public override void Update()
 {
     //Console.WriteLine("Gate -> " + state.ToString() + " - " + getCurrentFrame() + "/" + getNumSprites());
     switch(state)
     {
         case GateState.OPENING:
             //Opening gate
             if (!isLastFrame())
                 nextSprite();
             else
                 //Gate is now open
                 state = GateState.OPEN;
             break;
         case GateState.CLOSING:
             //Closing gate
             if (!isFirstFrame())
                 lastSprite();
             else
                 //Gate is now closed
                 state = GateState.CLOSED;
             break;
         default:
             //Do nothing if closed or open.
             break;
     }
 }
Exemple #2
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    void Start()
    {
        animator_ = GetComponent <Animator>();
        numObjectsInTriggerZone_ = 0;

        audio_ = GetComponent <AudioSource>();

        state_ = initialState;
        animator_.SetInteger("State", (int)state_);

        if (triggerType == GateTriggerType.kPressurePlate && triggerPlate == null)
        {
            Debug.LogWarning("Trigger type is PressurePlate but no pressure plate was linked on Gate with name " + name + ". Trigger type will be set to no trigger.");

            triggerType = GateTriggerType.kNoTrigger;
        }

        if (triggerType == GateTriggerType.kSwitch && triggerSwitch == null)
        {
            Debug.LogWarning("Trigger type is Switch but no switch was linked on Gate with name " + name + ". Trigger type will be set to no trigger.");

            triggerType = GateTriggerType.kNoTrigger;
        }

        if (triggerType == GateTriggerType.kPressurePlate)
        {
            triggerPlate.PressurePlateEvent += PressurePlateListener;
        }

        if (triggerType == GateTriggerType.kSwitch)
        {
            triggerSwitch.SwitchEvent += SwitchListener;
        }
    }
        protected override void SolveInstance(IGH_DataAccess da)
        {
            if (Params.Input.Count != Params.Output.Count)
            {
                AddRuntimeMessage(GH_RuntimeMessageLevel.Error, "Input and output count must be equal");
                return;
            }

            switch (_state)
            {
            case GateState.Closed:
                SetBlankData(da);
                break;

            case GateState.Activated:
                SetData(da);
                _inputState = new int[Params.Input.Count];
                _state      = GateState.Reset;
                break;

            case GateState.Reset:
                SetBlankData(da);
                ExpireAllOutputs();
                _state = GateState.Closed;
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
        }
Exemple #4
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        private IEnumerator SwitchGate(GateState state)
        {
            switch (state)
            {
            case GateState.Opening:
                gateAnimator.Play("DoorOpen");

                break;

            case GateState.Closing:
                gateAnimator.Play("DoorClose");
                break;
            }


            while ((gateAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0f && gateAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f))
            {
                yield return(new WaitForEndOfFrame());
            }

            if (state == GateState.Opening)
            {
                gateState = GateState.Opened;
                Debug.Log("GATE OPENED");
            }
            else if (state == GateState.Closing)
            {
                gateState = GateState.Closed;
                Debug.Log("GATE CLOSED");
            }
        }
Exemple #5
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    // Start is called before the first frame update
    void Start()
    {
        playerHealth = player.GetComponent <PlayerHealth> ();

        currentGameState = GateState.LevelState;
        ShowScreen(Level);
    }
        public void Update()
        {
            gateKey.Rotation.Y -= MathHelper.ToRadians(6);

            switch (State)
            {
            case GateState.Closing:
                if (gate.Position.Y < 0.3f)
                {
                    gate.Position.Y += 0.5f;
                }
                else
                {
                    State = GateState.Closed;
                }
                break;

            case GateState.Opening:
                if (gate.Position.Y > -4.2f)
                {
                    gate.Position.Y -= 0.5f;
                }
                else
                {
                    State = GateState.Opened;
                }
                break;
            }
        }
Exemple #7
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.P))
        {
            if (isPaused)
            {
                isPaused         = false;
                currentGameState = GateState.LevelState;
                ShowScreen(Level);
            }

