public void Get() { // The other part of the client code constructs the actual chain. var monkey = new MonkeyHandler(); var squirrel = new SquirrelHandler(); var dog = new DogHandler(); monkey.SetNext(squirrel).SetNext(dog); // The client should be able to send a request to any handler, not // just the first one in the chain. Console.WriteLine("Chain: Monkey > Squirrel > Dog\n"); Client.ClientCode(monkey); Console.WriteLine(); Console.WriteLine("Subchain: Squirrel > Dog\n"); Client.ClientCode(squirrel); }
static void Main(string[] args) { // Другая часть клиентского кода создает саму цепочку. var monkey = new MonkeyHandler(); var squirrel = new SquirrelHandler(); var dog = new DogHandler(); monkey.SetNext(squirrel).SetNext(dog); // Клиент должен иметь возможность отправлять запрос любому // обработчику, а не только первому в цепочке. Console.WriteLine("Chain: Monkey > Squirrel > Dog\n"); ChainOfResponsibilityClient.ClientCode(monkey); Console.WriteLine(); Console.WriteLine("Subchain: Squirrel > Dog\n"); ChainOfResponsibilityClient.ClientCode(squirrel); Console.ReadKey(); }
void Start() { mRaycastHits = new RaycastHit[NumberOfRaycastHits]; mMap = GetComponentInChildren <Environment>(); Character.setCharacterType(1); //Setting up gameobjects paddockProfile = GameObject.Find("PaddockStats"); actionSprite = GameObject.Find("Sprite"); profile = GameObject.Find("DogStats"); deletionScreen = GameObject.Find("PaddockDeletion"); //Setting up gameobjects with the appropriate scripts paddockHandle = GameObject.Find("PaddockHandler").GetComponent <PaddockHandler>(); dog = GameObject.Find("DogHandler").GetComponent <DogHandler>(); environment = GameObject.Find("Environment").GetComponent <Environment>(); cam = GameObject.Find("MainCamera").GetComponent <CameraScript>(); currency = GameObject.Find("Currency").GetComponent <PlayerCurrency>(); park = GameObject.Find("ParkHandler").GetComponent <Park>(); vis = GameObject.Find("VisitorHandler").GetComponent <VisitorHandler>(); decorations = GameObject.Find("Decoration").GetComponent <Decorations>(); events = GameObject.Find("Event").GetComponent <Events>(); level = GameObject.Find("Levelling").GetComponent <LevelExp>(); //Set up the paddock colour - darker green than the tiles paddockColor = new Color32(60, 107, 62, 1); actionSprite.SetActive(false); //Three seperate colours for grass - used for when deleting paths grassColours.Add(new Color32(98, 214, 164, 1)); grassColours.Add(new Color32(122, 221, 159, 1)); grassColours.Add(new Color32(105, 229, 140, 1)); pauseScreen.SetActive(false); tutorialScreen.SetActive(false); deletionScreen.SetActive(false); ShowMenu(true); }
// Start is called before the first frame update void Start() { mMap = GameObject.Find("Environment").GetComponent <Environment>(); handler = GameObject.Find("DogHandler").GetComponent <DogHandler>(); //Random names names.Add("Rupert"); names.Add("Spot"); names.Add("George"); names.Add("Skye"); names.Add("Woody"); names.Add("Willow"); names.Add("Boomer"); names.Add("Flynn"); names.Add("Bobbi"); //Dog must be set up before moving setUpDog(); //Move the dog as soon as it has been placed pickRandomTile(); moveDog(); }
static void Main(string[] args) { var thread = new Thread(SeparateThread); Action a1 = SeparateThread; Action a2 = delegate { Console.WriteLine("Waddup"); }; // WILL NOT WORK: // var a3 = delegate { Console.WriteLine("Waddup"); }; // Default is also target-typed. int x = default; a.GetType(); Action <Animal> d = Pet; d.GetType(); Action <Dog> a5 = d; a5.GetType(); thread.Start(); Dog fido = new Dog(); //read right-to-left: instance of dog which is a class being assigned to a variable of animal which is a class type Animal a = fido; //read right-to-left: instance of a method which is a delegate being assigned to a variable of dog handler which is a delegate type DogHandler petter = Pet; //var threader = SeparateThread; while (false) { // Update UI Thread.Sleep(10); Console.WriteLine("Updated UI!"); } Func <Animal, Animal> evolve = Mutate; var TMNF = evolve(fido); Func <Animal, Chemical, Animal> mutateWithChemical = Mutate; { var ImTiredOfComingUpWithVariableNames = "yooooo"; Console.WriteLine(ImTiredOfComingUpWithVariableNames); } bool TryShop(DogHandler job, int money) { if (money % 2 == 0) { job(fido); return(true); } return(false); } // DogHandler wrapDog = (dog) => { Console.WriteLine("Doggo " + dog + " is being wrapped. Obviously not as cool as " + TMNF); }; TryShop(wrapDog, 1000); pendingAction = wrapDog; }