Beispiel #1
0
        public override System.Collections.Generic.IEnumerator<string> Run(Bot bot)
        {
            var r = new Random();
            var chosenCombo = (from combo in bot.getComboList()
                              where
                                  combo.Score > 0 && combo.Type.HasFlag(ComboType.GROUND)
                              orderby combo.Score descending
                              
                              select combo).Take(5);
            if (chosenCombo.Count() == 0)
			{
				_reason = "No combos?";
                yield break;
			}
            var c = chosenCombo.ElementAt(r.Next(chosenCombo.Count()));
            var timer = 0;
            while(Math.Abs(bot.myState.XDistance) > c.XMax || bot.enemyState.ActiveCancelLists.Contains("REVERSAL") || bot.enemyState.ScriptName.Contains("UPWARD"))
            {
                bot.pressButton("6");
                if (timer++ > 10)
				{
					_reason = "Rerolling";
                    yield break;
				}
                
                yield return "Getting in range"+timer;
            }

			var substate = new SequenceState(c.Input);
			while(!substate.isFinished())
				yield return substate.Process(bot);
        }
Beispiel #2
0
 public override void Dock(Actor dockableActor, Dockable dockable, Actor dockActor, Dock dock)
 {
     isDocking = true;
     Setup(dockableActor, dockable, dockActor, dock);
     QueueChild(new Move(dockableActor, dockEntry, WDist.Zero));
     state = SequenceState.Move;
 }
Beispiel #3
0
        public bool ValidateDataBlock(IDataBlockBuilder dataBlockBuilder, long startOffset, long endOffset)
        {
            if (!IsValidResult())
            {
                return(false);
            }

            dataBlockBuilder.DataFormat   = _state.IsMpeg2() ? CodecID.Mpeg2Video : CodecID.Mpeg1Video;
            dataBlockBuilder.IsFullFile   = IsFullFile();
            dataBlockBuilder.IsFragmented = _state.IsFragmented;

            // Trim zero byte stuffing from last header (if any)
            if (_state.LastHeaderZeroByteStuffing > 0)
            {
                dataBlockBuilder.EndOffset = endOffset - _state.LastHeaderZeroByteStuffing;
            }
            if (_state.ReferenceHeader != null)
            {
                dataBlockBuilder.ReferenceHeaderOffset = _state.ReferenceHeaderPosition - startOffset;
                dataBlockBuilder.ReferenceHeader       = _state.ReferenceHeader;
            }
            if (_state.Sequence.Initialized)
            {
                var sequenceState = new SequenceState();
                _state.Sequence.CopyTo(sequenceState);
                _scanContext.ReferenceHeader = sequenceState;
            }
            return(true);
        }
        public RuntimeStatusInfo(SessionStateHandle stateHandle, ulong statusIndex, List <string> failedInfos, IDictionary <IVariable, string> watchDatas)
        {
            this.Properties = new SerializableMap <string, object>(Constants.DefaultRuntimeSize);
            this.SessionId  = stateHandle.Session;

            this.CallStacks    = new List <ICallStack>(stateHandle.SequenceCount);
            this.SequenceState = new List <RuntimeState>(stateHandle.SequenceCount);

            this.StatusIndex  = statusIndex;
            this.StartGenTime = stateHandle.StartGenTime;
            this.EndGenTime   = stateHandle.EndGenTime;
            this.StartTime    = stateHandle.StartTime;
            this.ElapsedTime  = stateHandle.ElapsedTime;
            this.CurrentTime  = stateHandle.CurrentTime;
            if (null != stateHandle.Performance)
            {
                this.MemoryUsed      = stateHandle.Performance.MemoryUsed;
                this.MemoryAllocated = stateHandle.Performance.MemoryAllocated;
                this.ProcessorTime   = stateHandle.Performance.ProcessorTime;
            }
            this.State = stateHandle.State;

            for (int i = 0; i < stateHandle.SequenceCount; i++)
            {
                CallStacks.Add(stateHandle[i].RunStack);
                SequenceState.Add(stateHandle[i].State);
            }
            this.FailedInfos = failedInfos;
            this.WatchDatas  = watchDatas;
        }
Beispiel #5
0
    public virtual void Init()
    {
        currentState = SequenceState.Idle;
        Button[]   shortcutButt = TutoManager.s_instance.shortcutButton.GetComponentsInChildren <Button>();
        ColorBlock cb;

        foreach (Button b in shortcutButt)
        {
            cb = b.colors;
            cb.disabledColor = Color.white;
            b.colors         = cb;
            b.interactable   = false;
        }

