void MasterStateMachine(MasterState _curState) { switch (_curState) { case MasterState.WAITING: // Waiting to Load level break; case MasterState.LOADING: // Loading a Level // If level has been loaded, state is Start break; case MasterState.START: // Initialize a level // If all units and map have been initialized, state is Continue break; case MasterState.PAUSED: // Pause the game break; case MasterState.CONTINUE: // Level has been initialized, run Time as normal break; default: _mState = MasterState.WAITING; break; } }
public void ResetState() { this.masterState = MasterState.Same; for (int i = 0; i < this.children.Count; i++) { this.children[i].ResetState(); } }
public File(File parent, string path, string name, bool isMaster, bool isDir, InitialState initialState, MasterState masterState) { this.parent = parent; this.path = path.Replace('\\', '/'); this.name = Path.GetFileName(path); this.isDir = isDir; this.initialState = initialState; this.masterState = masterState; this.isMaster = isMaster; this.initialHash = isDir == false?NGSyncFoldersWindow.TryGetCachedHash(this.path) : string.Empty; }
public void Delete() { InternalNGDebug.InternalLogFormat("Deleting {0} {1}", this.path, this.initialState); if (this.isMaster == true) { this.masterState = MasterState.Deleted; } else { this.slaveState = SlaveState.NonExist; } if (this.initialState == InitialState.New) { this.parent.children.Remove(this); } this.InvalidateHeight(); }
public void AddState(AddStateViewModel model) { try { if (model != null) { MasterState entity = new MasterState(); entity.StateName = model.StateName; entity.CountryRowID = model.CountryRowID; db.MasterStates.Add(entity); } else { throw new Exception("State could not be blank!"); } } catch (Exception) { throw; } }
public File Generate(string path) { this.InvalidateHeight(); if (this.path == path) { string hash = NGSyncFoldersWindow.TryGetCachedHash(path); if (this.isMaster == true) { if (hash == this.initialHash) { this.masterState = MasterState.Same; } else { this.masterState = MasterState.Altered; } } else { this.initialHash = hash; this.slaveState = SlaveState.Exist; } this.targetHash = hash; return(this); } string oldPath = path.Substring(0, this.path.Length + 1); string[] newPath = path.Substring(this.path.Length + 1).Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); File parent = this; path = this.path; for (int i = 0; i < newPath.Length; i++) { oldPath = Path.Combine(oldPath, newPath[i]); path = Path.Combine(path, newPath[i]); File child = null; for (int j = 0; j < parent.children.Count; j++) { if (parent.children[j].path == path) { child = parent.children[j]; break; } } if (child == null) { InternalNGDebug.InternalLogFormat("Generating {0} in {1} ({2})", path, parent, oldPath); if (this.isMaster == true) { child = new File(parent, path, Path.GetFileName(path), true, Directory.Exists(oldPath), InitialState.New, MasterState.Created); } else { child = new File(parent, path, Path.GetFileName(path), false, Directory.Exists(oldPath), InitialState.New, System.IO.File.Exists(path) ? SlaveState.Exist : SlaveState.NonExist); } parent.children.Add(child); parent.children.Sort((a, b) => string.CompareOrdinal(a.path, b.path)); } parent = child; } return(parent); }
public List <MasterState> GetState(MasterState masterState) { return(new ITCircleDAO.ApplicationDAO().GetState(masterState)); }
public void UnPause() { _mState = MasterState.CONTINUE; Debug.Log ("Master State is: " + _mState.ToString() +" Continuing game! "); Time.timeScale = 1; }
void Awake() { Instance = this; // ON PLANET: if (SceneManager.GetActiveScene().name == "Level_Planet") { // If for some reason the mission failed panel is still active, deactivate it if (missionFailedPanel) { if (missionFailedPanel.activeSelf) missionFailedPanel.SetActive(false); } mState = MasterState.START; } else if (SceneManager.GetActiveScene().name == "Level_CENTRAL") { _mState = MasterState.ONSHIP; } }
public void TestPause() { _mState = MasterState.PAUSED; Debug.Log ("Master State is: " + _mState.ToString() +" Pausing game! "); Time.timeScale = 0; }
public void ReturnToShip() { _mState = MasterState.ONSHIP; game_master.NewGameLoadShip (); }
public void QuitGame() { mState = MasterState.QUIT; }
public void NewCharacter() { _mState = MasterState.ONSHIP; game_master.NewCharacterScreen(); }
void MissionSuccess() { //if (Time.timeScale != 0) //{ // UI_Manager.Instance.DisplayVictoryPanel(); // StopAllCoroutines(); // Time.timeScale = 0; //} UI_Manager.Instance.DisplayVictoryPanel(); // Notify the Launchpad/Transporter that it can now launch safely by unlocking its controls. // Transporter_Handler.instance.LockControls(false); Debug.Log("MASTER STATE: Unlocking Transporter controls!"); mState = MasterState.WAITING; }
void MasterStateMachine(MasterState _curState) { switch (_curState) { case MasterState.WAITING: // Waiting to Load level break; case MasterState.LOADING: // Loading a Level // If level has been loaded, state is Start break; case MasterState.START: // Initialize a level // If all units and map have been initialized, state is Continue break; case MasterState.PAUSED: // Pause the game break; case MasterState.CONTINUE: // Level has been initialized, run Time as normal break; case MasterState.MISSION_FAILED: // Pause game and tell GameMaster to load level or go back to ship level MissionFailed(); break; case MasterState.PLAYER_DEAD: // Pause game and tell GameMaster to load level or go back to ship level MissionFailed(); break; case MasterState.MISSION_SUCCESS: // Load a progress scene where the player sees what items they got and what they have left MissionSuccess(); break; case MasterState.ONSHIP: if (Time.timeScale == 0) { Time.timeScale = 1; } break; case MasterState.QUIT: //TODO: Here we would begin the save progress function and then quit the application Application.Quit(); break; default: _mState = MasterState.WAITING; break; } }