public StationInfo() { type = StationType.Unknown; state = StationState.Normal; tradingStock = new List<TradingGoods>(); }
public void SetQuitOnStationState(StationState state) { if (Station is IStatefulModel <StationState> ) { UseAdditionalQuitCondition(new DynamicConstraint <IStatefulModel <StationState> >("StationState==" + state, Station as IStatefulModel <StationState>, s => s.State == state)); } }
public void ChangeState(StationState newState) { debug("-- State Change from: " + currentState.ToString() + "to: " + newState.ToString()); switch (newState) { case StationState.IDLE: Idle(); break; case StationState.WELCOME: Welcome(); break; case StationState.PLAYING: Play(); break; case StationState.PLAYERMISSING: PlayerMissing(); break; case StationState.FINAL_SCORE: FinalScore(); break; case StationState.GOODBYE: GoodBye(); break; } currentState = newState; TextObject.text = StateTextPrompts[(int)currentState]; }
public void TransitionToState(StationState nextState) { if (currentState != nextState) { CameraManager.Instance.Reset(); currentState = nextState; } }
public void SetActivityPowerOffOnStatus(StationState safeToPowerOffStatus) { if (TrayProcessor == null) { LogService.Log(GetType().Name, "Can't power off station this is not a tray processor."); return; } SetActivityOnStationState(_station.Name + ".TurnPowerOff", safeToPowerOffStatus, s => (s as IStation).PowerOff()); }
private void ActivityBtn_OnClick(object sender, RoutedEventArgs e) { switch (state) { case StationState.Paused: _readerRunner.Start(); ActivityBtn.Content = "Start"; state = StationState.Active; break; case StationState.Active: _readerRunner.Pause(); ActivityBtn.Content = "Pause"; state = StationState.Paused; break; } }
private void StationStateChangedHandler(StationState currState) { if (InvokeRequired) { this.BeginInvoke(new Action(() => StationStateChangedHandler(currState))); } else { switch (currState) { case StationState.StationStatePause: MachineStateEmg.State = false; MachineStateStop.State = false; MachineStateAuto.State = false; MachineStatePause.State = true; break; case StationState.StationStateRun: MachineStateEmg.State = false; MachineStateStop.State = false; MachineStateAuto.State = true; MachineStatePause.State = false; break; case StationState.StationStateStop: MachineStateEmg.State = false; MachineStateStop.State = true; MachineStateAuto.State = false; MachineStatePause.State = false; break; case StationState.StationStateEmg: MachineStateEmg.State = true; MachineStateStop.State = false; MachineStateAuto.State = false; MachineStatePause.State = false; break; } } }
public void SwitchState(StationState state) { switch (state) { case StationState.Idle: { currentColor = idleColor; currentRate = idleRate; break; } case StationState.Proximity: { currentColor = proximityColor; currentRate = proximityRate; break; } case StationState.Charging: { currentColor = chargingColor; currentRate = chargingRate; break; } case StationState.Off: { break; } default: { break; } } ToggleIdleSystems(state == StationState.Idle); ToggleChargingSystems(state == StationState.Charging); currentState = state; }
protected override async void OnNavigatedTo(NavigationEventArgs e) { base.OnNavigatedTo(e); state = StationState.Initializing; _readerRunner = new SensorReaderRunner(deviceId) .WithTemperature(TemperatureSensorType.BME280); //.WithTemperature(TemperatureSensorType.DHT22); //.WithCO2(CO2SensorType.SenseAirS8); _readerRunner.OnReading += async data => { await SensorDataList.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => PrintReadings(data)); }; _readerRunner.OnError += async exception => { await SensorDataList.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => SensorDataList.Items.Add($"Exception: Type {exception.GetType()}; Message: {exception.Message}")); }; await _readerRunner.Initialize(); _readerRunner.Start(); state = StationState.Active; ActivityBtn.IsEnabled = true; }
public StationStateSessionNotExist(StationStateContext context, StationState oldState) : base(context, StationStateEnum.SessionNotExist) { this.oldState = oldState; }
public void SetPauseUntilTrayHandlerState(StationState state) { SetPauseUntilConditionOfStation(string.Format(CultureInfo.InvariantCulture, "Wait for {0} state", state), d => d.State == state); }
