void Load()
    {
        // Loads the entire inventory from json
        _inventoryCollection = JsonUtility.FromJson <Inventory>(_json);

        //For each unique ownerID on each item, store those ids
        List <string> actorIDS = _inventoryCollection.items
                                 .Select(i => i.ownerID)
                                 .Distinct()
                                 .ToList();

        //Look up the actorData associated with all the ids and cache them
        actorIDS.ForEach(id => _actorDatas.Add(LoadFromPlayerPrefs <ActorData>(id)));

        //For each actorData equip all of there items
        //And the actor in the scene
        _actorDatas.ForEach(a =>
        {
            GetActorsItems(a)
            .ForEach(i =>
            {
                EquipItem(a, i);
                if (i.isActor)                        //If the item is an actor (companion) dont spawn here
                {
                    actorFactory.CreateActor <Player>(a);
                }
                else
                {
                    actorFactory.CreateActor <CompanionController>(a);
                }
            });
        });
    }
        private void addActorTypeMenu_Click(object sender, EventArgs e)
        {
            ToolStripMenuItem item    = sender as ToolStripMenuItem;
            ObjectCreator     creator = item.Tag as ObjectCreator;

            if (creator != null)
            {
                try
                {
                    NCheckResult   hit;
                    NEMainViewport activeViewport = this.ActiveViewport;
                    if (activeViewport != null)
                    {
                        activeViewport.MouseRayCheck(out hit, activeViewport.RightMouseButtenDownPosition, 512 * 1024, LineCheckType.All);
                        Point        pt      = activeViewport.Viewport.Camera.WorldToScreen(hit.location);
                        ActorFactory factory = creator.CreateInstance() as ActorFactory;
                        factory.CreateActor(NLevelEditorEngine.Instance.MainLevel, hit.location, Vector3.Zero);
                    }
                }
                catch (System.Exception ex)
                {
                    Program.ShowException(ex, "ActorFactory Create Error!");
                }
            }
        }
Exemple #3
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        public async Task <ReducedData> Process(string fileName)
        {
            var appName     = ActorService.Context.CodePackageActivationContext.ApplicationName;
            var mapActor    = ActorFactory.CreateActor <IMapActor>(appName, "MapActorService", "mapper", 1);
            var reduceActor = ActorFactory.CreateActor <IReduceActor>(appName, "ReduceActorService", "reducer", 1);

            await MapWithSingleActorAsync(fileName, mapActor, reduceActor);

            return(await reduceActor.GetResultAsync());
        }
Exemple #4
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        public async Task <ForgelightActor[]> CreateActorInstances(Object objectDef)
        {
            ForgelightActor[] actors = new ForgelightActor[objectDef.Instances.Count];

            for (int i = 0; i < objectDef.Instances.Count; i++)
            {
                actors[i] = await actorFactory.CreateActor(objectDef.ActorDefinition, zoneObjects.transform);

                PrepareInstance(actors[i], objectDef.Instances[i]);
            }

            return(actors);
        }
Exemple #5
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        protected override void LoadContent()
        {
            base.LoadContent();

            string dataXml = "";

            using (StreamReader sr = new StreamReader(Path.Combine(Content.RootDirectory, "Xml", "BaseActor.xml")))
            {
                dataXml = sr.ReadToEnd();
            }

            ActorFactory actorFactory = new ActorFactory();
            Actor        actor        = actorFactory.CreateActor(dataXml);
        }
        private async Task AsyncSolution(CancellationToken cancellationToken)
        {
            var appName     = Context.CodePackageActivationContext.ApplicationName;
            var serviceName = "MapReduceSupervisorActorService";
            var file        = "D:\\Temp\\stocks.json";
            var actorProxy  = ActorFactory.CreateActor <IMapReduceSupervisorActor>(appName, serviceName, "supervisor", 1);

            var stopWatch = new Stopwatch();

            stopWatch.Start();
            var reducedData = await actorProxy.Process(file);

            stopWatch.Stop();

            ServiceEventSource.Current.Message("ACTOR SOLUTION: Total Processing Time: {0}, Total Records: {1}, Per Record Processing Time: {2:0.00}ms", stopWatch.Elapsed, reducedData.ProcessedRecordsCounter, (double)stopWatch.Elapsed.TotalMilliseconds / (double)reducedData.ProcessedRecordsCounter);
        }
    public void OnBattleStart(String playerName, String enemyName, CharacterInfo playerInfo)
    {
        IsRunning = true;
        GameObject playerObj = ActorFactory.CreateActor(playerName, PlayerSlot);
        Actor      player    = playerObj.GetComponent <Actor>();

        player.Init(playerInfo);
        _players.Add(player);
        PlayerBoard.Init(player);
        PlayerBoard.gameObject.SetActive(true);
        GameObject enemyObj = ActorFactory.CreateActor(enemyName, EnemySlot);
        Actor      enemy    = enemyObj.GetComponent <Actor>();

        enemy.Init(null);
        _enemies.Add(enemy);
        EnemyBoard.Init(enemy);
        EnemyBoard.gameObject.SetActive(true);
    }