// // This is Event Handler for the request button which is located in the first floor. // private void down_Click(object sender, EventArgs e) {// If the vertical location of the Elevator is equal to y = 95, the 'OpenDoor' timer will start. Otherwise, 'CloseDoor' timer will start. if (Elevator.Top == 95) { drOpen = true; // This insert command will be saved into string data type (Sqlcommand). // Afterwards, it will call the connection method to execute the 'Sqlcommand' which is stored in the data type. Sqlcommand = "INSERT INTO Log ( [Action], [Date] ) values ('Door is opening in first Floor', ' " + DateTime.Now.ToString("dd/MM/yyyy HH:mm:ss") + "')"; Connection(); OpenDoor.Start();// It will call the 'OpenDoor' Event Handler. } else { drClose = true; button = false; close = false; lightOn = false; // This insert command will be saved into string data type (Sqlcommand). // Afterwards, it will call the connection method to execute the 'Sqlcommand' which is stored in the data type. Sqlcommand = "INSERT INTO Log ( [Action], [Date] ) values ('Door is closing in first Floor', ' " + DateTime.Now.ToString("dd/MM/yyyy HH:mm:ss") + "')"; Connection(); CloseDoor.Start();// The 'CloseDoor' timer will start therefore, means it will call the 'CloseDoor' Event Handler. } }
// // This is Event Handler for the 'G' button which is inside the control panel. // private void Floor0_Click(object sender, EventArgs e) { button = true; drClose = false; lightOn = true; close = false; CloseDoor.Start(); // It will call the CloseDoor Event Handler. }
private void Start() { dRange = new DoorRange(); dRange2 = new Door2Range(); dAway = new DoorAway(); dLocked = new DoorLocked(); openDoor = new OpenDoor(); closeDoor = new CloseDoor(); jumpingDoors = new Cat(); }
private IRoom GenerateRoom3() { IRoom room = Plateau(); Container chest = Chest(); chest.ExamineDescription = "The carvings show a mighty lion roaring into the distant."; room.AddItemToRoom(chest); IItem lion = Lion(); chest.Items.Add(lion); IEnchantment get = new GetEnchantment(); CloseDoor closeDoor = new CloseDoor(); closeDoor.Chest = new BaseObjectId() { Zone = 22, Id = 1 }; closeDoor.Statue = new BaseObjectId() { Zone = 22, Id = 6 }; closeDoor.Door = new BaseObjectId() { Zone = 22, Id = 3 }; get.Effect = closeDoor; get.ActivationPercent = 100; chest.Enchantments.Add(get); IEnchantment put = new PutEnchantment(); OpenDoor openDoor = new OpenDoor(); openDoor.Chest = new BaseObjectId() { Zone = 22, Id = 1 }; openDoor.Statue = new BaseObjectId() { Zone = 22, Id = 6 }; openDoor.Door = new BaseObjectId() { Zone = 22, Id = 3 }; put.Effect = openDoor; put.ActivationPercent = 100; chest.Enchantments.Add(put); return(room); }
public async Task <IActionResult> CloseDoor([FromRoute] int doorId, [FromBody] CloseDoor command) { command.DoorId = doorId; var result = await Mediator.Send(command); if (result.Success) { return(Ok(result.Item)); } else { return(BadRequest(result.Message)); } }
private IRoom GenerateRoom11() { IRoom room = Plateau(); Container chest = Chest(); chest.ExamineDescription = "The carvings show a bear climbing the tree of life."; room.AddItemToRoom(chest); chest.Items.Add(Bear()); IEnchantment get = new GetEnchantment(); CloseDoor closeDoor = new CloseDoor(); closeDoor.Chest = new BaseObjectId() { Zone = 22, Id = 5 }; closeDoor.Statue = new BaseObjectId() { Zone = 22, Id = 2 }; closeDoor.Door = new BaseObjectId() { Zone = 22, Id = 11 }; get.Effect = closeDoor; get.ActivationPercent = 100; chest.Enchantments.Add(get); IEnchantment put = new PutEnchantment(); OpenDoor openDoor = new OpenDoor(); openDoor.Chest = new BaseObjectId() { Zone = 22, Id = 5 }; openDoor.Statue = new BaseObjectId() { Zone = 22, Id = 2 }; openDoor.Door = new BaseObjectId() { Zone = 22, Id = 11 }; put.Effect = openDoor; put.ActivationPercent = 100; chest.Enchantments.Add(put); return(room); }