        Button endTurnButt = TutoManager.s_instance.endTurnButton.GetComponentInChildren <Button>();

        cb = endTurnButt.colors;
        cb.disabledColor         = Color.white;
        endTurnButt.colors       = cb;
        endTurnButt.interactable = false;

        foreach (Button b in GameManager.Instance.Ui.GoActionPanelQ.GetComponentsInChildren <Button>())
        {
            cb = b.colors;
            cb.disabledColor = Color.white;
            b.colors         = cb;
            b.interactable   = false;
        }
    }
        public IEnumerator Sequence()
        {
            sequenceState = SequenceState.ProgressingOngoingTasks;

            ClearTaskRoutines();

            List <QuestsTrackerTask> visibleTasks = new List <QuestsTrackerTask>();
            List <QuestsTrackerTask> newTasks     = new List <QuestsTrackerTask>();

            foreach (QuestsTrackerTask task in taskEntries.Values)
            {
                if (task.gameObject.activeSelf)
                {
                    visibleTasks.Add(task);
                }
                else
                {
                    newTasks.Add(task);
                }
            }

            //Progress of currently visible tasks
            for (int i = 0; i < visibleTasks.Count; i++)
            {
                tasksRoutines.Add(StartCoroutine(visibleTasks[i].ProgressAndCompleteSequence()));
            }
            yield return(WaitForTaskRoutines());

            OnLayoutRebuildRequested?.Invoke();

            sequenceState = SequenceState.ShowingNewTasks;

            //Play "new task" sound
            if (newTasks.Count > 0)
            {
                newTaskAudioEvent.Play();
            }

            //Show and progress of new tasks
            for (int i = 0; i < newTasks.Count; i++)
            {
                newTasks[i].gameObject.SetActive(true);
                newTasks[i].SetIsNew(true);
                tasksRoutines.Add(StartCoroutine(newTasks[i].ProgressAndCompleteSequence()));
            }
            OnLayoutRebuildRequested?.Invoke();

            yield return(WaitForTaskRoutines());

            if (taskEntries.Count == 0)
            {
                animator.SetTrigger(ANIMATION_TRIGGER_OUT);
                yield return(WaitForSecondsCache.Get(0.5f));

                Destroy(gameObject);
                OnDestroyed?.Invoke(section.id);
            }
            sequenceState = SequenceState.Finished;
        }
    // start level
    public void StartLevel()
    {
        player.startup = true;

        GetComponent <LevelAudio>().PlayMusicBgm();
        sequenceState = SequenceState.None;
        BeginTeleportIn();
    }
Beispiel #8
0
    void GotoState(SequenceState state)
    {
        switch (state)
        {
        case SequenceState.SHOWING_DIALOG:
            controller = leftController;
            switch (curSequence.dialogType)
            {
            case DialogStructure.LEFT:
                controller = leftController;
                break;

            case DialogStructure.RIGHT:
                controller = rightController;
                break;
            }
            controller.Initialize(curSequence);
            controller.ShowDialog(() => {
                GotoState(SequenceState.PRINTING);
            });
            break;

        case SequenceState.PRINTING:
            curSequenceCharacterIndex      = 0;
            timeSinceCharAdded             = 0;
            controller.DialogTextArea.text = "";     // Clear the text for printing
            scrollSpeed = curSequence.scrollSpeed;
            curSequence.OnSequenceStart();
            controller.PlayPortraitEmotionAnim(curSequence.emotionState);
            break;

        case SequenceState.PRINTING_FAST:
            scrollSpeed *= 2;     // Double the scroll speed for fast printing
            break;

        case SequenceState.WAITING_FOR_PROMPT:
            elapsedAdvanceWaitTime = 0.0f;
            break;

        case SequenceState.HIDING_DIALOG:
            controller.DialogTextArea.text = "";     // Clear the text before hiding
            controller.HideDialog(() => {
                curSequence.OnSequenceEnd();
                GotoState(SequenceState.SHOWING_DIALOG);
            });
            break;

        case SequenceState.FINISHED:
            controller.DialogTextArea.text = "";     // Clear the text before hiding
            controller.HideDialog(() => {
                CompleteNarrativeSequence();
            });
            break;
        }
        curState = state;
    }
Beispiel #9
0
    void Update()
    {
        time_ms         += Time.deltaTime;
        deadzoneTime_ms += Time.deltaTime;
        Debug.Log("sequenceState: " + System.Enum.GetName(typeof(SequenceState), sequenceState));
        if (sequenceState == SequenceState.Playing)
        {
            sequenceWindowClosure  = SequenceWindowClosure.Open;
            sequenceTime_ms       += Time.deltaTime;
            timeSinceLastPress_ms += Time.deltaTime;

