Ejemplo n.º 1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Assignment"/> class.
 /// </summary>
 public Assignment(Task.Task task, WorkCalendarBase workCalendar, AbstractContour contourBucket, double units, long delay)
 {
     _task            = task;
     _contourBucket   = contourBucket;
     _units           = units;
     _workingCalendar = workCalendar;
     _delay           = new DelayImpl(delay);
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Assignment"/> class.
 /// </summary>
 public Assignment(Task.Task task, WorkCalendarBase workCalendar, AbstractContour contourBucket, double units, long delay)
 {
     _task = task;
     _contourBucket = contourBucket;
     _units = units;
     _workingCalendar = workCalendar;
     _delay = new DelayImpl(delay);
 }
Ejemplo n.º 3
0
        private void CaseAttackStateDelay()
        {
            IDelayable skill  = skillFocused as IDelayable;
            Hashtable  action = new Hashtable();

            if (skill.IsDelayCompleted() || skill.IsDelayExempted)
            {
                SetAttackState(AttackState.none);
            }
            else
            {
                skill.Delay(action);
            }
        }
Ejemplo n.º 4
0
    public SingleEntityResult OfferSingleEntitySelection(ICollection <Entity> options)
    {
        SingleEntityResult result = new SingleEntityResult();

        SingleEntitySelection ses = Instantiate(singleEntityPromptPrefab);

        ses.Initialize(this, options, result);
        ses.transform.parent = transform;

        activeSelection = ses;
        pendingResult   = result;

        state = InterfaceState.BusyWithSelection;

        return(result);
    }
Ejemplo n.º 5
0
 /// <summary>
 /// Moves the <see cref="CardRenderer"/> that matches the active card back into the hand.
 /// </summary>
 /// <remarks>Used to respond to <see cref="GameManager.OnCardDeselected"/></remarks>
 public void DeselectActiveCard()
 {
     if (activeCardRenderer != null)
     {
         hand.AddCardToHand(activeCardRenderer);
         hand.HoldCardsDown = false;
         activeCardRenderer.UpdateDescription(useStatic: true);
         activeCardRenderer = null;
         cancelCardButton.gameObject.SetActive(false);
     }
     if (state == InterfaceState.BusyWithSelection)
     {
         pendingResult = null;
         activeSelection.Cleanup();
         activeSelection = null;
         state           = InterfaceState.Idle;
     }
 }
Ejemplo n.º 6
0
    public void Update()
    {
        switch (state)
        {
        case InterfaceState.BusyWithSelection:
        {
            if (pendingResult.IsReadyOrCancelled())
            {
                pendingResult = null;
                activeSelection.Cleanup();
                activeSelection = null;
                state           = InterfaceState.Idle;
            }
        }; break;
        }

        if (activeCardRenderer != null)
        {
            activeCardRenderer.UpdateDescription(); //ABSOLUTELY DON'T DO THIS EVERY TURN
        }
    }
Ejemplo n.º 7
0
        public void PrintDetail()
        {
            StringBuilder sb = new StringBuilder();

            sb.Append("\n=======================\n        ");
            sb.Append(this.ToString());
            sb.Append("\n=======================\n");
            sb.Append("\nSkill focused : ");
            if (skillFocused != null)
            {
                sb.Append(skillFocused.skillCode);
            }
            sb.Append("\nAttack state : ");
            sb.Append(attackState);
            sb.Append("\nMove state : ");
            sb.Append(moveState);
            for (int i = 0; i < skillList.Count; i++)
            {
                sb.Append("\n--Skill");
                sb.Append(i);
                sb.Append("--");
                sb.Append("\nSkill name : ");
                sb.Append(skillList[i].skillCode);
                sb.Append("\nSkill Cooldown : ");
                ICooldownable cSkill = skillList[i] as ICooldownable;
                if (cSkill != null)
                {
                    sb.Append(cSkill.CooldownTime + "/" + cSkill.CooldownTimeNeeded);
                    if (cSkill.IsSkillReadyExceptCooldown())
                    {
                        sb.Append(": Skill Ready Except Cooldown");
                    }
                }
                else
                {
                    sb.Append("Not Cooldownable");
                }
                sb.Append("\nSkill Ready : ");
                IReadiable rSkill = skillList[i] as IReadiable;
                if (rSkill != null)
                {
                    sb.Append(rSkill.ReadyTime + "/" + rSkill.ReadyTimeNeeded);
                }
                else
                {
                    sb.Append("Not Readiable");
                }
                sb.Append("\nSkill Delay : ");
                IDelayable dSkill = skillList[i] as IDelayable;
                if (dSkill != null)
                {
                    sb.Append(dSkill.DelayTime + "/" + dSkill.DelayTimeNeeded);
                }
                else
                {
                    sb.Append("Not Delayable");
                }
            }
            sb.Append("\n=======================");
            Console.WriteLine(sb);
        }