private void Awake() { messageSystem = GetComponent <MessageSystem>(); myIndividual = GetComponent <Individual>(); buffEffectManager = GameObject.FindGameObjectWithTag("Effects").GetComponent <BuffEffectManager>(); bloodHUD = GameObject.Find("BloodHUD").GetComponent <BloodHUD>(); }
public DeletionService( ClassifierDictionary classifiers, MessageSystem messageSystem) { _classifiers = classifiers; _messageSystem = messageSystem; }
public Terminal() { colors = new Color[4]; commands = new Dictionary <string, CommandProcessor>(); font = ContentCache.GetFont("Terminal"); currentLine = new SpriteText(font); lines = new List <SpriteText>(); oldCommands = new List <string>(); charWidth = font.Measure("A").x; storedIndex = -1; var accessor = Properties.Access(this); padding = accessor.GetInt("terminal.padding", this, false); textProcessor = new TextProcessor(); textProcessor.Submit = Submit; AddDefaultCommands(); MessageSystem.Subscribe(this, CoreMessageTypes.ResizeWindow, (messageType, data, dt) => { // The terminal is always resized to fit the window width. Width = ((ivec2)data).x; }); MessageSystem.Subscribe(this, CoreMessageTypes.Keyboard, (messageType, data, dt) => { ProcessKeyboard((KeyboardData)data); }); }
protected virtual void RefreshMessages() { RefreshEmptyStatus(); RefreshDupeAssetWarning(); var flag = m_BundleMessages.HighestMessageFlag(); m_CachedHighMessage = MessageSystem.GetMessage(flag); }
void Awake() { Instance = this; DontDestroyOnLoad(this); bgm = gameObject.AddComponent <AudioSource>(); bgm.playOnAwake = false; bgm.volume = BGMVolume; MessageSystem <MessageType> .Regist(MessageType.CARDMSG, this); MessageSystem <MessageType> .Regist(MessageType.HITMSG, this); MessageSystem <MessageType> .Regist(MessageType.PlayerHealChange, this); MessageSystem <MessageType> .Regist(MessageType.HURTMSG, this); MessageSystem <MessageType> .Regist(MessageType.MoraleChange, this); MessageSystem <MessageType> .Regist(MessageType.GemChange, this); MessageSystem <MessageType> .Regist(MessageType.CrystalChange, this); MessageSystem <MessageType> .Regist(MessageType.TURNBEGIN, this); MessageSystem <MessageType> .Regist(MessageType.ChooseRole, this); MessageSystem <MessageType> .Regist(MessageType.PlayBGM, this); MessageSystem <MessageType> .Regist(MessageType.Win, this); MessageSystem <MessageType> .Regist(MessageType.Lose, this); }
public override void OnDestroy() { GameManager.RemoveUpdateAciont(showLoginInput); MessageSystem <MessageType> .UnRegist(MessageType.LoginState, this); base.OnDestroy(); }
public override void Awake() { MessageSystem <MessageType> .Regist(MessageType.RoomList, this); MessageSystem <MessageType> .Regist(MessageType.EnterRoom, this); MessageSystem <MessageType> .Regist(MessageType.ERROR, this); root.localPosition = new Vector3(1280, 0, 0); root.DOLocalMoveX(0, 1.0f).OnComplete( () => { var go = GameObject.Find("GameTitle"); go.transform.SetParent(root); //go.transform.GetChild(0).SetParent(root); //Destroy(go); }); if (Lobby.Instance.RoomInfo == null) { Lobby.Instance.GetRoomList(); } else { roomInfos = Lobby.Instance.RoomInfo; } base.Awake(); }
void Awake() { instance = this; uiComponents = gameInstance.UI_Components; originalRectPosition = uiComponents.dialogueRect.anchoredPosition; uiComponents.dialogue.alpha = 0; }
protected virtual void RegisterWithMessageSystem() { // Listen for Start, Stop, and Despawn messages: MessageSystem.AddListener(this, QuestMachineMessages.StartSpawnerMessage, spawnerName); MessageSystem.AddListener(this, QuestMachineMessages.StopSpawnerMessage, spawnerName); MessageSystem.AddListener(this, QuestMachineMessages.DespawnSpawnerMessage, spawnerName); }
public override void Process(UIStateMsg msg, params object[] paras) { BattleData.Instance.Agent.PlayerRole.UIStateChange(StateNumber, msg, paras); MessageSystem <MessageType> .Notify(MessageType.AgentUIStateChange); Debug.LogFormat("Process {0}:{1}", StateName, StateNumber); }
void Awake() { players = GetComponent <BattleUIMobile>().PlayerStatus; btnSetting.onClick.AddListener(onBtnSettingClick); btnSpecial.onClick.AddListener(onBtnSpecialClick); btnOK.onClick.AddListener(onBtnOKClick); btnCancel.onClick.AddListener(onBtnCancelClick); btnResign.onClick.AddListener(onBtnResignClick); btnCovered.onClick.AddListener(OnCoveredClick); MessageSystem <MessageType> .Regist(MessageType.AgentUpdate, this); MessageSystem <MessageType> .Regist(MessageType.AgentHandChange, this); MessageSystem <MessageType> .Regist(MessageType.AgentSelectSkill, this); MessageSystem <MessageType> .Regist(MessageType.AgentUIStateChange, this); MessageSystem <MessageType> .Regist(MessageType.ShowNewArgsUI, this); MessageSystem <MessageType> .Regist(MessageType.CloseNewArgsUI, this); MessageSystem <MessageType> .Regist(MessageType.Lose, this); MessageSystem <MessageType> .Regist(MessageType.Win, this); //初始化界面 MessageSystem <MessageType> .Notify(MessageType.AgentHandChange); BattleData.Instance.Agent.AgentState = BattleData.Instance.Agent.AgentState; MessageSystem <MessageType> .Notify(MessageType.AgentUpdate); }
