void CreateReceiveLogicalMessageList() { var behaviorList = new BehaviorList<ReceiveLogicalMessageContext>(); behaviorList.Add<ApplyIncomingMessageMutatorsBehavior>(); //todo: we'll make this optional as soon as we have a way to manipulate the pipeline behaviorList.Add<DataBusReceiveBehavior>(); behaviorList.Add<LoadHandlersBehavior>(); foreach (var pipelineOverride in pipelineOverrides) { pipelineOverride.Override(behaviorList); } receiveLogicalMessageBehaviorList = behaviorList.InnerList; }
void CreateSendPhysicalMessageList() { var behaviorList = new BehaviorList<SendPhysicalMessageContext>(); behaviorList.Add<SerializeMessagesBehavior>(); behaviorList.Add<MutateOutgoingPhysicalMessageBehavior>(); behaviorList.Add<DispatchMessageToTransportBehavior>(); foreach (var pipelineOverride in pipelineOverrides) { pipelineOverride.Override(behaviorList); } sendPhysicalMessageBehaviorList = behaviorList.InnerList; }
/// <summary> Create Red Arrow Enemy with arrow Texture </summary> public Enemy(Vector2 setPosition, int setHitPoints) : base("AI/arrow", new Color(255, 0, 0)) { // Create animation _animationCogwheel = new Animation("Enemies/DerGeraet", 7, 5, 0, 32, 1000, true); //_animationCogwheel = new Animation("Enemies/cogwheel", 4, 12, 0, 48, 2000, true); _animationCogwheel.IsAlive = true; _animationCogwheel.Scale = 0.3f; // Assign hitpoints and create rectangle from Texture HitPoints = setHitPoints; body = BodyFactory.CreateRectangle(PhysicsGameScreen.World, ConvertUnits.ToSimUnits(Texture.Width), ConvertUnits.ToSimUnits(Texture.Height), density); body.UserData = "enemy"; // Create Behavior enemyNav = new BehaviorNav(0.2f); enemyNav.GoalReached += new EventHandler(enemyNav_GoalReached); enemyNav.NodeReached += new EventHandler(enemyNav_NodeReached); BehaviorList.Add(enemyNav); // set Position and start navigation Position = setPosition; NavigateToActor(Node.GetClosestNode(setPosition)); } // Enemy(Vector2 setPosition, int setHitPoints)
public BombingEnemy(Vector2 setPosition, int setHitPoints) : base("Enemies/airship", Color.White) { // Assign hitpoints and create rectangle from Texture HitPoints = setHitPoints; body = BodyFactory.CreateRectangle(PhysicsGameScreen.World, ConvertUnits.ToSimUnits(Texture.Width), ConvertUnits.ToSimUnits(Texture.Height), density); body.UserData = "enemy"; // set Position and start navigation Position = setPosition; BehaviorList.Add(new BehaviorConstant(0.2f, new Vector2(-1, 0))); } // BombingEnemy(setPosition, setHitPoints)
public void Add() { var behaviorList = new BehaviorList <FakeContext> { InnerList = new List <Type> { typeof(Behavior1) } }; behaviorList.Add <Behavior2>(); Assert.AreEqual(2, behaviorList.InnerList.Count); Assert.AreEqual(typeof(Behavior2), behaviorList.InnerList[1]); }
public virtual void ReadChildData(BinaryReader reader) { int x = 0; for (x = 0; (x < _specialMovement.Count); x = (x + 1)) { SpecialMovement.Add(new SpecialMovementBlockBlock()); SpecialMovement[x].Read(reader); } for (x = 0; (x < _specialMovement.Count); x = (x + 1)) { SpecialMovement[x].ReadChildData(reader); } for (x = 0; (x < _behaviorList.Count); x = (x + 1)) { BehaviorList.Add(new BehaviorNamesBlockBlock()); BehaviorList[x].Read(reader); } for (x = 0; (x < _behaviorList.Count); x = (x + 1)) { BehaviorList[x].ReadChildData(reader); } }
void CreateHandlerInvocationList() { var behaviorList = new BehaviorList<HandlerInvocationContext>(); behaviorList.Add<SetCurrentMessageBeingHandledBehavior>(); behaviorList.Add<AuditInvokedSagaBehavior>(); behaviorList.Add<SagaPersistenceBehavior>(); behaviorList.Add<InvokeHandlersBehavior>(); foreach (var pipelineOverride in pipelineOverrides) { pipelineOverride.Override(behaviorList); } handlerInvocationBehaviorList = behaviorList.InnerList; }
void CreateReceivePhysicalMessageList() { var behaviorList = new BehaviorList<ReceivePhysicalMessageContext>(); behaviorList.Add<ChildContainerBehavior>(); behaviorList.Add<MessageHandlingLoggingBehavior>(); behaviorList.Add<ImpersonateSenderBehavior>(); behaviorList.Add<AuditBehavior>(); behaviorList.Add<ForwardBehavior>(); behaviorList.Add<UnitOfWorkBehavior>(); behaviorList.Add<ApplyIncomingTransportMessageMutatorsBehavior>(); behaviorList.Add<RaiseMessageReceivedBehavior>(); behaviorList.Add<RemoveIncomingHeadersBehavior>(); behaviorList.Add<ExtractLogicalMessagesBehavior>(); behaviorList.Add<CallbackInvocationBehavior>(); behaviorList.Add<ExecuteLogicalMessagesBehavior>(); foreach (var pipelineOverride in pipelineOverrides) { pipelineOverride.Override(behaviorList); } receivePhysicalMessageBehaviorList = behaviorList.InnerList; }
void CreateSendLogicalMessageList() { var behaviorList = new BehaviorList<SendLogicalMessageContext>(); behaviorList.Add<SendValidatorBehavior>(); behaviorList.Add<SagaSendBehavior>(); behaviorList.Add<MutateOutgoingMessageBehavior>(); //todo: we'll make this optional as soon as we have a way to manipulate the pipeline behaviorList.Add<DataBusSendBehavior>(); foreach (var pipelineOverride in pipelineOverrides) { pipelineOverride.Override(behaviorList); } sendLogicalMessageBehaviorList = behaviorList.InnerList; }
void CreateSendLogicalMessagesList() { var behaviorList = new BehaviorList<SendLogicalMessagesContext>(); behaviorList.Add<MultiSendValidatorBehavior>(); behaviorList.Add<MultiMessageBehavior>(); behaviorList.Add<CreatePhysicalMessageBehavior>(); foreach (var pipelineOverride in pipelineOverrides) { pipelineOverride.Override(behaviorList); } sendLogicalMessagesBehaviorList = behaviorList.InnerList; }
public override void Override(BehaviorList <ReceiveLogicalMessageContext> behaviorList) { //and also hook into to logical receive pipeline to make filtering on message types easier behaviorList.Add <MyFilteringAuditBehavior>(); }
public override void Override(BehaviorList<ReceivePhysicalMessageContext> behaviorList) { behaviorList.Add<LicenseBehavior>(); }
public override void Override(BehaviorList <ReceivePhysicalMessageContext> behaviorList) { behaviorList.Add <LicenseBehavior>(); }