            else
            {
                isPaused         = true;
                currentGameState = GateState.PauseState;
                ShowScreen(Pause);
            }
        }

        if (playerHealth.isDead == true)
        {
            currentGameState = GateState.LoseState;
            ShowScreen(Lose);
        }
    }
Exemple #8
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 public void DoReportState(GateState state)
 {
     if (thisDHD != null)
     {
         thisDHD.ReportState(state);
     }
 }
Exemple #9
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 public void Open()
 {
     if (state == GateState.CLOSED)
     {
         state = GateState.CHANGING;
         LeanTween.moveLocal(model, new Vector3(0, 0, 10), 2.0f).setOnComplete(OnOpen);
     }
 }
Exemple #10
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 public void Close()
 {
     if (state == GateState.OPEN)
     {
         state = GateState.CHANGING;
         LeanTween.moveLocal(model, new Vector3(0, 0, 0), 2.0f).setOnComplete(OnClose);
     }
 }
Exemple #11
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 void OpenGate()
 {
     m_GateState = GateState.Opened;
     if (m_GateCoroutne != null)
     {
         StopCoroutine(m_GateCoroutne);
     }
     m_GateCoroutne = StartCoroutine(OpenGateCoroutine());
 }
Exemple #12
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 void CloseGate()
 {
     m_GateState = GateState.Closed;
     if (m_GateCoroutne != null)
     {
         StopCoroutine(m_GateCoroutne);
     }
     m_GateCoroutne = StartCoroutine(CloseGateCoroutine());
 }
Exemple #13
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    IEnumerator unlockDoor()
    {
        source.Play();
        gate_state = GateState.UNLOCKING;
        anim.SetBool("unlock", true);
        yield return(new WaitForSecondsRealtime(1f));

        gateSolidCollider.enabled = false;
        gate_state = GateState.UNLOCKED;
    }
        public void SetActivation(GateParam param)
        {
            var index = Params.Input.IndexOf(param);

            _inputState[index] = 1;
            if (_inputState.All(x => x == 1))
            {
                _state      = GateState.Activated;
                _inputState = new int[Params.Input.Count];
            }
        }
 public FinalGate(ContentManager content,
     ref List<AABB> collisionList,
     Vector3 position, Vector3 rotation, float scale)
     : base(@"Models\Environment\FinalGatePillars", content, position, rotation, scale)
 {
     CreateDoors(content, ref collisionList, position, scale);
     base.FogEnd = 3000;
     currentState = GateState.CLOSED;
     emitter = new AudioEmitter();
     emitter.Position = position;
 }
 public void CloseGate()
 {
     if (m_currentState == GateState.Closed)
     {
         return;
     }
     transform.DORotate(new Vector3(0, m_closedYRotation, 0), m_openCloseSpeed).OnComplete(() => { if (m_onDoorClose != null)
                                                                                                   {
                                                                                                       m_onDoorClose.Invoke();
                                                                                                   }
                                                                                           });;
     m_currentState = GateState.Closed;
 }
Exemple #17
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 public void Rewind(bool isOpen)
 {
     if (isOpen)
     {
         State           = GateState.Opened;
         gate.Position.Y = -4.2f;
     }
     else
     {
         State           = GateState.Closed;
         gate.Position.Y = 0.3f;
     }
 }
Exemple #18
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    private async void Update()
    {
        await EnsureSubscribeRegisteredAsync();

        if (_state == _newState)
        {
            return;
        }

        _state = _newState;
        beamAnimator.SetBool(Open, _state == GateState.Open);
        if (blocker != null)
        {
            blocker.SetActive(_state == GateState.Closed);
        }
    }
Exemple #19
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    private async Task EnsureSubscribeRegisteredAsync()
    {
        if (_isSubscribed || !communicationsManager.IsInitialized || topic == null)
        {
            return;
        }

        await communicationsManager.Client.SubscribeAsync(Topic,
                                                          state =>
        {
            Debug.Log($"Received state {state} for {Topic}");
            _newState = (GateState)int.Parse(state);
        });

