public void Handle(SendNews message)
        {
            _log.Debug("{0} Sending news", Self.Path);

            byte[] omsg = { 0x54, 0x02, 0x10, 0x00 };


            var resp = _globals.Ask <string>("GetNews");

            resp.Wait(75);

            FLMsgType.AddUnicodeStringLen16(ref omsg, resp.Result);

            Handle(omsg);
            //Context.ActorSelection("../socket").Tell(omsg);
        }
Beispiel #2
0
 private static void OnSendNews(string data)
 {
     SendNews?.Invoke(data);
 }
        // Token: 0x06001405 RID: 5125 RVA: 0x00020834 File Offset: 0x0001F834
        protected override WorkflowElement CreateBody()
        {
            StateGraph            stateGraph = new StateGraph(string.Format("OpponentTreasureHunt: {0}", base.Entrant.Opponent.OpponentName));
            State                 state      = new State("initial");
            State                 state2     = new State("hunting");
            State                 state3     = new State("collected");
            State                 state4     = new State("huntover");
            State                 item       = new State("done");
            PrepareScoringMethod  item2      = new PrepareScoringMethod(base.Event, base.Entrant);
            SendNews              item3      = new SendNews(base.Event, base.Entrant);
            EnableHud             item4      = new EnableHud(base.Event, EnableHud.HudToggle.Enable);
            OnUpdateTick          activity   = new OnUpdateTick(base.Event, base.Entrant);
            DisableTriggerOnEnter activity2  = new DisableTriggerOnEnter(base.Event, base.Entrant, Ports.Gameplay);
            DisplayFlasher        item5      = new DisplayFlasher(base.Event, base.Entrant, this.allCoinsCollectedFlasher);
            RemoveFlasher         item6      = new RemoveFlasher(base.Event, base.Entrant, this.allCoinsCollectedFlasher);
            EnableHud             item7      = new EnableHud(base.Event, EnableHud.HudToggle.Dispose);
            CleanupScoringMethod  item8      = new CleanupScoringMethod(base.Event, base.Entrant);
            EntrantFinished       activity3  = new EntrantFinished(base.Event, base.Entrant, 8202);
            PostEventScreen       activity4  = new PostEventScreen(base.Event, base.Entrant, Ports.Gameplay);
            RefreshPersona        item9      = new RefreshPersona(base.Event, base.Entrant);
            VisualEffect          item10     = new VisualEffect(EffectType.TREASURE_HUNT_ICON_PICKUP);

            GameCore.Activities.Components.CloseOnReceive <OnHuntCompleted> activity5 = new GameCore.Activities.Components.CloseOnReceive <OnHuntCompleted>(Ports.Gameplay);
            GameCore.Activities.Components.CloseOnReceive <OnHuntContinued> activity6 = new GameCore.Activities.Components.CloseOnReceive <OnHuntContinued>(Ports.Gameplay);
            CoinCollected          item11 = new CoinCollected(base.Event, base.Entrant);
            OverrideVehicleControl item12 = new OverrideVehicleControl(base.Entrant.Opponent.Vehicle, OverrideVehicleControl.Control.Coast);
            OverrideVehicleControl item13 = new OverrideVehicleControl(base.Entrant.Opponent.Vehicle, OverrideVehicleControl.Control.Release);
            ChangeBlackBoard       item14 = new ChangeBlackBoard(BlackBoardChannel.kBlackBoard_AI, 331198907u);
            DisconnectFromRoaming  item15 = new DisconnectFromRoaming();

            state.EnterActivity.Activities.Add(item4);
            state.EnterActivity.Activities.Add(item2);
            state.EnterActivity.Activities.Add(item3);
            state.Transitions.Add(new Transition("hunting"));
            state2.Transitions.Add(new Transition(activity));
            state2.Transitions.Add(new Transition("collected", activity2));
            state2.Transitions.Add(new Transition("done", activity3));
            state3.EnterActivity.Activities.Add(item4);
            state3.EnterActivity.Activities.Add(item10);
            state3.Transitions.Add(new Transition("huntover", activity5));
            state3.Transitions.Add(new Transition("hunting", activity6));
            state3.ExitActivity.Activities.Add(item11);
            state4.EnterActivity.Activities.Add(item15);
            state4.EnterActivity.Activities.Add(item12);
            state4.EnterActivity.Activities.Add(item14);
            state4.EnterActivity.Activities.Add(item5);
            state4.EnterActivity.Activities.Add(new Timer(new InArgument <float>(() => 3f)));
            state4.EnterActivity.Activities.Add(item6);
            state4.Transitions.Add(new Transition("done", activity4));
            state4.ExitActivity.Activities.Add(item9);
            state4.ExitActivity.Activities.Add(item7);
            state4.ExitActivity.Activities.Add(item8);
            state4.ExitActivity.Activities.Add(item13);
            stateGraph.InitialState = "initial";
            stateGraph.DoneState    = "done";
            stateGraph.States.Add(state);
            stateGraph.States.Add(state2);
            stateGraph.States.Add(state3);
            stateGraph.States.Add(state4);
            stateGraph.States.Add(item);
            return(stateGraph);
        }