOrEmpty(name)) { ctf.SendMessage($"{ctf.configData.Messaging.MainColor}{ctf.GetTeamName(team)}'s</color>{ctf.configData.Messaging.MSGColor} {msg("flag has been returned to base!")}</color>"); } else { ctf.SendMessage($"{ctf.configData.Messaging.MainColor}{name}</color>{ctf.configData.Messaging.MSGColor} {msg("has returned")} </color>{ctf.configData.Messaging.MainColor}{ctf.GetTeamName(team)}'s</color>{ctf.configData.Messaging.MSGColor} {msg("flag to base")}!</color>"); } carrier = null; flag.parentEntity.Set(null); flag.transform.localPosition = Vector3.zero; flag.transform.position = homePos; flag.UpdateNetworkGroup(); flag.SendNetworkUpdate(BasePlayer.NetworkQueue.Update); flagState = FlagState.Stationary; }
public void DisableFlag(TFlag flag) { if (_flags == null) { _flags = new Dictionary <TFlag, Dirtyable <bool> >(); _flagEventTriggers = new Dictionary <TEvent, List <TriggerableEventTrigger <TIdentifier, TEvent, TFlag, TFlag, TProperty> > >(); } FlagState oldState = GetFlagState(flag); if (!_flags.ContainsKey(flag)) { WireFlagEventTriggers(flag); } _flags[flag] = new Dirtyable <bool>(false); if (oldState != FlagState.Disabled) { flag.RaiseFlagChanged((TObject)this, oldState, FlagState.Disabled); } }
protected override void HandleLoadedProperty(JsonTextReader reader, string propertyName, object readValue) { base.HandleLoadedProperty(reader, propertyName, readValue); switch (propertyName) { case "SpawnPoint": spawnPoint = LoadManager.LoadVector(reader); break; case "RallyPoint": rallyPoint = LoadManager.LoadVector(reader); break; case "FlagState": _flagState = WorkManager.GetFlagState((string)readValue); break; default: break; } }
public void SetRallyPoint(Vector3 position) { rallyPoint = position; if (Agent.GetCommander() && Agent.IsSelected) { RallyPoint flag = Agent.GetCommander().GetComponentInChildren <RallyPoint>(); if (flag) { if (!flag.ActiveStatus) { flag.Enable(); } flag.transform.localPosition = rallyPoint; _flagState = FlagState.FlagSet; Agent.Controller.GetCommanderHUD().SetCursorLock(false); Agent.Controller.GetCommanderHUD().SetCursorState(CursorState.Select); SelectionManager.SetSelectionLock(false); } } }
public FlagSet(byte[] input) { // A constructor that can set ZF, SF, PF to what they are defined as in most cases Carry = FlagState.UNDEFINED; Auxiliary = FlagState.UNDEFINED; Overflow = FlagState.UNDEFINED; Direction = FlagState.UNDEFINED; Interrupt = FlagState.UNDEFINED; // ZF is set if $input is equal to zero. Zero = input.IsZero() ? FlagState.ON : FlagState.OFF; // SF is set if $input has a negative sign in twos compliment form. Sign = input.IsNegative() ? FlagState.ON : FlagState.OFF; // PF is set if the number of bits on in the first byte of $input is even. // e,g // input[0] == 0b0000 ; PF // input[0] == 0b1000 ; NO PF // input[0] == 0b1010 ; PF Parity = Bitwise.GetParity(input[0]) ? FlagState.ON : FlagState.OFF; }
// This method is defined with internal scope because metadata fields like trackEvents aren't // relevant to the main external use case for the builder (testing server-side code) internal FeatureFlagsStateBuilder AddFlag(string flagKey, LdValue value, int?variationIndex, EvaluationReason reason, int flagVersion, bool flagTrackEvents, UnixMillisecondTime?flagDebugEventsUntilDate) { var flag = new FlagState { Value = value, Variation = variationIndex, DebugEventsUntilDate = flagDebugEventsUntilDate }; if (!_detailsOnlyIfTracked || flagTrackEvents || flagDebugEventsUntilDate != null) { flag.Version = flagVersion; flag.Reason = _withReasons ? reason : (EvaluationReason?)null; } if (flagTrackEvents) { flag.TrackEvents = true; } _flags[flagKey] = flag; return(this); }
// Use this for initialization void Start() { // levelCompleteText.text = ""; gameOver = false; paused = false; GameObject healthUIObject = GameObject.FindGameObjectWithTag("HealthUI"); // Locates the healthUIObject if (healthUIObject != null) { healthUI = healthUIObject.GetComponent <HealthControl>(); } else { Debug.Log("Cannot find 'HealthUI' script"); } // Gets pause menu gameobject if (!GetChild(this.gameObject, "PauseMenu", out pauseMenu)) { Debug.Log("Could not find \"PauseMenu\" for " + this.name + " game object"); } // Get TimerText timerText = timerPanel.GetComponent <Text>(); if (timerText == null) { GetChild(timerPanel, "TimerText", out timerPanel, true); timerText = timerPanel.GetComponent <Text>(); } currTime = totalTime; timerActive = true; timer = new Timer(currTime); freezeFlag = freezeFlagGUI.GetComponent <FlagState>(); }