        _isSubscribed = true;
    }
Exemple #20
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        private void openCloseBtn_OnButtonClicked(Object o, String tag)
        {
            Gates     gates      = this.parent as Gates;
            GateState gatesState = gates.OpenCloseState;

            if (gatesState == GateState.Closed)
            {
                gates.OpenCloseState         = GateState.Empty;
                this.openCloseBtn.BtnTexture = this.openBtnTex;
            }
            else
            {
                gates.OpenCloseState         = GateState.Empty;
                this.openCloseBtn.BtnTexture = this.closeBtnTex;
            }
        }
Exemple #21
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 public void TriggerKey(int[] position)
 {
     if (KeyPosition[0] != position[0] || KeyPosition[1] != position[1])
     {
         return;
     }
     SoundController.PlaySound(PlayContentHolder.Instance.SoundGateToggle);
     if (State == GateState.Closed)
     {
         State = GateState.Opening;
     }
     if (State == GateState.Opened)
     {
         State = GateState.Closing;
     }
 }
Exemple #22
0
        public GateSystem(int[] gatePosition, int[] keyPosition, PlayScene parent)
        {
            _parent = parent;

            gate     = new CModel(PlayContentHolder.Instance.ModelGate);
            gateWall = new CModel(PlayContentHolder.Instance.ModelGateWall);
            gateKey  = new CModel(PlayContentHolder.Instance.ModelGateKey);

            GatePosition       = gatePosition;
            KeyPosition        = keyPosition;
            gate.Position.X    = gateWall.Position.X = GatePosition[1] * 10 + 5;
            gate.Position.Z    = gateWall.Position.Z = (GatePosition[0] + 1) * 10;
            gateKey.Position.X = KeyPosition[1] * 10 + 5;
            gateKey.Position.Z = KeyPosition[0] * 10 + 5;

            State = GateState.Closed;
        }
        public void AddCapture(IImage image, CaptureSource source, GateState state = GateState.Open, DateTime?timestamp = null)
        {
            if (!IsEnabled)
            {
                return;
            }
            var      dateTime = timestamp ?? DateTime.UtcNow;
            DateTime lastTimestamp;

            if (_lastTimestamps.TryGetValue(source, out lastTimestamp) && (dateTime - lastTimestamp).TotalMilliseconds < minCaptureInterval)
            {
                return;
            }
            var capture = new CaptureEntry()
            {
                Timestamp = dateTime,
                GateState = state,
                Source    = source,
                FilePath  = SaveImage(image, source.ToString()),
            };

            var command = _db.CreateCommand();

            command.CommandText =
                string.Format(
                    "INSERT INTO CaptureEntries (Timestamp, GateState, Source, FilePath) VALUES ('{0}Z', {1}, {2}, '{3}')",
                    capture.Timestamp.ToString("yyyy-MM-dd HH:mm:ss.fffffff"), (int)capture.GateState, (int)capture.Source, capture.FilePath);
            try
            {
                lock (_dbLock)
                {
                    command.ExecuteNonQuery();
                }
                _lastTimestamps[source] = dateTime;
            }
            catch (Exception e)
            {
                TryDeleteImage(capture.FilePath);
                throw new CaptureStorageException("Failed to add a capture to DB", e);
            }
            finally
            {
                command.Dispose();
            }
        }
    // Start is called before the first frame update
    void Start()
    {
        animator = GetComponent <Animation>();
        animator.playAutomatically = false;

        openAnimation.legacy  = true;
        closeAnimation.legacy = true;
        animator.AddClip(openAnimation, GateState.Open.ToString());
        animator.AddClip(closeAnimation, GateState.Closed.ToString());

        currentState = initialState;
        var clip = GetCurrentAnimation();

        animator[clip].speed = 9999;
        animator.Play(clip);

