// public bool _isOver = false; public Task boomTask() { TaskList tl = new TaskList(); // tl.init = delegate { // _isOver = false; // }; // TaskWait tw = new TaskWait(0.1f); TaskManager.PushBack(tw, delegate { //_mesh.filter.gameObject.SetActive(false); // Debug.Log(_mesh); // Debug.Log(_mesh.vs); VoxelBoom.GetInstance().emission(_mesh, 15); }); tl.push(tw); // tl.push (TaskWait.Create (0.1f, delegate { // _isOver = true; // })); // tl.isOver = delegate { // return _isOver; // }; //TaskManager.Run (tl); return(tl); }
private State getSkill() { StateWithEventMap swie = TaskState.Create(delegate() { TaskList tl = new TaskList(); TaskWait tw = new TaskWait(0.01f); TaskManager.PushFront(tw, delegate() { this._animator.Play("skill"); }); Task task = new Task(); task.isOver = delegate() { var info = _animator.GetCurrentAnimatorStateInfo(0); if (!info.IsName("skill")) { return(true); } else { return(false); } }; tl.push(tw); tl.push(task); tl.push(resetTask()); return(tl); }, fsm_, delegate(FSMEvent evt) { return("idle"); }); return(swie); }
private State getHit() { StateWithEventMap swie = TaskState.Create(delegate() { TaskList tl = new TaskList(); TaskWait tw = new TaskWait(0.01f); TaskManager.PushFront(tw, delegate() { _animator.Play("def"); }); Task task = new Task(); task.isOver = delegate() { var info = _animator.GetCurrentAnimatorStateInfo(0); if (info.normalizedTime > info.length) { return(true); } else { return(false); } }; tl.push(tw); tl.push(task); tl.push(resetTask()); return(tl); }, fsm_, delegate(FSMEvent evt) { return("idle"); }); return(swie); }
// Use this for initialization void Start() { TaskList taskList = new TaskList(); //创建任务 当回调为true时进行下一个任务 Task task1 = new Task(); task1.init = delegate() { Debug.Log("this is first task!!!"); }; task1.IsOver = delegate() { //只有返回true才会执行下一任务 return(true); }; taskList.push(task1); //挂起两秒 TaskWait wait = new TaskWait(); wait.SetAllWaitTime(2f); taskList.push(wait); //创建第二个任务 Task task2 = new Task(); task2.init = delegate() { Debug.Log("this is second task!!!"); }; taskList.push(task2); TaskSet mt = new TaskSet(); //创建第三个任务 Task task3 = new Task(); task3.init = delegate() { Debug.Log("this is third task!!!"); }; task3.IsOver = delegate() { Debug.Log("third task is finish"); return(true); }; mt.push(task3); //创建第四个任务 Task task4 = new Task(); task4.init = delegate() { Debug.Log("this is forth task!!!"); }; task4.IsOver = delegate() { Debug.Log("forth task is finish"); return(true); }; mt.push(task4); taskList.push(mt); TaskManager.Run(taskList); }
public State getStart() { StateWithEventMap state = TaskState.Create(delegate() { Task task = new TaskWait(0.1f); TaskManager.PushFront(task, delegate { _hp = 5; _hpBar.setValue(_hp); _number++; if (_number % 2 == 1) { _girl.SetActive(false); _old.SetActive(true); } else { _girl.SetActive(true); _old.SetActive(false); } }); // _hpBar.setValue (_hp); return(task); }, this._fsm, "idle"); return(state); }
private Task pointTask() { float time = _time; //float flicker = 0.05f; // float all = 0f; TaskWait task = new TaskWait(time); TaskManager.PushFront(task, delegate { // all = 0f; _point.SetActive(true); }); TaskManager.PushBack(task, delegate { _point.SetActive(true); }); /* * TaskManager.AddUpdate(task, delegate (float d) * { * all += d; * float fn = all / flicker; * int n = Mathf.FloorToInt(fn); * if ((n % 2) == 0) * { * _point.SetActive(true); * } * else { * _point.SetActive(false); * } * });*/ return(task); }
private void configureDependencies(DependencyGraph <IInitTask> dg) { //var loadGameConfig = new TaskLoadGameConfig(); var waitTask = new TaskWait(3f); dg.AddItem(waitTask); //dg.AddItem(loadGameConfig).DependsOn(waitTask); }
// Use this for initialization Task task(string name, int i) { Task task = new TaskWait(0.01f); task.init = delegate { Debug.Log(name + ":" + i); }; return(task); }
// Use this for initialization void Start() { TaskList tl = new TaskList(); Task task1 = new Task(); task1.init = delegate() { Debug.Log("this is firs task!!!"); }; task1.isOver = delegate() { return(true); }; tl.push(task1); TaskWait wait = new TaskWait(); wait.setAllTime(2f); tl.push(wait); Task task2 = new Task(); task2.init = delegate() { Debug.Log("this is second task!!!"); }; tl.push(task2); TaskSet mt = new TaskSet(); Task task3 = new Task(); task3.init = delegate() { Debug.Log("this is third task!!!"); }; mt.push(task3); Task task4 = new Task(); task4.init = delegate() { Debug.Log("this is four task!!!"); }; mt.push(task4); TaskWait wait2 = new TaskWait(); wait2.setAllTime(5f); mt.push(wait2); Task task5 = new Task(); task5.init = delegate() { Debug.Log("this is five task!!!"); }; mt.push(task5); tl.push(mt); TaskManager.Run(tl); }