public static bool SendCTFPickup(int conn_id, Player player, int flag_id, FlagState state, Item item = null) { var player_id = player.netId; lock (CTF.FlagLock) { if (CTF.FlagStates[flag_id] == FlagState.PICKEDUP) { return(false); } // Recheck that the object is still there in case another player got the flag first. if (!(bool)_Item_ItemIsReachable_Method.Invoke(item, new object[] { player.c_player_ship.c_mesh_collider })) { return(false); } CTF.FlagStates[flag_id] = state; if (CTF.PlayerHasFlag.ContainsKey(player_id)) { return(false); } if (item.c_go != null) { item.m_type = ItemType.NONE; UnityEngine.Object.Destroy(item.c_go); } CTF.PlayerHasFlag.Add(player_id, flag_id); SendToClientOrAll(conn_id, MessageTypes.MsgCTFPickup, new PlayerFlagMessage { m_player_id = player_id, m_flag_id = flag_id, m_flag_state = state }); } return(true); }
public static void Main() { talon.ConfigFactoryDefault(); talon2.ConfigFactoryDefault(); /* simple counter to print and watch using the debugger */ int counter = 0; bool on = false; // boolean to control on or off /* loop forever */ while (true) { if (counter % 50 == 0) // runs code every 50 iterations { if (on) { on = false; // set to off talon.Set(ControlMode.PercentOutput, 0.0); // set talon to 0% } else { on = true; // set to on talon.Set(ControlMode.PercentOutput, 1); // set talon 100% } } if (gamepad.GetButton(0)) // is button with id 0 pressed { currentFlagState = FlagState.IDLE; } if (gamepad.GetButton(1)) { currentFlagState = FlagState.TURN; } if (gamepad.GetButton(2)) { currentFlagState = FlagState.TURN_SLOW; } if (gamepad.GetButton(3)) { currentFlagState = FlagState.REVERSE; } if (gamepad.GetButton(4)) { talon2.Set(ControlMode.PercentOutput, 1.0); // set talon to 100% } else { talon2.Set(ControlMode.PercentOutput, 0.0); // set talon to 0% } if (currentFlagState != lastFlagState) // make code not run every update to have faster run time { lastFlagState = currentFlagState; // update the last state for flag spinner switch (currentFlagState) // switch on current state for flag spinner { case FlagState.INIT: // is it in INIT? talon.Set(ControlMode.PercentOutput, 0.0); // set talon to 0% currentFlagState = FlagState.IDLE; // set current state to IDLE break; // leave the switch statement case FlagState.IDLE: // is is in IDLE? talon.Set(ControlMode.PercentOutput, 0.0); // set talon to 0% break; case FlagState.TURN: talon.Set(ControlMode.PercentOutput, 1); // set talon 100% break; case FlagState.TURN_SLOW: talon.Set(ControlMode.PercentOutput, 0.2); // set talon 20% break; case FlagState.REVERSE: talon.Set(ControlMode.PercentOutput, -1); // set talon 100% break; default: talon.Set(ControlMode.PercentOutput, 0.0); // set talon to 0% to prevent broken behavior currentFlagState = FlagState.IDLE; // set state to idle to prevent further errors break; } } /* * the ifs are the equivalent of the case statement * * * if (currentIntakeState == IntakeState.INIT) * { * * } else if (currentIntakeState == IntakeState.IDLE) * { * * } else if (currentIntakeState == IntakeState.IN) * { * * } else if (currentIntakeState == IntakeState.IN_SLOW) * { * * } * else if (currentIntakeState == IntakeState.REVERSE) * { * * } else // this is the equivalent of the default section. * { * * } * */ /* print the three analog inputs as three columns */ Debug.Print("Counter Value: " + counter); /* increment counter */ ++counter; /* try to land a breakpoint here and hover over 'counter' to see it's current value. Or add it to the Watch Tab */ /* wait a bit */ System.Threading.Thread.Sleep(100); // make sure the motors stay on CTRE.Phoenix.Watchdog.Feed(); } }
public static void init(FlagState f) { m_state = f; }
public static void reset(FlagState f) { m_state &= ~f; }
public static bool check(FlagState f) { return((m_state & f) != 0); }
public InputSignalsFlagCondition(NodeFlag flag, FlagState state, CombinationMode mode) { _flag = flag; _state = state; _mode = mode; }
public static void set(FlagState f) { m_state |= f; }
public static bool check(FlagState f) { return ((m_state & f) != 0); }