private IRoom GenerateRoom7() { IRoom room = Plateau(); Container chest = Chest(); chest.ExamineDescription = "The carvings show a majestic eagle soaring in the clouds."; room.AddItemToRoom(chest); chest.Items.Add(Eagle()); IEnchantment get = new GetEnchantment(); CloseDoor closeDoor = new CloseDoor(); closeDoor.Chest = new BaseObjectId() { Zone = 22, Id = 3 }; closeDoor.Statue = new BaseObjectId() { Zone = 22, Id = 8 }; closeDoor.Door = new BaseObjectId() { Zone = 22, Id = 7 }; get.Effect = closeDoor; get.ActivationPercent = 100; chest.Enchantments.Add(get); IEnchantment put = new PutEnchantment(); OpenDoor openDoor = new OpenDoor(); openDoor.Chest = new BaseObjectId() { Zone = 22, Id = 3 }; openDoor.Statue = new BaseObjectId() { Zone = 22, Id = 8 }; openDoor.Door = new BaseObjectId() { Zone = 22, Id = 7 }; put.Effect = openDoor; put.ActivationPercent = 100; chest.Enchantments.Add(put); return(room); }
private IRoom GenerateRoom15() { IRoom room = Plateau(); Container chest = Chest(); chest.ExamineDescription = "The carvings show a large fish swallowing the world."; room.AddItemToRoom(chest); chest.Items.Add(Fish()); IEnchantment get = new GetEnchantment(); CloseDoor closeDoor = new CloseDoor(); closeDoor.Chest = new BaseObjectId() { Zone = 22, Id = 7 }; closeDoor.Statue = new BaseObjectId() { Zone = 22, Id = 4 }; closeDoor.Door = new BaseObjectId() { Zone = 22, Id = 15 }; get.Effect = closeDoor; get.ActivationPercent = 100; chest.Enchantments.Add(get); IEnchantment put = new PutEnchantment(); OpenDoor openDoor = new OpenDoor(); openDoor.Chest = new BaseObjectId() { Zone = 22, Id = 7 }; openDoor.Statue = new BaseObjectId() { Zone = 22, Id = 4 }; openDoor.Door = new BaseObjectId() { Zone = 22, Id = 15 }; put.Effect = openDoor; put.ActivationPercent = 100; chest.Enchantments.Add(put); return(room); }
// // This Event Handler is for the 'automaticCloseDoor' timer which automatically waits a few seconds and // then closes the doors if there is no response from the user. This is set to react on the first floor as well as the ground floor. // private void automaticCloseDoor_Tick(object sender, EventArgs e) {// If the vertical location of the 'Box' is greater than or equal to y = 70, then 'automaticCloseDoor' timer will stop and //'CloseDoor' timer will start. Otherwise it will continuously increase the vertical location of the 'Box'. if (Box.Top >= 70) { close = true; automaticCloseDoor.Stop(); lightOn = true; Box.Top = 37; CloseDoor.Start();// It will call the 'CloseDoor' Event handler. } else { Box.Top++; // The location of the 'Box' will increase by one. close = false; } }
void Awake() { commandHistory = new Stack <ICommand>(); // if a door invoker, create commands if (door != null) { openCommand = new OpenDoor(door); closeCommand = new CloseDoor(door); } // if a lift invoker, create commands if (lift != null) { pos1Command = new MoveToPos1(lift); pos2Command = new MoveToPos2(lift); } }
// // This is the Event Handler for the 'OpenDoor' button in the control panel. // private void button1_Click(object sender, EventArgs e) { CloseDoor.Stop(); // It will stop the 'CloseDoor' timer. // If the vertical location of the Elevator is greater then or equal to y = 469, the 'OpenDoor' timer will start. // Also, if the vertical location of the Elevator is less then or equal to y = '96', then the CloseDoor' timer will start. if (Elevator.Top >= 469) { drOpen = false; close = true; OpenDoor.Start(); // It will call the 'OpenDoor' Event Handler. } else if (Elevator.Top <= 96) { drOpen = true; close = true; OpenDoor.Start(); // It will call the 'OpenDoor' Event Handler. } }
public void Setup() { GlobalReference.GlobalValues = new GlobalValues(); closeDoor = new CloseDoor(); effectParameter = new Mock <IEffectParameter>(); chestId = new Mock <IBaseObjectId>(); statueId = new Mock <IBaseObjectId>(); doorId = new Mock <IBaseObjectId>(); container = new Mock <IContainer>(); baseObjectContainer = container.As <IBaseObject>(); statue = new Mock <IItem>(); door = new Mock <IDoor>(); room = new Mock <IRoom>(); exit = new Mock <IExit>(); serialize = new Mock <ISerialization>(); notify = new Mock <INotify>(); sound = new Mock <ISound>(); tagWrapper = new Mock <ITagWrapper>(); effectParameter.Setup(e => e.Container).Returns(container.Object); effectParameter.Setup(e => e.Item).Returns(statue.Object); effectParameter.Setup(e => e.ObjectRoom).Returns(room.Object); closeDoor.Chest = chestId.Object; closeDoor.Statue = statueId.Object; closeDoor.Door = doorId.Object; closeDoor.Sound = sound.Object; room.Setup(e => e.North).Returns(exit.Object); room.Setup(e => e.East).Returns(exit.Object); room.Setup(e => e.South).Returns(exit.Object); room.Setup(e => e.West).Returns(exit.Object); exit.Setup(e => e.Door).Returns(door.Object); door.Setup(e => e.Opened).Returns(true); tagWrapper.Setup(e => e.WrapInTag(It.IsAny <string>(), TagType.Info)).Returns((string x, TagType y) => (x)); tagWrapper.Setup(e => e.WrapInTag(It.IsAny <string>(), TagType.Sound)).Returns((string x, TagType y) => (x)); serialize.Setup(e => e.Serialize(It.IsAny <List <ISound> >())).Returns("sound"); GlobalReference.GlobalValues.Serialization = serialize.Object; GlobalReference.GlobalValues.Notify = notify.Object; GlobalReference.GlobalValues.TagWrapper = tagWrapper.Object; }
// // This Event Handler is for the 'CloseDoor' timer which is used to make the Elevator door close. // private void CloseDoor_Tick(object sender, EventArgs e) { openLight.Visible = false; //panel3.Location = new Point(panel3.Location.X + 1, panel3.Location.Y); // If 'drClose' is equal to true, then it will close the doors in ground floor. Otherwise, it will close the doors in first floor. if (drClose == true) { { OpenDoor.Stop(); // Before executing the 'CloseDoor' action, 'OpenDoor' should stop //If the size width of the 'Door1' is greater than or equal to 65, then the 'CloseDoor' timer will stop. //Until the width of 'Door1' reaches 65, it will continue increasing the width of 'Door1' & 'Door2'. if (Door1.Width >= 65) { CloseDoor.Stop(); // The 'OpenDoor' timer will stop Which means it will stop increasing the width of 'Door1' & 'Door2'. downS.Visible = false; btnF1s.Visible = false; lightOn = false; // This insert command will be saved into string data type (Sqlcommand). // Afterwards, it will call the connection method to execute the 'Sqlcommand' which is stored in the data type. Sqlcommand = "INSERT INTO Log ( [Action], [Date] ) values ('Door is closed in Ground Floor', ' " + DateTime.Now.ToString("dd/MM/yyyy HH:mm:ss") + "')"; Connection(); Console.WriteLine(close); // If the close is equal to false, then the 'GoDown' will start. if (close == false) { GoUp.Start();// It call the 'GoUp' Event Handler. } else { GoUp.Stop(); } } else { // If 'LightOn' is equal to true,then if 'button' is aslo true, afterthat 'btnF1s' button will become visible. // If not, 'downS' will become visible. Otherwise, 'downS' & 'btnF1s' will become hidden. if (lightOn == true) { if (button == true) { btnF1s.Visible = true; } else { downS.Visible = true; } } else { downS.Visible = false; btnF1s.Visible = false; } Door1.Width++; //The width of 'Door1' will increase by one. Door2.Width++; //The width of 'Door2' will increase by one. Door2.Left--; // The horizontal location of 'Door2' will increase by one. } } } else { OpenDoor.Stop(); //If the size width of the 'Door3' is greater than or equal to 65, then the 'CloseDoor' timer will stop. //Until the width of 'Door3' reaches 65, it will continue increasing the width of 'Door3' & 'Door4'. if (Door3.Width >= 65) { CloseDoor.Stop();// The 'OpenDoor' timer will stop Which means it will stop increasing the width of 'Door3' & 'Door4'. upS.Visible = false; btnF0s.Visible = false; // This insert command will be saved into string data type (Sqlcommand). // Afterwards, it will call the connection method to execute the 'Sqlcommand' which is stored in the data type. Sqlcommand = "INSERT INTO Log ( [Action], [Date] ) values ('Door is closed in First Floor', ' " + DateTime.Now.ToString("dd/MM/yyyy HH:mm:ss") + "')"; lightOn = false; Connection(); Console.WriteLine(close); // If the close is equal to false, then the 'GoDown' will start. if (close == false) { GoDown.Start();// It call the 'GoDown' Event Handler. } else { GoUp.Stop(); } } else {// If 'LightOn' is equal to true,then if 'button' is aslo true, afterthat 'btnF0s' button will become visible. // If not, 'upS' will become visible. Otherwise, 'upS' & 'btnF0s' will become hidden. if (lightOn == true) { if (button == true) { btnF0s.Visible = true; } else { upS.Visible = true; } } else { upS.Visible = false; btnF0s.Visible = false; } Door3.Width++; //The width of 'Door3' will increase by one. Door4.Width++; //The width of 'Door4' will increase by one. Door4.Left--; // The horizontal location of 'Door4' will increase by one. } } }