public IActionResult AddItem([FromBody] IdItemStack aItem) { try { BackpackManager.Request_Player_AddItem(aItem); TaskWait.Delay(5, () => BackpackManager.Request_Player_Info(new Id(aItem.id)).Wait()); return(Ok()); } catch (Exception Error) { return(NotFound(Error.Message)); } }
private StateBase logo() { State state = TaskState.Create(delegate { Task task = new TaskWait(1.0f); TaskManager.PushFront(task, delegate { Root.Instance.view.anchor.hide(); Root.Instance.view.board.state = InfoBoard.State.Logo; }); return(task); }, this.fsm_, "whoIsServer"); return(state); }
public void open() { // Debug.LogError("open!!!2"); circle_ = new TaskCircle(); Task tw = new TaskWait(_interval); TaskManager.PushBack(tw, delegate { this.heartbeat(); }); circle_.push(tw); TaskManager.Run(circle_); }
public void open() { this.gameObject.SetActive(true); content_.gameObject.SetActive(true); InterfaceAnimManager iam = content_.GetComponent <InterfaceAnimManager>(); TaskWait tw = new TaskWait(0.1f); TaskManager.PushBack(tw, delegate { iam.startAppear(); }); TaskManager.Run(tw); }
/// <summary> /// 等待多少秒后执行任务 /// </summary> /// <param name="time"></param> /// <param name="action"></param> public void TaskWait(float time, Action action) { TaskWait taskWait = new TaskWait(); taskWait.SetAllWaitTime(time); TaskManager.PushBack(taskWait, delegate { if (action != null) { action(); } }); TaskManager.Run(taskWait); }
private State getPlay() { State state = new State(); state.addAction("game_over", "play2over"); state.onStart += delegate() { Task task = new TaskWait(1); TaskManager.PushBack(task, delegate() { //fsm_.post("game_over"); }); TaskManager.Run(task); }; return(state); }
private State aloneState() { State state = TaskState.Create(delegate { Task task = new TaskWait(0.3f); TaskManager.PushFront(task, delegate { Debug.Log("alone state task..."); // NetworkState.Instance?.doAlone(); }); return(task); }, this.fsm_, "single"); return(state); }
public State getHurt() { StateWithEventMap state = TaskState.Create(delegate() { Task task = new TaskWait(0.3f); TaskManager.PushFront(task, delegate() { _animator.Play("Hurt"); Debug.Log("in attack"); }); return(task); }, this._fsm, "idle"); return(state); }
private State getAttack() { StateWithEventMap swie = TaskState.Create(delegate() { TaskList tl = new TaskList(); TaskWait tw = new TaskWait(0.01f); TaskManager.PushFront(tw, delegate() { this._animator.Play("attack"); }); Task task = new Task(); TaskManager.PushFront(task, delegate() { }); task.isOver = delegate() { var info = _animator.GetCurrentAnimatorStateInfo(0); if (!info.IsName("attack")) { return(true); } else { return(false); } }; task.shutdown = delegate() { attack_--; }; tl.push(tw); tl.push(task); tl.push(resetTask()); return(tl); }, fsm_, delegate(FSMEvent evt) { if (this.attack_ != 0) { return("attack"); } else { return("idle"); } }); swie.addAction("attack", delegate(FSMEvent evt) { attack_++; _animator.speed = 2 + (attack_ - 1) * 10; }); return(swie); }
public State getDie() { StateWithEventMap state = TaskState.Create(delegate() { Task task = new TaskWait(0.4f); TaskManager.PushFront(task, delegate() { VoxelBoom.GetInstance().emission(_mesh, 25); _old.SetActive(false); _girl.SetActive(false); }); return(task); }, this._fsm, "start"); return(state); }
private State joinState() { State state = TaskState.Create(delegate { Task task = new TaskWait(0.3f); TaskManager.PushBack(task, delegate { List <NetworkSystem.SessionInfo> sessions = NetworkState.Instance.sessions; if (sessions.Count > 0 && NetworkState.Instance.isRunning) { //configure NetworkState.Instance?.doJoin(); } }); return(task); }, fsm_, "scanning"); return(state); }
private StateBase start() { State state = new State(); state.onStart += delegate { TaskWait tw = new TaskWait(0.03f); TaskManager.PushBack(tw, delegate { _status.play(); // }); TaskManager.Run(tw); }; state.addAction("play", "play"); return(state); }
public Task overTask() { TaskWait tw = new TaskWait(); /* tw.setAllTime (0.1f); * //_body.AddForce * TaskManager.PushFront (tw, delegate { * _body.isKinematic = false; * _body.useGravity = true; * }); * TaskManager.AddUpdate (tw, delegate(float d) { * _body.AddForce(new Vector3(Random.Range(-50f, 50f), Random.Range(-50f, 50f),Random.Range(-10, -50f))); * }); * TaskManager.PushBack (tw, delegate { * //_body.isKinematic = false; * //_body.useGravity = true; * * });*/ return(tw); }
public Task overTask() { TaskSet tl = new TaskSet(); for (int y = 0; y < _model.height; ++y) { for (int x = 0; x < _model.width; ++x) { Cube c = _model.getCube(x, y); if (c.isEnabled) { Square s = _view.play.getSquare(x, y); tl.push(s.overTask()); } } } TaskWait tw = new TaskWait(); tw.setAllTime(0.5f); tl.push(tw); return(tl); }
private void PlayerConnected(Id ID) { UpdatePlayer(DB => DB.Players.Where(P => P.EntityId == ID.id), PlayerConnect); TaskWait.Delay(20, () => PlayerManager_Event_Player_Info(Request_Player_Info(ID).Result)); }