public void SetPauseUntilTransportState(StationState state) { SetPauseUntilConditionOfTransport(string.Format(CultureInfo.InvariantCulture, "Wait for {0} state", state), t => t.State == state); }
public void SetFinishOnTransportState(StationState state) { UseAdditionalFinishCondition(new DynamicConstraint <ITransport>("TransportState==" + state, Transport, s => s.State == state)); }
// void LoadShipBoxs() // { // Ships.AttributesPreLoad factionShips = Ships.shipDictionary[BoxOne.value]; // // int count = 0; // BoxTwo.items.Clear(); // foreach (var pair in factionShips.factionShipDictionary) // { // BoxTwo.items.Add(pair.Key); // count++; // } // } public void DeathSwap(Ship inShip) { holdingPlayer = (PlayerShip)inShip; player =(PlayerShip) inShip; SwitchToStation(); HideAndClearUI(); state = StationState.SWITCH; //PopulateFactions(); //LoadDefaultShip(); //SwitchShips(); }
public void SetActivityDisableOnStatus(StationState safeToDisableStatus, bool allowReenable) { // Changed from IStation to ISupportsDisabling interface as enable/disable removed from IStation. (J. Lawrence) SetActivityOnStationState(_station.Name + ".Disable", safeToDisableStatus, s => (s as ISupportsDisabling).Disable(allowReenable)); }
public void SetQuitOnStationState(StationState state) { UseAdditionalFinishCondition(new DynamicConstraint <ITrayProcessor>("StationState==" + state, TrayProcessor, s => s.State == state)); //SetQuitCondition(() => Station.State == status); }
public void SetPauseUntilContinueOrFinish(StationState continueState, StationState finishState) { AddFinishOrContinueCondition(new DynamicConstraint <ITrayProcessor>("StationState==" + finishState, TrayProcessor, s => s.State == finishState), new DynamicConstraint <ITrayProcessor>("StationState==" + continueState, TrayProcessor, s => s.State == continueState)); }
public void OnClickMode() { string clicked = UIButton.current.name; switch(clicked) { case "Exit": SwitchFromStation(); break; case "Ships": state = StationState.SWITCH; break; case "Upgrades": state = StationState.UPGRADE; break; case "Weapons": state = StationState.WEAPONS; break; } SwitchModes(); }
void SwitchFromStation() { List<MeshCollider> meshes = new List<MeshCollider>(holdingPlayer.transform.root.GetComponentsInChildren<MeshCollider>()); foreach (MeshCollider meshCol in meshes) meshCol.enabled = true; // Allows players to reneter staiton. enterCheck = false; // No more mouse view orbitView.enabled = false; // Disable station cam. cam.enabled = false; // Disables station UI userInterface.DisableUI(); // Enables player camera holdingPlayer.GetCurrentCamera().enabled = true; holdingPlayer.GetCurrentCamera().GetComponent<SU_CameraFollow>().enabled = true; // tells station we have left. state = StationState.NONE; // Enables player scripts. swapped = false; // Sets player to be able to move. flManager.playerShips.Add(holdingPlayer); holdingPlayer.rigidbody.isKinematic = false; holdingPlayer.transform.parent = null; if (swapped) holdingPlayer.EnableNewShipSCripts(); else holdingPlayer.EnableScripts(); enterCheck = false; player = null; flManager.CheckBadPlayers(); // TODO: change scale back to 1 after. }
void StationStateChangedHandler(StationState currState) { if (InvokeRequired) { this.BeginInvoke(new Action(() => StationStateChangedHandler(currState))); } else { switch (currState) { case StationState.StationStatePause: button_start.ImageIndex = 0; button_start.Text = "恢复"; this.button_start.BackgroundImage = global::StationDemo.Properties.Resources.resume; if (IOMgr.GetInstace().GetOutputDic().ContainsKey("蜂鸣")) { IOMgr.GetInstace().WriteIoBit("蜂鸣", false); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("红灯")) { IOMgr.GetInstace().WriteIoBit("红灯", false); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("绿灯")) { IOMgr.GetInstace().WriteIoBit("绿灯", false); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("黄灯")) { IOMgr.GetInstace().WriteIoBit("黄灯", true); } break; case StationState.StationStateRun: button_start.ImageIndex = 1; button_start.Text = "暂停"; this.button_start.BackgroundImage = global::StationDemo.Properties.Resources.pause; if (IOMgr.GetInstace().GetOutputDic().ContainsKey("蜂鸣")) { IOMgr.GetInstace().WriteIoBit("蜂鸣", false); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("红灯")) { IOMgr.GetInstace().WriteIoBit("红灯", false); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("绿灯")) { IOMgr.GetInstace().WriteIoBit("绿灯", true); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("黄灯")) { IOMgr.GetInstace().WriteIoBit("黄灯", false); } break; case StationState.StationStateStop: button_start.ImageIndex = 0; this.button_start.BackgroundImage = global::StationDemo.Properties.Resources.Start; button_start.Text = "开始"; if (IOMgr.GetInstace().GetOutputDic().ContainsKey("蜂鸣")) { IOMgr.GetInstace().WriteIoBit("蜂鸣", false); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("红灯")) { IOMgr.GetInstace().WriteIoBit("红灯", false); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("绿灯")) { IOMgr.GetInstace().WriteIoBit("绿灯", true); } if (IOMgr.GetInstace().GetOutputDic().ContainsKey("黄灯")) { IOMgr.GetInstace().WriteIoBit("黄灯", true); } break; } } }
public void SetPauseUntilStationStatus(StationState state) { AddContinueCondition(new DynamicConstraint <ITrayProcessor>("StationState==" + state, TrayProcessor, s => s.State == state)); //SetPauseCondition(Station, s => s.State == status); }
/// <summary> /// Set the next IActivity as a ConditionalActivity to be triggered for evaluation by a station status change. /// </summary> /// <param name="activityName">The name to give to the activity</param> /// <param name="state">StationState</param> /// <param name="action">An action with no return value.</param> protected void SetActivityOnStationState(string activityName, StationState state, Action <ITrayProcessor> action) { AddConditionalActivity(new DynamicConstraint <ITrayProcessor>("StationState==" + state, TrayProcessor, s => s.State == state), new DynamicActivity(activityName, () => action(TrayProcessor))); }
void SwitchToStation() { if (flManager == null) flManager = GameObject.Find("_Required").GetComponent<FleetManager>(); cam.enabled = true; // If there user interface is null - get it. if (userInterface == null) userInterface = Game.uiManager.GetComponentInChildren<SpaceStationUI>(); //TODO: Enable Mouse Orbit here. // Dont allow player ship to move. player.rigidbody.isKinematic = true; List<MeshCollider> meshes = new List<MeshCollider>(player.transform.root.GetComponentsInChildren<MeshCollider>()); foreach (MeshCollider meshCol in meshes) meshCol.enabled = false; // Disables all player ship scripts player.DisableScripts(); // Disables current player camera and sets position to construction area player.GetCurrentCamera().enabled = false; player.transform.position = constructionArea.position; //player.transform.root.parent = constructionArea.transform; player.transform.rotation = transform.rotation; // Activates the UI Camera and UI userInterface.EnableUI(this); userInterface.UICamera.gameObject.SetActive(true); HideAndClearUI(); // Tells station is is entered. state = StationState.ENTERED; // Copys player data to station holdingPlayer = player; flManager.playerShips.Remove(player); foreach (Weapon wpn in holdingPlayer.Weapons) { wpn.Target = null; } // Populates Rig Points //PopulateUpgradePoints(); // Enables Mouse Camera Movement. orbitView.enabled = true; }
/// <summary> /// Set the next IActivity as a ConditionalQuitActivity to be triggered for evaluation by a station status change. /// </summary> /// <param name="activityName">The name to give to the activity</param> /// <param name="status">StationState</param> /// <param name="actionWithResult">An action that returns a boolean value.</param> /// <param name="quitForThisResult">Tells the QuitActivity to request a machine quit if its result matches this boolean value.</param> protected void SetConditionalQuitActivityOnStationStatus(string activityName, StationState status, Func <IStation, bool> actionWithResult, bool quitForThisResult) { AddConditionalActivity(new DynamicConstraint <ITrayProcessor>(_station.Name, TrayProcessor, s => (s as IStation).State == status), new DynamicActivity(activityName, () => actionWithResult(TrayProcessor as IStation))); }
public void SetState(StationState state) { stateHasChanged = true; nextState = state; }