            // If we have enough keys to assess whether the sequence can be validated, do so.
            if (currentKeySequenceLogs["Event"].Count == keysToPress.GetLength(0))
            {
                sequenceWindowClosure = SequenceWindowClosure.ClosedByInputThreshold;
                SequenceData sequenceData = CheckCapturedKeys();
                InputData    inputData    = new InputData();
                inputData.validity    = InputValidity.Rejected;
                inputData.confidence  = 0;
                inputData.inputNumber = sequenceData.sequenceNumber;
                inputData.type        = InputType.KeySequence;
                if (sequenceData.sequenceValidity == SequenceValidity.Accepted)
                {
                    inputData.validity   = InputValidity.Accepted;
                    inputData.confidence = 1;
                }
                //if (state == SequenceValidity.Accepted) {
                onKeySequenceFinished.Invoke(sequenceData, inputData);
                onInputFinished.Invoke(inputData);
                //}
                sequenceState = SequenceState.Stopped;
            }
            else if (deadzoneTime_ms > deadzoneTimeLimit_ms)
            {
                sequenceWindowClosure = SequenceWindowClosure.ClosedByDeadzone;
                Debug.Log("No key pressed for " + deadzoneTimeLimit_ms + "seconds, sequence stopped.");
                SequenceData sequenceData = CheckCapturedKeys();
                InputData    inputData    = new InputData();
                inputData.validity    = InputValidity.Rejected;
                inputData.confidence  = 0;
                inputData.inputNumber = sequenceData.sequenceNumber;
                inputData.type        = InputType.KeySequence;
                //if (state == SequenceValidity.Accepted) {
                onKeySequenceFinished.Invoke(sequenceData, inputData);
                onInputFinished.Invoke(inputData);
                //}
                sequenceState = SequenceState.Stopped;
            }
        }
        else
        {
            sequenceTime_ms       = 0f;
            timeSinceLastPress_ms = 0f;
        }
    }
Beispiel #10
0
    public SequenceState FindSequenceByName(string name)
    {
        SequenceState state = SequenceStates.FirstOrDefault(s => s.Name == name);

        if (state == default(SequenceState))
        {
            string message = string.Format("Sequence Manager has no thread named {0}.", name);
            DebugMessage(message, DebuggableBehavior.LogLevel.LogicError);
        }

        return(state);
    }
        void Thread_Run()
        {
            while (true)
            {
                // 상태 값 체크
                switch (MainSequenceState)
                {
                case SequenceState.Init:
                    // 하드웨어 설정 및 좌표계 생성, 모션 초기화
                    if (Control_Coordinate.IsSetAllHardWare)
                    {
                        MainSequenceState = SequenceState.Ready;
                        nTicktime         = 0;
                        sw.Restart();
                    }
                    break;

                case SequenceState.Ready:
                    // 모션 생성
                    Control_Coordinate.CalculateNextStepMotion(nTicktime, nCycleTime);
                    InitializeTickTime();

                    if (Control_Coordinate.IsMakeAllProfile)
                    {
                        MainSequenceState = SequenceState.Processing;
                        nTicktime         = 0;
                        sw.Stop();
                        Console.WriteLine("Time: " + sw.ElapsedMilliseconds.ToString() + "msec");
                    }
                    break;

                case SequenceState.Processing:
                    if (false == Control_Coordinate.IsSetAllHardWare)
                    {
                        MainSequenceState = SequenceState.Init;
                    }
                    break;

                case SequenceState.Done:
                    break;
                }

                // 1. input
                // 2. process 진행
                // 3. output

                Thread.Sleep(1);
            }
        }
Beispiel #12
0
 public override System.Collections.Generic.IEnumerator<string> Run(Bot bot)
 {
     while(Math.Abs(bot.myState.XDistance) > 1)
     {
         bot.pressButton("6");
         yield return "Getting in range";
     }
     if(!bot.enemyState.ActiveCancelLists.Contains("REVERSAL"))
     {
         var substate = new SequenceState("1LP.W18.*2HP.2MPHP.W10.6.2.3HP");
         while(!substate.isFinished())
             yield return substate.Process(bot);
     }
     yield break;
 }
Beispiel #13
0
        public override System.Collections.Generic.IEnumerator <string> Run(Bot bot)
        {
            var chosenCombo = (from combo in bot.getComboList()
                               where
                               combo.Score >= 100
                               orderby combo.Score descending

