public void Dispel(/*source?*/) { if (state != StatusState.Active) { return; } bool isDispelled = true; for (int i = 0; i < components.Count; i++) { bool actionResult = components[i].OnDispelAttempted(); //pass dispel context? prolly if (!actionResult && isDispelled) { isDispelled = actionResult; } } if (IsDispellable && isDispelled) { state = StatusState.Dispelled; for (int i = 0; i < components.Count; i++) { components[i].OnEffectDispelled(); } } }
//---------------------------------------------------------------------- protected PathNode(PathNode parent, string name) { Id = Interlocked.Increment(ref _lastid); Parent = parent; Name = name; _status = StatusState.Normal; if (Parent == null) { Root = (PathRoot)this; Path = string.Empty; } else { Root = Parent.Root; if (Parent.Parent == null) { Path = Name; } else { Path = string.Concat(Parent.Path, "/", Name); } } _children = new Dictionary <string, PathNode>(StringComparer.InvariantCultureIgnoreCase); _monitors = new Dictionary <string, Monitor>(StringComparer.InvariantCultureIgnoreCase); _pathSubscriptions = new SubscriptionManager <StatusEvent>(); }
//---------------------------------------------------------------------- public bool UpdateMonitor(string path, string name, string text, StatusState status, TimeSpan validity, TimeSpan expiration, bool beat) { string[] parts; PathNode node; if (status < StatusState.Normal || status > StatusState.Critical) { return(false); } if (name == null) { return(false); } if ((parts = BreakPath(path)) == null) { return(false); } lock (_root) { node = _root.GetNode(parts, true); node.UpdateMonitor(name, text, status, validity, expiration, beat); } return(true); }
public MarioState(Player myGameObject, Sprites.IMarioSprite mySprite) { this.myGameObject = myGameObject; this.currentMovementState = MovementState.LookingRight; this.currentStatusState = StatusState.Small; this.mySprite = mySprite; }
private void ApplyWorkOrderListFilter(dal.WorkOrder WorkOrder) { if (WorkOrder == null) { return; } StatusState currentState = StatusState.All; try { currentState = (StatusState)Enum.Parse(typeof(StatusState), lbStatus.SelectedItem.ToString()); } catch { } string selectedPilot = "ALL"; try { selectedPilot = lbPilot.SelectedItem.ToString(); } catch { } selectedPilot = selectedPilot.ToUpper(); if ( (currentState == StatusState.All) || (WorkOrder.Complete && currentState == StatusState.Complete) || (WorkOrder.Started && currentState == StatusState.WIP) || (!WorkOrder.Started && currentState == StatusState.Open) ) { if ( selectedPilot == "ALL" || WorkOrder.AssignedPilot.ToUpper() == selectedPilot) { bool found = false; foreach (dal.WorkOrder wo in lbWorkOrder.Items) { if (wo.OriginalFilePath.ToUpper() == WorkOrder.OriginalFilePath.ToUpper()) { found = true; break; } } if (!found) { if (lbWorkOrder.InvokeRequired) { lbWorkOrder.Invoke((MethodInvoker) delegate { lbWorkOrder.Items.Add(WorkOrder); }); } else { lbWorkOrder.Items.Add(WorkOrder); } } } } }
public void BeDead() { if (currentStatusState != StatusState.Dead) { currentStatusState = StatusState.Dead; } }
private void UpdateStatusState(StatusState state) { SetLEDState(LEDs.LED1, state.LEDs); SetLEDState(LEDs.LED2, state.LEDs); SetLEDState(LEDs.LED3, state.LEDs); SetLEDState(LEDs.LED4, state.LEDs); }
public virtual void pushByBall(Vector2 direction, float ballSize, int id) { stunnedEffect.Show(); clearBall(); changeIdKilled(id); previousState = currentState; currentState = StatusState.Stun; ++numberBall; body.AddForce(direction.normalized * ballSize * 100000 * numberBall); isPushed = true; //if (totalTimeForPush < Time.time) //{ totalTimeForPush = Time.time + timeForPush; //} //else //{ // totalTimeForPush += timeForPush; //} // GameController.Instance.Killer(infor.idKiller).infor.isPLayer if (GameController.Instance.characters[infor.idKiller].isPLayer) { UIManager.Ins.gamePlay.ShowBoxPush(infor.itemName, ballSize); } if (infor.idKiller == 0 || infor.id == 0) { UIManager.Ins.PlayVibrate(); } SetCharacterState(currentState); // faceObject.GetComponent<BoxCollider2D>().isTrigger = true; }