// Start is called before the first frame update void Start() { doorScript = door.GetComponent <CloseDoor>(); }
public void Handle(CloseDoor command) { }
/// <summary> /// Raise the closed door event. /// </summary> private static void RaiseCloseDoor() { CloseDoor?.Invoke(null, EventArgs.Empty); }
// // This method used to wait the door for a few seconds before it closing or unless there is response from the user to close the door. // This is set to react on the first floor as well as the ground floor. // public void Wait() { close = true; Thread.Sleep(2000); CloseDoor.Start(); }
void BehaviorTree() { root = new Selector(); //First two sequences Sequence sequenceLeft = new Sequence(); sequenceLeft.parent = root; root.children.Add(sequenceLeft); Sequence sequenceRight = new Sequence(); sequenceRight.parent = root; root.children.Add(sequenceRight); //Left sequence WalkToDoor walkToDoor = new WalkToDoor(); walkToDoor.success = false; walkToDoor.parent = sequenceLeft; sequenceLeft.children.Add(walkToDoor); Selector selectorLeft = new Selector(); selectorLeft.parent = sequenceLeft; sequenceLeft.children.Add(selectorLeft); WalkThroughDoor walkThroughDoor = new WalkThroughDoor(); walkThroughDoor.success = true; walkThroughDoor.parent = sequenceLeft; sequenceLeft.children.Add(walkThroughDoor); CloseDoor closeDoor = new CloseDoor(); closeDoor.success = true; closeDoor.parent = sequenceLeft; sequenceLeft.children.Add(closeDoor); //Selector Left OpenDoor openDoor = new OpenDoor(); openDoor.success = false; openDoor.parent = selectorLeft; selectorLeft.children.Add(openDoor); Sequence sequenceLeftTwo = new Sequence(); sequenceLeftTwo.parent = selectorLeft; selectorLeft.children.Add(sequenceLeftTwo); SmashDoor smashDoor = new SmashDoor(); smashDoor.success = true; smashDoor.parent = selectorLeft; selectorLeft.children.Add(smashDoor); //Sequence Left Two UnlockDoor unlockDoor = new UnlockDoor(); unlockDoor.success = false; unlockDoor.parent = sequenceLeftTwo; sequenceLeftTwo.children.Add(unlockDoor); OpenDoor openDoor2 = new OpenDoor(); openDoor2.success = true; openDoor2.parent = sequenceLeftTwo; sequenceLeftTwo.children.Add(openDoor2); //Right Sequence WalkToWindow walkToWindow = new WalkToWindow(); walkToWindow.success = true; walkToWindow.parent = sequenceRight; sequenceRight.children.Add(walkToWindow); Selector selectorRight = new Selector(); selectorRight.parent = sequenceRight; sequenceRight.children.Add(selectorRight); ClimbThroughWindow climbThroughWindow = new ClimbThroughWindow(); climbThroughWindow.success = true; climbThroughWindow.parent = sequenceRight; sequenceRight.children.Add(climbThroughWindow); CloseWindow closeWindow = new CloseWindow(); closeWindow.success = true; closeWindow.parent = sequenceRight; sequenceRight.children.Add(closeWindow); //Selector Right OpenWindow openWindow = new OpenWindow(); openWindow.success = false; openWindow.parent = selectorRight; selectorRight.children.Add(openWindow); Sequence sequenceRightTwo = new Sequence(); sequenceRightTwo.parent = selectorRight; selectorRight.children.Add(sequenceRightTwo); SmashWindow smashWindow = new SmashWindow(); smashWindow.success = true; smashWindow.parent = selectorRight; selectorRight.children.Add(smashWindow); //Sequence Right Two UnlockWindow unlockWindow = new UnlockWindow(); unlockWindow.success = true; unlockWindow.parent = sequenceRightTwo; sequenceRightTwo.children.Add(unlockWindow); OpenWindow openWindow2 = new OpenWindow(); openWindow2.success = true; openWindow2.parent = sequenceRightTwo; sequenceRightTwo.children.Add(openWindow2); }