                               select combo).Take(1);
            var c        = chosenCombo.First();
            var substate = new SequenceState(c.Input);

            while (!substate.isFinished())
            {
                yield return(substate.Process(bot));
            }
        }
Beispiel #14
0
    public void IncrementSequence(string name, int amount = 1)
    {
        SequenceState state = SequenceStates.FirstOrDefault(s => s.Name == name);

        if (state == default(SequenceState))
        {
            string message = string.Format("Sequence Manager has no thread named {0}.  Creating and initializing it.", name);
            DebugMessage(message, DebuggableBehavior.LogLevel.Warning);
            state = new SequenceState {
                Name = name, Counter = 0
            };
        }

        state.Counter++;

        DebugMessage("Raised thread " + name + " to state #" + state.Counter);
    }
Beispiel #15
0
            public override IEnumerator <string> Run(Bot bot)
            {
                var timer = 0;

                while (Math.Abs(bot.myState.XDistance) > combo.XMax || bot.enemyState.ActiveCancelLists.Contains("REVERSAL") || bot.enemyState.ScriptName.Contains("UPWARD"))
                {
                    bot.pressButton("6");
                    yield return("Getting in range");
                }

                var substate = new SequenceState(combo.Input);

                while (!substate.isFinished())
                {
                    yield return(substate.Process(bot));
                }
            }
Beispiel #16
0
 public override System.Collections.Generic.IEnumerator <string> Run(Bot bot)
 {
     while (Math.Abs(bot.myState.XDistance) > 1)
     {
         bot.pressButton("6");
         yield return("Getting in range");
     }
     if (!bot.enemyState.ActiveCancelLists.Contains("REVERSAL"))
     {
         var substate = new SequenceState("1LP.W18.*2HP.2MPHP.W10.6.2.3HP");
         while (!substate.isFinished())
         {
             yield return(substate.Process(bot));
         }
     }
     yield break;
 }
Beispiel #17
0
        private void UpdateState()
        {
            var current = Config.Sequence[_sequenceIndex];
            var ticks   = Environment.TickCount;

            if (_state == SequenceState.Hold && ticks - _stateStart > current.HoldTime)
            {
                _sequenceIndex = (_sequenceIndex + 1) % Config.Sequence.Count;
                _state         = SequenceState.Transition;
                _stateStart    = ticks;
            }
            else if (_state == SequenceState.Transition && ticks - _stateStart > current.TransitionTime)
            {
                _state      = SequenceState.Hold;
                _stateStart = ticks;
            }
        }
Beispiel #18
0
    public void SwithiPanel()
    {
        var rectTrans   = GetComponent <RectTransform>();
        var subSequence = DOTween.Sequence();

        // 呼び出しで強制呼び出しモード()
        if (_state == SequenceState.STAY_HIDE)
        {
            subSequence.Append(rectTrans.DOAnchorPosX(_showPos_x, _duration));
            subSequence.AppendCallback(() => { _state = SequenceState.LOCKED_SHOW; });
        }

        if (_state == SequenceState.LOCKED_SHOW)
        {
            subSequence.Append(rectTrans.DOAnchorPosX(_hidePos_x, _duration));
            subSequence.AppendCallback(() => { _state = SequenceState.STAY_HIDE; });
        }
    }
Beispiel #19
0
    void Start()
    {
        var rectTrans = GetComponent <RectTransform>();

        var stock = GetComponent <SlimeStock>();

        // スライムを吸引したときの処理
        _sequence = DOTween.Sequence();
        _sequence.Append(rectTrans.DOAnchorPosX(_showPos_x, _duration));
        _sequence.AppendCallback(() => { _state = SequenceState.STAY_SHOW; });
        _sequence.AppendInterval(_duration * 3);
        _sequence.AppendCallback(() => { _state = SequenceState.MOVE_LEFT; });
        _sequence.Append(rectTrans.DOAnchorPosX(_hidePos_x, _duration));
        _sequence.AppendCallback(() => { _state = SequenceState.STAY_HIDE; });
        _sequence.SetAutoKill(false);