public StandardMelee(InputHandler handler) { _mousePosition = new Vector2f(500, 500); CurrentStatus = StatusState.WaitingForPlayers; uiState = UIStateTypes.Normal; currentHotkey = null; currentHotkeySheet = null; standardHotkeys = Settings.GetSheet("standard_game_mode_controls"); InputHandler = handler; myId = 0; map = new TileMap(); allowMinimapCameraMove = true; selectedUnits = null; controlGroups = new Dictionary<Keyboard.Key, List<EntityBase>>(); for (int i = 27; i <= 35; i++) { controlGroups.Add((Keyboard.Key) i, new List<EntityBase>()); } controlBoxP1 = new Vector2f(0, 0); controlBoxP2 = new Vector2f(0, 0); selectedAttackMove = false; releaseSelect = false; CameraPosition = new Vector2f(0, 0); miniMap = new MiniMap(map, Fog, entities); //Load Sprites bottomHUDGUI = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/BottomGUI.png")); alertHUDAlert = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/Alert_Alert.png")); alertHUDUnitCreated = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/Alert_UnitCreated.png")); alertHUDBuildingCreated = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/Alert_BuildingFinished.png")); avatarWorker = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/HUD_AVATAR_WORKER.png")); hudBoxUnit = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/HUD_BOX_Unit.png")); hudBoxBuilding = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/HUD_BOX_Building.png")); hudControlBox = new Sprite(ExternalResources.GTexture("Resources/Sprites/HUD/ControlGroupBox.png")); hudControlBox.Origin = new Vector2f(hudControlBox.TextureRect.Width/2, 0); viewBounds = new Sprite(ExternalResources.GTexture("Resources/Sprites/Hud/ViewBounds.png")); //Load Sounds moveSound = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/MoveCommand/0.wav")); attackMoveSound = new Sound(ExternalResources.GSoundBuffer("Resources/Audio/AttackCommand/0.wav")); backgroundMusic = new Music("Resources/Audio/Music/In Game/mario.wav"); backgroundMusic.Loop = true; backgroundMusic.Volume = Settings.MUSICVOLUME; backgroundMusic.Play(); }
public void Expire() { for (int i = 0; i < components.Count; i++) { components[i].OnEffectExpired(); } state = StatusState.Expired; }
public void BeBig() { if (currentStatusState != StatusState.Big) { currentStatusState = StatusState.Big; mySprite = Sprites.SpriteMachine.Instance.CreateBigMarioSprite(); } }
public void BeFire() { if (currentStatusState != StatusState.Fire) { currentStatusState = StatusState.Fire; mySprite = Sprites.SpriteMachine.Instance.CreateFireMarioSprite(); } }
public StatusEffect() { state = StatusState.Invalid; components = new List <StatusEffectComponent>(); tags = new TagCollection(); duration = new FloatRange(); timer = new Timer();//can probably get rid of timer and just duration as a variable }
public void BeSmall() { if (currentStatusState != StatusState.Small) { currentStatusState = StatusState.Small; mySprite = Sprites.SpriteMachine.Instance.CreateSmallMarioSprite(); } }
public void Apply(Entity target, Context context) { this.target = target; this.context = context; caster = context.entity; state = StatusState.Active; UpdateComponentContext(); }
public virtual void Start() { body = GetComponent <Rigidbody2D>(); stunnedEffect.Hide(); currentState = StatusState.Chasing; SetCharacterState(currentState); MapControler.CutMap += CheckWhenCutMap; }
public EnemyStats(int hp, int maxHp, int dmg, int speed, StatusState state, ENEMY_STATE_MACHINE statemachine) { this.Hp = hp; this.MaxHp = maxHp; this.Dmg = dmg; this.Speed = speed; this.State = state; this.statemachine = statemachine; }
public BookmarkContext(StatusState item) { Id = item.Id; Status = new State { SystemCode = item.State.SystemCode, IsSorryOn = item.State.IsSorryOn }; }
public void EndStun() { isStunning = false; isPushed = false; numberBall = 0; stunnedEffect.Hide(); previousState = currentState; currentState = StatusState.Chasing; SetCharacterState(currentState); // faceObject.GetComponent<BoxCollider2D>().isTrigger = false; }
public void Start() { if (this.status == StatusState.InProgress) { throw new InvalidOperationException("Already in progress."); } this.status = StatusState.InProgress; this.thread = new Thread(new ThreadStart(this.StartTaskAsync)); this.thread.IsBackground = true; this.thread.Start(); }