        SetCollider();
    }
Exemple #25
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        public Gate(Game game, int xPos, int yPos, int screenWidth, int screenHeight, Texture2D texture, Level _parentLevel)
        {
            parentLevel = _parentLevel;
            position = new Rectangle();
            position.Width = screenWidth / colsPerScreen;
            position.Height = screenHeight / rowsPerScreen;

            position.X = xPos * position.Width;
            position.Y = yPos * position.Height;

            leftHalf = new Rectangle(0, 0, spriteWidth, spriteHeight);
            rightHalf = new Rectangle(spriteWidth, 0, spriteWidth, spriteHeight);

            state = GateState.closed;
            status = GateStatus.closing;
            ticker = -1;
            gateTexture = texture;

            /* Block off the right half of the gate right now */
            Rectangle changeRect = new Rectangle((position.X / position.Width) + 1, position.Y / position.Height, 1, 4);
            parentLevel.modifyTiles(changeRect, CollisionType.invisible);
        }
Exemple #26
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        public void IsClosed_GateClosed_ReturnsExpected(GpioPinValue closedPinValue, GpioPinValue openPinValue, bool expected)
        {
            // Arrange
            var closedSwithPin = new Mock <IPin>();

            closedSwithPin
            .Setup(p => p.Read())
            .Returns(closedPinValue);

            var openSwithPin = new Mock <IPin>();

            openSwithPin
            .Setup(p => p.Read())
            .Returns(openPinValue);

            var dut = new GateState(closedSwithPin.Object, openSwithPin.Object);

            // Act
            var actual = dut.IsClosed;

            // Assert
            Assert.Equal(expected, actual);
        }
Exemple #27
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    public void HandleSelection(Vector3 dir, bool firstPoint = false)
    {
        if (firstPoint)
        {
            // Do unique first point stuff
        }

        switch (gateStatus)
        {
        case GateState.empty:
            // Add In Point
            dirToLastPlanet = dir;
            gateStatus      = GateState.hasIn;

            AddPoint(dirToLastPlanet);

            break;

        case GateState.hasIn:
            // Add out
            dirToNextPlanet = dir;

            Vector3 last           = dirToLastPlanet.normalized;
            Vector3 next           = dirToNextPlanet.normalized;
            Vector3 midPtDirection = (last + next) / 2;

            AddPoint(midPtDirection);
            AddPoint(dirToNextPlanet);

            angleToNextPlanet = 180 - Vector3.Angle(next, last);
            Debug.Log(angleToNextPlanet);

            ConvertPlanetTension();

            break;
        }
    }
 /// <summary>
 /// Opens the gate.
 /// </summary>
 public void openGate()
 {
     if(state == GateState.CLOSED || state == GateState.CLOSING)
         state = GateState.OPENING;
 }
Exemple #29
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 public void ReportState(GateState state)
 {
     this.state = state;
     Log.Write(LogLevel.Info, "Gate State: " + state);
 }
 private void OpenGate()
 {
     Game.SoundManager.PlaySound("GateDoorOpening", this);
     gateState = GateState.OPENING;
 }
        public override void Update(float deltaTime)
        {
            base.Update(deltaTime);
            if (gateState == GateState.OPENING)
            {
                if (base.Position.Y < openedPosition.Y)
                {
                    base.Position += (openingVelocity * deltaTime);
                    CreateCollision(base.Position, base.Rotation, base.Scale);
                }
                else
                {
                    gateState = GateState.OPEN;
                    gateBeenOpenFor = 0.0f;
                }
            }
            else if (gateState == GateState.CLOSING)
            {
                if (base.Position.Y > closedPosition.Y)
                {
                    base.Position += (closingVelocity * deltaTime);
                    CreateCollision(base.Position, base.Rotation, base.Scale);
                }
                else
                {
                    foreach (IInteractableObject interactable in interactingParties)
                        interactable.UsedCallback();

                    gateState = GateState.CLOSED;
                }
            }
            else if (gateState == GateState.OPEN)
            {
                gateBeenOpenFor += deltaTime;
                if(gateBeenOpenFor >= closeAfter)
                {
                    CloseGate();
                }
            }
        }
 public void Use(AABB interactingParty)
 {
     currentState = GateState.OPENING;
 }
 public void Open()
 {
     currentState = GateState.OPENING;
 }
 public void StopOpening()
 {
     currentState =  GateState.OPEN;
 }
 public void Use(AABB interactingParty)
 {
     if (currentState == GateState.CLOSED)
     {
         currentState = GateState.OPENING;
     }
 }
            public GateDoor(ContentManager content,
                ref List<AABB> collisionList,
                Vector3 position, float scale,
                string meshName, Vector3 _moveToPos)
                : base(meshName, content, position, new Vector3(0, 180, 0), scale)
            {
                base.FogEnd = 3000;

                currentState = GateState.CLOSED;