        _sequence.Pause();

        rectTrans.anchoredPosition = new Vector2(rectTrans.anchoredPosition.x, rectTrans.anchoredPosition.y);

        // スライムが増減した時
        stock.ObserveEveryValueChanged(x => x.GetSlimeAmount())
        .Skip(1)
        .DistinctUntilChanged()
        .Subscribe(_stock => {
            // テキストコンポーネントを取得し、スライムの数を入れる
            foreach (var slime in stock.SlimeStockList)
            {
                var image = transform.Find(slime.Key.name.ToString());
                var text  = image.Find("Num").GetComponent <Text>();
                text.text = "× " + slime.Value.ToString();

                _oldAmmount = stock.GetSlimeAmount();
            }

            // 隠れているときだけポップ表示ON
            if (_state == SequenceState.STAY_HIDE || _state == SequenceState.MOVE_LEFT)
            {
                _sequence.Restart();
                _state = SequenceState.MOVE_RIGHT;
            }
        });
    }
Beispiel #20
0
        public override bool Tick(Actor self)
        {
            if (state == SequenceState.Move)
            {
                if (shouldCancel)
                {
                    return(true);
                }

                if ((dockableActor.World.Map.CellContaining(dockableActor.CenterPosition) - dockEntry).Length != 0)
                {
                    QueueChild(new Move(dockableActor, dockEntry, WDist.Zero));
                }
                else
                {
                    QueueChild(new Turn(dockableActor, dock.Info.Facing));
                    state = SequenceState.Turn;
                }

                return(false);
            }

            if (state == SequenceState.Turn)
            {
                if (shouldCancel)
                {
                    return(true);
                }

                QueueChild(new Drag(dockableActor, dockableActor.World.Map.CenterOfCell(dockEntry), dockTarget, distance / speed));
                state = SequenceState.Drag;

                return(false);
            }

            if (state == SequenceState.Drag)
            {
                state = SequenceState.Done;
                return(false);
            }

            return(true);
        }
Beispiel #21
0
        public override System.Collections.Generic.IEnumerator <string> Run(Bot bot)
        {
            var chosenCombo = (from combo in bot.getComboList()
                               where
                               combo.Score >= 100 && combo.Type.HasFlag(ComboType.STUFF)
                               orderby combo.Score descending
                               select combo).ToList();

            if (chosenCombo.Count() == 0)
            {
                yield break;
            }
            var c        = chosenCombo.First();
            var substate = new SequenceState(c.Input);

            while (!substate.isFinished())
            {
                yield return(substate.Process(bot));
            }
        }
        public void Populate(QuestSection newSection)
        {
            sequenceState = SequenceState.NotStarted;
            ClearTaskRoutines();

            section = newSection;
            QuestTask[] allTasks = section.tasks;
            titleContainer.SetActive(!string.IsNullOrEmpty(section.name));
            sectionTitle.text = section.name;

            bool          hasCompletedTasksToShow = false;
            List <string> entriesToRemove         = taskEntries.Keys.ToList();

            for (int index = 0; index < allTasks.Length; index++)
            {
                QuestTask task = allTasks[index];
                //We only show completed quests that has been just completed to show the progress
                if (!taskEntries.ContainsKey(task.id) && (task.status == QuestsLiterals.Status.BLOCKED || (task.progress >= 1 && !task.justProgressed)))
                {
                    continue;
                }

                entriesToRemove.Remove(task.id);
                if (!taskEntries.TryGetValue(task.id, out QuestsTrackerTask taskEntry))
                {
                    taskEntry = CreateTask();
                    //New tasks are invisible
                    taskEntry.gameObject.SetActive(!task.justUnlocked);
                    taskEntries.Add(task.id, taskEntry);
                }

                taskEntry.Populate(task);
                taskEntry.transform.SetSiblingIndex(index);
            }