/// <summary> /// Sets the status. /// </summary> /// <param name="message">The message.</param> /// <param name="state">The state.</param> /// <param name="messageBoxText">The message box text.</param> private void SetStatus(String message, StatusState state, String messageBoxText = null) { m_numDone = 0; Status = message; CanStart = state == StatusState.Ready ? true : false; if (!String.IsNullOrEmpty(messageBoxText)) { MessageBox.Show(messageBoxText); } }
public AcceptorDataFrame(byte[] bits) { byte status = bits[1]; try { Status = (StatusState)((int)status); } catch { Status = StatusState.Rejected; } byte e = bits[2]; Failure = (e & 1) > 0; PowerUp = (e & 2) > 0; CashboxFull = (e & 4) > 0; Cheated = (e & 8) > 0; NoteJammed = (e & 16) > 0; CashboxPresent = (e & 32) > 0; InvalidCommand = (e & 64) > 0; switch ((int)bits[4]) { case 1: Amount = 1; break; case 2: Amount = 5; break; case 3: Amount = 10; break; case 4: Amount = 20; break; case 5: Amount = 100; break; default: Amount = 0; break; } SequenceNumber = bits[5]; }
private void StartTaskAsync() { DoTask(); if (CancelRequested) { status = StatusState.Cancelled; OnCancelled(); } else { status = StatusState.Completed; OnCompleted(); } }
public async Task <StatusState> UpdateAsync(BookmarkContext state) { var updateState = new StatusState { Id = state.Id, DateStamp = DateTime.Now.ToUniversalTime(), State = new State { IsSorryOn = state.Status.IsSorryOn, SystemCode = state.Status.SystemCode } }; return(await Task.FromResult(UpdateState(updateState))); }
private StatusState UpdateState(StatusState state) { if (state.Id == Guid.Empty) { throw new ArgumentNullException(nameof(state)); } if (_inMemoryRepository.ContainsKey(state.Id)) { _inMemoryRepository.Remove(state.Id); } _inMemoryRepository.Add(state.Id, state); return(_inMemoryRepository[state.Id]); }
public AcceptorDataFrame(byte[] bits) { byte status = bits[1]; try { Status = (StatusState)((int)status); } catch { Status = StatusState.Rejected; } byte e = bits[2]; Failure = (e & 1) > 0; PowerUp = (e & 2) > 0; CashboxFull = (e & 4) > 0; Cheated = (e & 8) > 0; NoteJammed = (e & 16) > 0; CashboxPresent = (e & 32) > 0; InvalidCommand = (e & 64) > 0; switch ((int)bits[4]) { case 1: Amount = 1; break; case 2: Amount = 5; break; case 3: Amount = 10; break; case 4: Amount = 20; break; case 5: Amount = 100; break; default: Amount = 0; break; } SequenceNumber = bits[5]; }
// (You could add properties to return the thread ID and name here.) // Start the new operation. public void Start() { if (status == StatusState.InProgress) { throw new InvalidOperationException("Already in progress."); } else { // Initialize the new task. status = StatusState.InProgress; // Create the thread. thread = new Thread(StartTaskAsync); // Start the thread. thread.Start(); } }
/// <summary> /// Установить статус по id МЦ /// </summary> public void SetStatusByMaterialId(int materialId, StatusState?oldStatus, StatusState newStatus, DateTime eventDate, string reason = "") { var materialActive = dbContext.MaterialActives.Where(o => o.Id == materialId).AsNoTracking().FirstOrDefault(); if (materialActive != null) { var statusHistory = new MaterialActiveStatusHistory { MaterialActiveId = materialActive.Id, OldState = oldStatus, NewState = newStatus, EventDate = eventDate, Reason = reason }; dbContext.MaterialActiveStatusHistories.Add(statusHistory); dbContext.SaveChanges(); } }
public void SetCharacterState(StatusState state) { if (state == StatusState.Chasing) { skeletonAnimation.state.ClearTracks(); skeletonAnimation.skeleton.SetSlotsToSetupPose(); skeletonAnimation.state.SetAnimation(0, "idle", true); // SetAnimation(idle, true, 1); } else if (state == StatusState.Stun) { isStunning = true; skeletonAnimation.state.ClearTracks(); // skeletonAnimation.skeleton.SetSlotsToSetupPose(); skeletonAnimation.state.SetAnimation(0, "stun", true); // SetAnimation(stun, true, 1); } }