                CreateCollision(position, new Vector3(0, 180, 0), scale);
                collisionList.Add(this);
                emitter = new AudioEmitter();
                emitter.Position = position;
                this.moveToPos = _moveToPos;
                velocity = Vector3.Subtract(moveToPos, position);
                velocity.Normalize();
                velocity *= 45;//Needs tweaking
            }
Exemple #37
0
 public void Update(GameTime gameTime)
 {
     if (ticker == 0)
     {
         if (state == GateState.closed)
         {
             leftHalf.X = spriteWidth * 0;
             if (status == GateStatus.opening) state = GateState.quarterOpen;
             else ticker = -1;
         }
         else if (state == GateState.quarterOpen)
         {
             leftHalf.X = spriteWidth * 1 * 2;
             if (status == GateStatus.opening) state = GateState.halfOpen;
             else state = GateState.closed;
         }
         else if (state == GateState.halfOpen)
         {
             //Gate is not fully open - make sure it won't let anything through now
             Rectangle changeRect = new Rectangle(((position.X  + totalDeltaX)/ position.Width) + 1, position.Y / position.Height, 1, 4);
             parentLevel.modifyTiles(changeRect, CollisionType.invisible);
             leftHalf.X = spriteWidth * 2 * 2;
             if (status == GateStatus.opening) state = GateState.open;
             else state = GateState.quarterOpen;
         }
         else if (state == GateState.open)
         {
             leftHalf.X = spriteWidth * 3 * 2;
             if (status == GateStatus.closing)
             {
                 state = GateState.halfOpen;
             }
             else
             {
                 //Gate has fully opened. Stop the timer and change the underlying tiles to let it through
                 ticker = -1;
                 parentLevel.modifyTiles(new Rectangle(((position.X + totalDeltaX) / position.Width) + 1, position.Y / position.Height, 1, 4), CollisionType.passable);
             }
         }
         rightHalf.X = leftHalf.X + spriteWidth;
     }
     if (ticker >= 0)
     {
         ticker++;
         if (ticker >= 15) ticker = 0;
     }
 }
Exemple #38
0
 // Start is called before the first frame update
 void Start()
 {
     gate_state = GateState.LOCKED;
     anim       = GetComponentInChildren <Animator>();
 }
Exemple #39
0
 public void flip()
 {
     if (status == GateStatus.closing && state == GateState.closed)
     {
         status = GateStatus.opening;
         state = GateState.quarterOpen;
     }
     else if (status == GateStatus.opening && state == GateState.open)
     {
         status = GateStatus.closing;
         state = GateState.halfOpen;
     }
     ticker = 0;
 }
 private void CloseGate()
 {
     Game.SoundManager.PlaySound("GateDoorClosing", this);
     gateState = GateState.CLOSING;
 }
Exemple #41
0
        public void ChangeState(GateState state)
        {
            gateState = state;

            StartCoroutine(SwitchGate(state));
        }
Exemple #42
0
 void Start()
 {
     gateState = GetComponentInParent <GateState>();
 }
Exemple #43
0
        public void NodeInfo_GetGateState_Test()
        {
            GateState state = NodeInfo.GetGateState();

            Assert.IsTrue(state == GateState.Left || state == GateState.Right);
        }
Exemple #44
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="state">Gate state - Left or Right</param>
 public NodeInfo(GateState state)
 {
     GateState = state;
 }
 /// <summary>
 /// Closes the gate.
 /// </summary>
 public void closeGate()
 {
     if(state == GateState.OPEN || state == GateState.OPENING)
         state = GateState.CLOSING;
 }