void t_Elapsed(object sender, ElapsedEventArgs e) { try { //LogInfor.GetLogger<TimerLogger>().WriteInfo(_baseKey.Format() + " - Start job", "", ""); if (UnitContainer != null) { //Store the info of timer if (!this.Parameters.AllKeys.Contains(JobDictionary.JOB_INTERNAL_TIMER_PATTERN)) { this.Parameters.Add(JobDictionary.JOB_INTERNAL_TIMER_PATTERN, null); } if (!this.Parameters.AllKeys.Contains(JobDictionary.JOB_INTERNAL_TIMER_TIME)) { this.Parameters.Add(JobDictionary.JOB_INTERNAL_TIMER_TIME, t.Interval.ToString()); } UnitContainer.InvokeALL(this.Parameters); } } catch { } finally { //Collect garbage manually GC.Collect(); GC.WaitForFullGCComplete(); //Raise event manually t.Enabled = true; //LogInfor.GetLogger<TimerLogger>().WriteInfo(_baseKey.Format() + " - Left time[" + (t.Interval / 100).ToString() + "s]", "", ""); } }
public PlayerMainControl(Player pl, UnitContainer Unit, UIUnitInfo unitUI, PersistentDataUnitUI dataUI) { m_Player = pl; m_Unit = Unit; m_UI = new UIControl(unitUI, dataUI); m_UI.Target = () => { return(m_Unit.TF); }; }
public void die(Unit unit) { MoveContainer.getInstance().Remove(unit); CollisionContainer.getInstance().Remove(unit); DrawContainer.getInstance().Remove(unit); UnitContainer.getInstance().Remove(unit); unit._currentRound.removeUnit(unit); }
private void Start() { m_Container = GetComponent <UnitContainer>(); m_Container.LifeControl.DeathEvent += (arg1, arg2) => { SetState(TypeState.Death); }; m_Container.LifeControl.ResurrectionEvent += (arg1, arg2) => { SetState(TypeState.Idle); }; InitStates(); SetLayer(1, 0f); }
public void subscribe() //Singleton anti-pattern :( { state = UnitStateFactory.Instance.create("unit-alive"); DrawContainer.getInstance().Add(this); MoveContainer.getInstance().Add(this); CollisionContainer.getInstance().Add(this); UnitContainer.getInstance().Add(this); _currentRound.registerUnit(this); }
public Player GetPlayer(UnitContainer unit) { if (unit.IsNullOrDestroy()) { return(null); } var control = GetPlayerControl(unit); return(control == null ? null : control.Player); }
protected override void InnerInit(UnitContainer unit) { base.InnerInit(unit); m_AttackControl.Init(m_Unit.TF); m_AttackControl.AttackEvents += OnClickAttack; m_Unit.UnitControl.AttackEvent += () => { m_SendData.Attack.AttackID++; }; m_Unit.LifeControl.DeathEvent += (sender, arg) => { if (IsServer) { m_SendData.LifeID++; } }; }
public void Dispose() { Finish(); if (DebugContainer != null) { DebugContainer.Dispose(); } if (UnitContainer != null) { UnitContainer.Dispose(); } _isInitialized = false; }
public PlayerMainControl GetPlayerControl(UnitContainer unit) { if (unit.IsNullOrDestroy()) { return(null); } for (int i = m_PlayerControls.Count - 1; i >= 0; i--) { if (m_PlayerControls[i].Unit == unit) { return(m_PlayerControls[i]); } } return(null); }
protected override void InnerInit(UnitContainer unit) { base.InnerInit(unit); m_Unit.UnitControl.AttackEvent += () => { if (IsServer) { m_SendData.Attack.AttackID++; } }; m_Unit.LifeControl.DeathEvent += (sender, arg) => { if (IsServer) { m_SendData.LifeID++; } }; m_Unit.MoveControl.BlockPos = true; m_Unit.MoveControl.BlockRot = true; }