// Start the new operation. public void Start() { if (status == StatusState.InProgress) { throw new InvalidOperationException("Already in progress."); } else { // Initialize the new task. status = StatusState.InProgress; // Create the thread and run it in the background, // so it will terminate automatically if the application ends. thread = new Thread(StartTaskAsync); thread.IsBackground = true; // Start the thread. thread.Start(); } }
// Start the new operation. public void Start() { if (status == StatusState.InProgress) { throw new InvalidOperationException("Already in progress."); } else { // Initialize the new task. status = StatusState.InProgress; // Create the thread and run it in the background, // so it will terminate automatically if the application ends. thread = new Thread(StartTaskAsync); thread.IsBackground = true; // Start the thread. thread.Start(); } }
int GetStatusBarStatePriority(StatusState state) { switch (state) { case StatusState.Ready: return(0); case StatusState.WaitingBeforeStart: return(1); case StatusState.RecordingInfo: return(2); case StatusState.CopyingInfo: return(3); default: return(100); } }
void Start() { var topMenuState = new TopMenuState(transform.FindChild("TopMenuUI").gameObject, textures, fontProperties); var statusState = new StatusState(transform.FindChild("StatusUI").gameObject, textures, fontProperties); stateMachine = new StateMachine<State<MainMenuTrigger>, MainMenuTrigger>(topMenuState); stateMachine .Configure(topMenuState) .OnEntry(trans => topMenuState.OnEnter()) .OnExit(trans => topMenuState.OnExit()) .Permit(MainMenuTrigger.StatusSelected, statusState) .Ignore(MainMenuTrigger.MenuExited); stateMachine .Configure(statusState) .OnEntry(trans => statusState.OnEnter()) .OnExit(trans => statusState.OnExit()) .Permit(MainMenuTrigger.ActionCanceled, topMenuState); topMenuState.OnEnter(); }
void SetStatusBarStatus(StatusState state, string text, int progress = 0) { // need to terminate copy thread before the prog ends try { if (GetStatusBarStatePriority(state) >= GetStatusBarStatePriority(statusBarState) || state == StatusState.Ready) { statusBarState = state; statusLabel.Text = text; statusPogress.Visible = progress > 0; if (state == StatusState.CopyingInfo && progress == 0) { statusBarState = StatusState.Ready; } statusPogress.Value = progress; } } catch { } }
private void StartTaskAsync() { DoTask(); status = StatusState.Completed; OnCompleted(); }
public override void Update(float ms) { UpdateTiles(); //base.Update(ms); switch (GameStatus) { case StatusState.InProgress: { //Check if players are still playing //TODO: Change back to non-comment when ready base.Update(ms); int team1Count = 0; int team1Id = 0; bool gameInProgress = false; foreach (Player player in players) { if (player.Status == Player.StatusTypes.InGame) { if (team1Count == 0) { team1Id = player.Team; team1Count++; } else { if (team1Id != player.Team) { gameInProgress = true; break; } } } } //If there's not enough players playing, the game is completed if (gameInProgress == false) { GameStatus = StatusState.Completed; } //Check if player has lost all their buildings foreach (Player player in players) { byte team = player.Team; bool hasBuilding = false; foreach (EntityBase entity in WorldEntities.Values) { if (entity.Team == team && entity is BuildingBase) { hasBuilding = true; break; } } if (hasBuilding == false) { //player has been eliminated GameStatus = StatusState.Completed; } } } break; case StatusState.WaitingForPlayers: break; case StatusState.Completed: //TODO: Change back to non-comment when ready base.Update(ms); break; default: break; } }
//------------------------------------------------------------------------------- // private void ReSetStatusState() { _stateStatusState = StatusState.Normal; lblTweetStatus.Text = ""; btnStateReset.Visible = false; }