            for (int index = 0; index < entriesToRemove.Count; index++)
            {
                DestroyTaskEntry(entriesToRemove[index]);
            }
            OnLayoutRebuildRequested?.Invoke();
        }
Beispiel #23
0
        public RuntimeStatusInfo(SessionStateHandle stateHandle, ulong statusIndex, Dictionary <int, string> failedInfos,
                                 IDictionary <IVariable, string> watchDatas, PerformanceData performance,
                                 Dictionary <ICallStack, StepResult> stepResults)
        {
            this.Properties = new SerializableMap <string, object>(Constants.DefaultRuntimeSize);
            this.SessionId  = stateHandle.Session;

            this.CallStacks    = new List <ICallStack>(stateHandle.SequenceCount);
            this.SequenceState = new List <RuntimeState>(stateHandle.SequenceCount);

            this.StatusIndex  = statusIndex;
            this.StartGenTime = stateHandle.StartGenTime;
            this.EndGenTime   = stateHandle.EndGenTime;
            this.StartTime    = stateHandle.StartTime;
            this.ElapsedTime  = stateHandle.ElapsedTime;
            this.CurrentTime  = stateHandle.CurrentTime;
            if (null != performance)
            {
                this.MemoryUsed      = performance.MemoryUsed;
                this.MemoryAllocated = performance.MemoryAllocated;
                this.ProcessorTime   = performance.ProcessorTime;
            }
            this.State = stateHandle.State;

            foreach (int sequenceIndex in stateHandle.SequenceIndexes)
            {
                CallStacks.Add(stateHandle[sequenceIndex].RunStack);
                SequenceState.Add(stateHandle[sequenceIndex].State);
            }
            if (null != failedInfos)
            {
                this.FailedInfos = new Dictionary <int, IFailedInfo>(failedInfos.Count);
                foreach (KeyValuePair <int, string> keyValuePair in failedInfos)
                {
                    this.FailedInfos.Add(keyValuePair.Key, new FailedInfo(keyValuePair.Value));
                }
            }
            StepResults     = stepResults;
            this.WatchDatas = watchDatas;
        }
Beispiel #24
0
    void OnGUI()
    {
        Event e = Event.current;

        if (e == null)
        {
            return;
        }
        if (e.isKey)
        {
            if (e.keyCode == KeyCode.None)
            {
                return;
            }
            if (Event.current.type == EventType.KeyDown)
            {
                if (e.keyCode == lastKey || e.keyCode == lastKey2)
                {
                    // If we detect a new key, but its the same as the previous key, then discard it.
                    return;
                }
                Debug.Log("Key is " + e.keyCode.ToString());
                // TODO: Log EventType.KeyUp too
                Debug.Log("Detected key code: " + e.keyCode + " time:" + time_ms);
                currentKeySequenceLogs["Date"].Add(System.DateTime.Now.ToString("yyyy-MM-dd"));
                currentKeySequenceLogs["Timestamp"].Add(System.DateTime.Now.ToString("HH:mm:ss.ffff"));
                currentKeySequenceLogs["Event"].Add("KeyDown");
                currentKeySequenceLogs["KeyCode"].Add(e.keyCode.ToString());
                currentKeySequenceLogs["SequenceTime_ms"].Add(sequenceTime_ms.ToString());
                currentKeySequenceLogs["TimeSinceLastKey_ms"].Add(timeSinceLastPress_ms.ToString());
                timeSinceLastPress_ms = 0f;
                sequenceState         = SequenceState.Playing;
                deadzoneTime_ms       = 0f;
                lastKey2 = lastKey;
                lastKey  = e.keyCode;
                onKeyDown.Invoke(e.keyCode);
            }
        }
    }
Beispiel #25
0
        public override System.Collections.Generic.IEnumerator <string> Run(Bot bot)
        {
            var r           = new Random();
            var chosenCombo = (from combo in bot.getComboList()
                               where
                               combo.Score > 0 && combo.Type.HasFlag(ComboType.GROUND)
                               orderby combo.Score descending

                               select combo).Take(5);

            if (chosenCombo.Count() == 0)
            {
                _reason = "No combos?";
                yield break;
            }
            var c     = chosenCombo.ElementAt(r.Next(chosenCombo.Count()));
            var timer = 0;

            while (Math.Abs(bot.myState.XDistance) > c.XMax || bot.enemyState.ActiveCancelLists.Contains("REVERSAL") || bot.enemyState.ScriptName.Contains("UPWARD"))
            {
                bot.pressButton("6");
                if (timer++ > 10)
                {
                    _reason = "Rerolling";
                    yield break;
                }

                yield return("Getting in range" + timer);
            }

            var substate = new SequenceState(c.Input);