public override void Run() { var baseKey = new JobMessage() { Category = "01", Name = this.Name, BaseKey = Guid.NewGuid() }; //the time at which the job will run var currentBaseTimePoint = DateTime.Now.Date.Add(startSpan); var baseDate = DateTime.Now <= currentBaseTimePoint?currentBaseTimePoint.AddDays(-1) : currentBaseTimePoint; while (_running) { var nextDay = baseDate.AddDays(1); //current data is greater than baseDate if the job is running slowly while (nextDay < DateTime.Now) { baseDate = nextDay; nextDay = nextDay.AddDays(1); } var baseTime = nextDay - baseDate; if (!TimePending.Pending(baseTime, baseDate, baseKey)) { if (UnitContainer != null && _running) { //Store the info of timer if (!this.Parameters.AllKeys.Contains(JobDictionary.JOB_INTERNAL_TIMER_PATTERN)) { this.Parameters.Add(JobDictionary.JOB_INTERNAL_TIMER_PATTERN, null); } if (!this.Parameters.AllKeys.Contains(JobDictionary.JOB_INTERNAL_TIMER_TIME)) { this.Parameters.Add(JobDictionary.JOB_INTERNAL_TIMER_TIME, Parameters["jobTime"]); } UnitContainer.InvokeALL(this.Parameters); } baseDate = nextDay; GC.Collect(); GC.WaitForFullGCComplete(); } } }
private void _run() { if (UnitContainer != null && _running) { //Store the info of timer if (!this.Parameters.AllKeys.Contains(JobDictionary.JOB_INTERNAL_TIMER_PATTERN)) { this.Parameters.Add(JobDictionary.JOB_INTERNAL_TIMER_PATTERN, JobTimeFormatter.Pattern); } if (!this.Parameters.AllKeys.Contains(JobDictionary.JOB_INTERNAL_TIMER_TIME)) { this.Parameters.Add(JobDictionary.JOB_INTERNAL_TIMER_TIME, JobTimeFormatter.RawTime); } UnitContainer.InvokeALL(this.Parameters); } GC.Collect(); GC.WaitForFullGCComplete(); }
public static int TestMain(IEnumerable <string> args) { System.Runtime.CompilerServices.RuntimeHelpers.PrepareConstrainedRegions(); try { using (UnitContainer container = new UnitContainer()) { using (TestRunner runner = new TestRunner(container)) { runner.Run(args); return(runner.ExitCode); } } } catch (Exception ex) { Console.WriteLine("Error in Test Harness!"); Console.WriteLine(ex.ToString()); return(101); } }
void Spawn() { UnitContainer container = GameObject.FindObjectOfType <UnitContainer>(); for (int y = 0; y < unitSpawningInfo.height; y++) { for (int x = 0; x < unitSpawningInfo.width; x++) { Color pixelColor = unitSpawningInfo.GetPixel(x, y); foreach (ColorToPrefav m in colorMappings) { if (pixelColor == m.color) { Unit newUnit = m.prefav.GetComponent <Unit>(); GameObject newObject = Instantiate(m.prefav, new Vector3(x, y, 0), Quaternion.identity, container.transform); container.unitList.Add(newUnit); } } } } }
public void doAction(Game game) { InputContainer.getInstance().Add(new ShootInput(game, UnitContainer.getInstance().objects)); }
public void Init(UnitContainer unit) { InnerInit(unit); ExternInit(); }
protected virtual void InnerInit(UnitContainer unit) { m_Unit = unit; }
PlayerMainControl Create(Player player, TypePlayer type, UnitContainer unit) { return(new PlayerMainControl(player, unit, ManagerUnitUI.GetUnitUI(), ManagerUnitUI.GetPersistentDataUI(type))); }
void Awake() { m_Unit = GetComponentInChildren <UnitContainer>(); Weapon = GetComponentInChildren <PropertiesWeapon>(); }
private void Awake() { m_Unit = GetComponentInChildren <UnitContainer>(); }
public void SetMainTarget(GameObject target) { m_Target = target.GetComponent <UnitContainer>(); }
private void OnDestroy() { m_Target = null; m_Targets.Clear(); }
void Awake() { m_Unit = GetComponentInChildren <UnitContainer>(); m_Renders = GetComponentsInChildren <Renderer>(); }
// Use this for initialization void Start() { units = UnitContainer.Load(filePath); }