public override void AddConnection(NetConnection connection) { if (players.Count < MaxPlayers) { //Connected client must be a player var nPlayer = new Player { ClientId = idToGive, Team = idToGive }; nPlayer.Wood = 50; nPlayer.Supply = 10; players.Add(nPlayer); connection.Tag = nPlayer; var home =// new HomeBuilding(Server, nPlayer); BuildingBase.CreateBuilding("standardBase", Server, nPlayer); home.Team = nPlayer.Team; home.BuildTime = 0; if (TiledMap.SpawnPoints.Count > players.Count - 1) { home.Position = TiledMap.SpawnPoints[players.Count - 1]; } AddEntity(home); SendAllPlayers(); SendMap(); SendAllEntities(); SetCamera(nPlayer, home.Position); if (players.Count >= MaxPlayers) { GameStatus = StatusState.InProgress; } var memory = new MemoryStream(); var writer = new BinaryWriter(memory); writer.Write((byte) Gamemode.Signature.Handshake); writer.Write(idToGive); Server.SendGameData(memory.ToArray(), connection); } else { //Connectd client must be a spectator or something non-player type? SendAllPlayers(); SendData(map.ToBytes(), Gamemode.Signature.MapLoad); SendAllEntities(); } idToGive++; }
public CommandSetItem(CommandSet commandSet, EventHandler statusHandler, EventHandler invokeHandler, CommandID id, bool optimizeStatus, IUIService uiService) : base(invokeHandler, id) { this.uiService = uiService; this.eventService = commandSet.eventService; this.statusHandler = statusHandler; if (optimizeStatus && (statusHandler != null)) { this.commandSet = commandSet; lock (typeof(CommandSet.CommandSetItem)) { if (commandStatusHash == null) { commandStatusHash = new Hashtable(); } } StatusState state = commandStatusHash[statusHandler] as StatusState; if (state == null) { state = new StatusState(); commandStatusHash.Add(statusHandler, state); } state.refCount++; } }
protected override void ParseCustom(MemoryStream memory) { var reader = new BinaryReader(memory); var signature = (StandardMeleeSignature) reader.ReadByte(); switch (signature) { case StandardMeleeSignature.StatusChanged: { int status = memory.ReadByte(); CurrentStatus = (StatusState) status; } break; case StandardMeleeSignature.PlayerSurrender: { byte id = reader.ReadByte(); if (players.ContainsKey(id)) { players[id].Status = Player.StatusTypes.Left; onPlayerSurrender(players[id]); } } break; case StandardMeleeSignature.PlayerElimination: { byte id = reader.ReadByte(); if (players.ContainsKey(id)) { players[id].Status = Player.StatusTypes.Left; onPlayerElimination(players[id]); } } break; default: break; } }
private void SaveCommandStatus() { if (this.commandSet != null) { StatusState state = null; if (commandStatusHash.Contains(this.statusHandler)) { state = commandStatusHash[this.statusHandler] as StatusState; } else { state = new StatusState(); } state.SaveState(this, this.commandSet.SelectionVersion); } }
//------------------------------------------------------------------------------- // private void SetStatusState(StatusState state, string lbltext) { if (state == StatusState.Normal) { return; } _stateStatusState = state; lblTweetStatus.Text = lbltext; btnStateReset.Visible = true; }
//------------------------------------------------------------------------------- // private void btnStateReset_Click(object sender, EventArgs e) { _stateStatusState = StatusState.Normal; lblTweetStatus.Text = ""; btnStateReset.Visible = false; }
/// <summary> /// Sets the status. /// </summary> /// <param name="message">The message.</param> /// <param name="state">The state.</param> /// <param name="messageBoxText">The message box text.</param> private void SetStatus(String message, StatusState state, String messageBoxText = null) { m_numDone = 0; Status = message; CanStart = state == StatusState.Ready ? true : false; if (!String.IsNullOrEmpty(messageBoxText)) { MessageBox.Show(messageBoxText); } }
private void ShortBreakButton_Click(object sender, RoutedEventArgs e) { this.Activate(); MessageBox.Show("Please change to AUX8 in your AVAYA Phone."); setStatusLabel((Button)sender); statusState = StatusState.StatusStateShortBreak; using (WebClient wc = new WebClient()) { string url = "http://" + ipaddress + "/users/updateattendancelog?logstatus=" + 3 + "&previouslogstatus=" + user.currentlogid + "&employeeid=" + this.user.employeeid; var json = wc.DownloadString(url); if (json != "1" && json != "2") { this.user = JsonConvert.DeserializeObject<User>(json); meetingTimeLbl.Content = this.user.totaldurationaux3; onDeskTimeLbl.Content = this.user.totaldurationaux7; shortBreakTimeLbl.Content = this.user.totaldurationaux8; longBreakTimeLbl.Content = this.user.totaldurationaux9; totalTimeLbl.Content = user.totalduration; } } }