Beispiel #1
0
        /// <summary>
        /// Private method used by all gets that handles getting a parameter.
        /// Note that if a parameter is not defined, the default for that type is returned
        /// </summary>
        /// <typeparam name="T">The type of the parameter to get</typeparam>
        /// <param name="name">The name of the parameter to get</param>
        /// <param name="serverSide">True if this parameter should be NOT syncronized with peers</param>
        private T GetValueInternal <T>(string name, bool serverSide = false)
        {
            // If we have that parameter, then get it
            if (myParameters.ContainsKey(name))
            {
                // Get the object value
                object value = myParameters[name].RawValue;

                // Verify type before returning
                if (value == null)
                {
                    return(default(T));
                }
                else if (typeof(T).IsAssignableFrom(value.GetType()))
                {
                    return((T)value);
                }
                else if (Utils.CanChangeType(value, typeof(T)))
                {
                    return((T)Convert.ChangeType(value, typeof(T)));
                }
                else
                {
                    throw new InvalidCastException(string.Format("Cannot cast {0} to {1}", value.GetType().Name, typeof(T).Name));
                }
            }
            // Otherwise make a default one
            else
            {
                // Add and return a default parameter of type T
                myParameters.Add(name, StateParameter.Construct(name, default(T), !serverSide));
                return(myParameters[name].GetValueInternal <T>());
            }
        }
Beispiel #2
0
        /// <summary>
        /// Gets the state parameter with the given name
        /// </summary>
        /// <param name="name">The name of the parameter</param>
        /// <param name="serverSide">Whether or not this game state is not syncronized</param>
        /// <returns>The parameter with the given name</returns>
        public StateParameter GetParameter <T>(string name, bool serverSide = false)
        {
            // If we don't have that parameter, make it
            if (!myParameters.ContainsKey(name))
            {
                myParameters.Add(name, StateParameter.Construct <T>(name, (T)Activator.CreateInstance(typeof(T)), serverSide));
            }

            // Get the parameter
            return(myParameters[name]);
        }
Beispiel #3
0
        /// <summary>
        /// Private method used by all sets that handles setting a parameter
        /// </summary>
        /// <typeparam name="T">The type of the parameter to set</typeparam>
        /// <param name="name">The name of the parameter to set</param>
        /// <param name="value">The value to set</param>
        /// <param name="serverSide">True if this parameter should be NOT syncronized with peers</param>
        private void InternalSet <T>(string name, T value, bool serverSide)
        {
            // If the parameter does not exist, add it, otherwise update it
            if (!myParameters.ContainsKey(name))
            {
                myParameters.Add(name, StateParameter.Construct(name, value, !serverSide));
            }
            else
            {
                myParameters[name].SetValueInternal(value);
            }

            InvokeUpdated(myParameters[name]);
        }