            while (!substate.isFinished())
            {
                yield return(substate.Process(bot));
            }
        }
    private void LateUpdate()
    {
        var playerAnimator = player.GetComponent <Animator>();

        switch (sequenceState)
        {
        case SequenceState.TeleportIn:
            if (player.obstacleDetector.collisions.below)
            {
                player.morphing = true;
                sequenceState   = SequenceState.MorphIn;
            }
            else
            {
                player.frozen      = true;
                player.teleporting = true;
                player.morphing    = false;
            }
            break;

        case SequenceState.MorphIn:
        {
            var info =
                playerAnimator.GetCurrentAnimatorClipInfo(0);

            var clipLength = info[0].clip.length;

            var coroutine = MorphInEndRoutine(clipLength);

            StartCoroutine(coroutine);

            sequenceState = SequenceState.None;
        }
        break;
        }
    }
Beispiel #27
0
    public bool Command(Command c)
    {
        SequenceState newState = SequenceState.PAUSED;

        switch (c)
        {
        case global::Command.NONE:
            return(false);

        case global::Command.PLAY:
            newState = SequenceState.PLAYING;
            break;

        case global::Command.PAUSE:
            newState = SequenceState.PAUSED;
            break;

        case global::Command.STOP:
            newState = SequenceState.STOPPED;
            break;

        default:
            throw new ArgumentOutOfRangeException(nameof(c), c, null);
        }

        if (newState == state)
        {
            return(false);
        }

        switch (newState)
        {
        case SequenceState.STOPPED:
            if (loop != null)
            {
                StopCoroutine(loop);
                currentTime = startTime;
            }
            break;

        case SequenceState.PLAYING:
            if (state == SequenceState.PAUSED)
            {
                break;
            }
            loop = StartCoroutine(Loop());
            break;

        case SequenceState.PAUSED:
            if (loop != null)
            {
                StopCoroutine(loop);
            }
            break;

        default:
            throw new ArgumentOutOfRangeException(nameof(newState), newState, null);
        }

        state = newState;
        return(true);
    }
Beispiel #28
0
 public ColorSequenceEffect(ColorSequenceEffectConfig config) : base(config)
 {
     _state         = SequenceState.Hold;
     _stateStart    = Environment.TickCount;
     _sequenceIndex = 0;
 }
            public override IEnumerator<string> Run(Bot bot)
            {
                var timer = 0;
                while (Math.Abs(bot.myState.XDistance) > combo.XMax || bot.enemyState.ActiveCancelLists.Contains("REVERSAL") || bot.enemyState.ScriptName.Contains("UPWARD"))
                {
                    bot.pressButton("6");
                    yield return "Getting in range";
                }

                var substate = new SequenceState(combo.Input);
                while (!substate.isFinished())
                    yield return substate.Process(bot);
            }
 void BeginTeleportIn()
 {
     sequenceState = SequenceState.TeleportIn;
     StartCoroutine(TeleportInRoutine());
 }
Beispiel #31
0
        private void InitMachine()
        {
            Log.Info("InitMachine");
            //  if (saveLoadWinPos == null)
            //     saveLoadWinPos = new SaveLoadWinPos();


            // Create the states

            initial  = new InitialState("Init", _machine);
            settings = new SettingState("Settings", _machine);
            sequence = new SequenceState("Sequence", _machine);
            launch   = new LaunchState("Launch", _machine);
            launched = new LaunchedState("Launched", _machine);
            finish   = new KFSMState("Finish");

            // Add events to the states

            var go2Finish = new KFSMEvent("Finish")
            {
                GoToStateOnEvent = finish,
                updateMode       = KFSMUpdateMode.MANUAL_TRIGGER
            };

            var go2Settings = new KFSMEvent("Settings")
            {
                GoToStateOnEvent = settings, updateMode = KFSMUpdateMode.MANUAL_TRIGGER
            };

            initial.AddEvent(go2Settings);

            var go2Init = new KFSMEvent("Init")
            {
                GoToStateOnEvent = initial, updateMode = KFSMUpdateMode.MANUAL_TRIGGER
            };

            settings.AddEvent(go2Init);
            sequence.AddEvent(go2Init);
            finish.AddEvent(go2Init);

            var go2Sequence = new KFSMEvent("Sequence")
            {
                GoToStateOnEvent = sequence, updateMode = KFSMUpdateMode.MANUAL_TRIGGER
            };

