public SaveClient RequestSaveAccess() { var client = new SaveClient(); saveClientList.Add(client); return(client); }
private void OnEnable() { if (_saveClient == null) { _saveClient = gameConfiguration.RequestSaveAccess(this); } }
public ActionResult Save(SaveService.User user) { SaveClient saveClient = new SaveClient(); user.SubmitTime = DateTime.Now; saveClient.DoWork(user); return(RedirectToAction("Get")); }
private void Start() { saveClient = gameConfiguration.RequestSaveAccess(this); // disable continue when auto save does not exist continueButton.interactable = gameConfiguration.SaveIo.RequestSlotExecutor() .AtSlotIndex(GameConfiguration.AutoSaveIndex) .DoesExist(); newGameButton.gameObject.SetActive(true); continueButton.gameObject.SetActive(true); optionsButton.gameObject.SetActive(true); }
private void Awake() { Debug.Assert(gameConfiguration != null); var characterPrefabList = gameConfiguration.characterPrefabList; _characterList = new UnifiedCharacterScript[characterPrefabList.Length]; for (int i = 0; i < characterPrefabList.Length; i++) { _characterList[i] = InstantiateCharacter(characterPrefabList[i]); } _narratingCharacter = InstantiateCharacter(gameConfiguration.narratingCharacterPrefab); _mainCharacter = InstantiateCharacter(gameConfiguration.mainCharacterPrefab); if (_saveClient == null) { _saveClient = gameConfiguration.RequestSaveAccess(this); } }
public IActionResult ProcessClient([FromBody] SaveClient client) { if (null == client) { return(BadRequest()); } try { var id = BackgroundJob.Enqueue(() => _htsService.Process(client.Clients)); return(Ok(new { BatchKey = id })); } catch (Exception e) { Log.Error(e, "manifest error"); return(StatusCode(500, e.Message)); } }
private void Awake() { Debug.Assert(gameConfiguration != null); Debug.Assert(runner != null); Debug.Assert(memory != null); Debug.Assert(dialogueUiManager != null); // set up if (_saveClient == null) { _saveClient = gameConfiguration.RequestSaveAccess(this); } runner.startNode = _saveClient.currentSave.currentYarnNode; _gameInstance = gameConfiguration.gameInstance; // attach auto save node runner.onNodeStart.AddListener(AutoSaveNode); memory.defaultVariables = _saveClient.currentSave.savedVariables.ToArray(); memory.ResetToDefaults(); }
private void OnDisable() { gameConfiguration.ReleaseSaveAccess(_saveClient); _saveClient = null; }
private void Awake() { _impulseSignal = GetComponent <CinemachineImpulseSource>(); Debug.Assert(gameConfiguration != null); Debug.Assert(dialogueRunner != null); Debug.Assert(dialogueUiManager != null); Debug.Assert(prefabFadedAudio != null); Debug.Assert(memoryStorage != null); Debug.Assert(inputManager != null); Debug.Assert(iconManager != null); Debug.Assert(blackScreen != null); if (_saveClient == null) { _saveClient = gameConfiguration.RequestSaveAccess(this); } // initialize backgrounds _backgroundScriptList = new BackgroundScript[backgroundList.Length]; for (int i = 0; i < backgroundList.Length; i++) { var script = Instantiate(backgroundList[i].prefab) .GetComponent <BackgroundScript>(); Debug.Assert(script != null); script.SetData(backgroundList[i]); _backgroundScriptList[i] = script; } ChangeHeader(new[] { _saveClient.currentSave.lastHeader }); PlayAudio(new[] { _saveClient.currentSave.lastAudioName }); // special case: shelf item if (!_saveClient.currentSave.shownItem.Equals("")) { foreach (var shelfItem in shelfItemDataList) { if (shelfItem.variableName.Equals(_saveClient.currentSave.shownItem)) { Debug.Log($"Shown item: "); var o = shelfItem.CreateObject(); _shownShelfItem = o; o.Initialize(shelfItem, this); o.Display(); break; } } } // load all active characters EnterStage(_saveClient.currentSave.activeCharacterList); dialogueRunner.AddCommandHandler( "playAudio", // the name of the command PlayAudio // the method to run ); dialogueRunner.AddCommandHandler("doPuzzle", DoPuzzle); dialogueRunner.AddCommandHandler("changeHeader", ChangeHeader); dialogueRunner.AddCommandHandler("changeBackground", ChangeHeader); // alias dialogueRunner.AddCommandHandler("shake", Shake); dialogueRunner.AddCommandHandler("debugLog", DebugLog); dialogueRunner.AddCommandHandler("clearShelfItem", ClearShelfItem); dialogueRunner.AddCommandHandler("resetSpeaker", ResetSpeaker); dialogueRunner.AddCommandHandler("removeSpeaker", ResetSpeaker); dialogueRunner.AddCommandHandler("showItem", ShowItem); dialogueRunner.AddCommandHandler("hideItem", HideItem); dialogueRunner.AddCommandHandler("showDialogue", ShowDialogue); dialogueRunner.AddCommandHandler("hideDialogue", HideDialogue); dialogueRunner.AddCommandHandler("gameEnd", GameEnd); dialogueRunner.AddCommandHandler("enterStage", EnterStage); dialogueRunner.AddCommandHandler("exitStage", ExitStage); dialogueRunner.AddCommandHandler("fakeLastDialog", FakeLastDialog); dialogueRunner.AddCommandHandler("playSFX", PlaySfx); dialogueRunner.AddCommandHandler("playSfx", PlaySfx); dialogueRunner.AddCommandHandler("playsfx", PlaySfx); dialogueRunner.AddCommandHandler("fadePlainBackground", FadePlainBackground); }
private static Client Map(ulong clientId, SaveClient r) => new Client(clientId, r.ClientName);
public async Task <StatusCodeResult> Put(ulong clientId, SaveClient client, CancellationToken cancellationToken) { var res = await this.mediator.Send(new UpdateClient(Map(clientId, client)), cancellationToken); return(res.Match <StatusCodeResult>(success => this.Ok(), _ => this.NotFound())); }
public Task <ulong> Post(SaveClient client, CancellationToken cancellationToken) { return(this.mediator.Send(new AddClient(Map(0, client)), cancellationToken)); }
public void RemoveSaveClient(SaveClient saveClient) { saveClientList.Remove(saveClient); }
private void OnDestroy() { gameConfiguration.ReleaseSaveAccess(saveClient); saveClient = null; }