            initial.AddEvent(go2Sequence);

            var go2Launch = new KFSMEvent("Launch")
            {
                GoToStateOnEvent = launch, updateMode = KFSMUpdateMode.MANUAL_TRIGGER
            };

            initial.AddEvent(go2Launch);
            launch.AddEvent(go2Init);
            launch.AddEvent(go2Finish);

            var go2Launched = new KFSMEvent("Launched")
            {
                GoToStateOnEvent = launched, updateMode = KFSMUpdateMode.MANUAL_TRIGGER
            };

            launch.AddEvent(go2Launched);

            initial.AddEvent(go2Finish);
            launched.AddEvent(go2Finish);

            // Add states to the state  machine

            _machine.AddState(initial);
            _machine.AddState(settings);
            _machine.AddState(sequence);
            _machine.AddState(launch);
            _machine.AddState(finish);
        }
Beispiel #32
0
 /// <summary>
 /// 
 /// </summary>
 public void NextStep()
 {
     State = SequenceState.Pause;
     m_UpdateOnlyOneStep = true;
     m_IsOnPause = true;
 }
Beispiel #33
0
        /// <summary>
        /// 
        /// </summary>
        public void Resume()
        {
            State = SequenceState.Running;
            m_UpdateOnlyOneStep = false;
            m_IsOnPause = false;
            m_MustStop = false;

            if (m_LastExecution != null)
            {
                m_LastExecution.Slot.Node.IsProcessing = false;
            }
        }
Beispiel #34
0
 /// <summary>
 /// 
 /// </summary>
 public void Pause()
 {
     State = SequenceState.Pause;
     m_IsOnPause = true;
 }
Beispiel #35
0
 /// <summary>
 /// 
 /// </summary>
 public void Stop()
 {
     State = SequenceState.Stop;
     m_MustStop = true;
     m_IsOnPause = false;
     m_UpdateOnlyOneStep = false;
 }
Beispiel #36
0
        /// <summary>
        /// 
        /// </summary>
        private void ProcessLoop(bool sleep_ = true)
        {
            bool processing = true;

            while (processing == true
                && m_MustStop == false)
            {
                if (m_IsOnPause == false)
                {
                    processing = DoOneStep();

                    if (processing == true)
                    {
                        State = SequenceState.Running;
                    }
                }
                else if (m_UpdateOnlyOneStep == true)
                {
                    m_UpdateOnlyOneStep = false;
                    processing = DoOneStep();

                    if (processing == true)
                    {
                        State = SequenceState.Pause;
                    }
                }

                if (sleep_ == true)
                {
                    // Do sleep else all WPF bindings will block the UI thread
                    // 5ms else the UI is not enough responsive
                    System.Threading.Thread.Sleep(5);
                }
            };

            State = SequenceState.Stop;
            m_LastExecution = null;

            foreach (ProcessingContext c in m_CallStacks)
            {
                c.SequenceBase.ResetNodes();
            }
        }
Beispiel #37
0
 public override void Undock(Actor dockableActor, Dockable dockable, Actor dockActor, Dock dock)
 {
     Setup(dockableActor, dockable, dockActor, dock);
     QueueChild(new Drag(dockableActor, dockTarget, dockableActor.World.Map.CenterOfCell(dockEntry), distance / speed));
     state = SequenceState.Drag;
 }
Beispiel #38
0
        public override System.Collections.Generic.IEnumerator<string> Run(Bot bot)
        {
			var chosenCombo = (from combo in bot.getComboList()
                              where
                                  combo.Score >= 100
                              orderby combo.Score descending
                              
                              select combo).Take(1);
			var c = chosenCombo.First();
            var substate = new SequenceState(c.Input);
			while(!substate.isFinished())
                yield return substate.Process(bot);
        }
Beispiel #39
0
 public override System.Collections.Generic.IEnumerator<string> Run(Bot bot)
 {
     var chosenCombo = (from combo in bot.getComboList()
                        where
                            combo.Score >= 100 && combo.Type.HasFlag(ComboType.STUFF)
                        orderby combo.Score descending
                        select combo).ToList();
     if (chosenCombo.Count() == 0)
     {
         yield break;
     }
     var c = chosenCombo.First();
     var substate = new SequenceState(c.Input);
     while (!substate.isFinished())
         yield return substate.Process(bot);
 }