public JumpTester2() { sprite = new Sprite("Link.png", null, Alignments.Bottom); sprite.Position = new vec2(400, 600); textArray = new SpriteText[7]; for (int i = 0; i < textArray.Length; i++) { textArray[i] = new SpriteText("Default"); textArray[i].Position = new vec2(20, 20 * (i + 1)); } jumpSpeed = DefaultJumpSpeed; gravity = DefaultGravityReset; gravityReset = gravity; gravityLimit = DefaultGravityLimit; gravityAcceleration = DefaultGravityAcceleration; onGround = true; MessageSystem.Subscribe(this, CoreMessageTypes.Keyboard, (messageType, data, dt) => { ProcessKeyboard((KeyboardData)data); }); }
public override void UIStateChange(uint state, UIStateMsg msg, params object[] paras) { switch (state) { case 801: case 803: case 804: OKAction = () => { sendActionMsg(BasicActionType.ACTION_MAGIC_SKILL, BattleData.Instance.MainPlayer.id, BattleData.Instance.Agent.SelectPlayers, BattleData.Instance.Agent.SelectCards, state, BattleData.Instance.Agent.SelectArgs); BattleData.Instance.Agent.FSM.ChangeState <StateIdle>(UIStateMsg.Init, true); }; CancelAction = () => { BattleData.Instance.Agent.FSM.BackState(UIStateMsg.Init); }; break; } switch (state) { case 801: case 803: MessageSystem <Framework.Message.MessageType> .Notify(Framework.Message.MessageType.SendHint, string.Format("{0}: 请选择目标玩家以及卡牌", Skills[state].SkillName)); break; case 804: MessageSystem <Framework.Message.MessageType> .Notify(Framework.Message.MessageType.SendHint, string.Format("{0}: 请选择目标玩家", Skills[state].SkillName)); return; } base.UIStateChange(state, msg, paras); }
public void OpenImageSelect() { string filePath = OpenTextureFileSelect(); if (!string.IsNullOrEmpty(filePath)) { Texture2D texture = ReadTextureFromFile(filePath); //缩放大小 int width = texture.width; int height = texture.height; float scaleWidth = width; float scaleHeight = height; float factor = Mathf.Clamp01((float)MAX_IMAGE_HEIGHT / (float)height); // float factor = (float)MAX_IMAGE_HEIGHT/(float)height; scaleWidth = (float)width * factor; scaleHeight = (float)height * factor; if (scaleWidth > MAX_IMAGE_WIDHT) { float wfactor = MAX_IMAGE_WIDHT / scaleWidth; scaleWidth = MAX_IMAGE_WIDHT; scaleHeight *= wfactor; } texture = ScaleTexture(texture, (int)scaleWidth, (int)scaleHeight); string savepath = GetSaveFilePath("temp.jpg"); //保存到本地 if (SaveTexture(texture, savepath)) { //派发返回事件 MessageSystem.UF_GetInstance().UF_Send(DefineEvent.E_LUA, DefineLuaEvent.E_CUSTOM_IMAGE_RESPONSE, savepath); } } }
public RopeTester() { const float Length = 36; const float Damping = 0.95f; const float Gravity = 20; vec2[] points = new vec2[18]; for (int i = 0; i < points.Length; i++) { points[i] = new vec2(60, 120) + new vec2(Length * i * 1.25f, 0); } rope = new VerletRope2D(points, Length, Damping, Gravity); MessageSystem.Subscribe(this, CoreMessageTypes.Mouse, (messageType, data, dt) => { var mouse = (MouseData)data; if (mouse.Query(GLFW_MOUSE_BUTTON_LEFT, InputStates.PressedThisFrame)) { var array = rope.Points; var index = new Random().Next(array.Length - 2) + 1; array[index].Position += new vec2(0, 20); } }); }
public void RemoveAllSelectPlayer() { SelectPlayers.Clear(); MessageSystem <MessageType> .Notify(MessageType.AgentSelectPlayer); FSM.HandleMessage(UIStateMsg.ClickPlayer); }
private void Awake() { if (instance == null) { instance = this; } }
public void Unequip(EquipSlot Slot) { if (inventoryManager.inventory.Count < 12) { EquippableItem item = EquippedItemsArray[(int)Slot]; EquippedItemsArray[(int)Slot] = null; MessageSystem.Print($"{item.Name} is unequiped on {gameObject.name}."); itemEquipGraphics.UnequipItem(Slot); characterSkills.RemoveFromSkillList(item); if (healthBar) { healthBar.UpdateHealthBar(GetComponent <Controller>().Health); } inventoryManager.AddItemToInventory(item); } else { MessageSystem.Print("Inventory is full"); } #region Skill Manager Update GameObject battleSystemGO = GameObject.Find("BattleSystem"); if (battleSystemGO) { SkillManager skillManager = battleSystemGO.GetComponent <SkillManager>(); skillManager.RenderSkillSlots(); } #endregion Skill Manager Update equippedItemsUI.UpdateUI(Slot); }
public IEnumerator Switching() { MessageWindow messageWindow = MessageSystem.GetWindow(); InteractableStart(); //スイッチがオンのときオフに切り替える //Switch off when switch is on if (isOnSwitch) { isOnSwitch = false; spriteRenderer.sprite = offImage; OffSwitch.Invoke(); yield return(new WaitForSeconds(wait)); yield return(StartCoroutine(messageWindow.ShowClick(offMessage))); } else { isOnSwitch = true; spriteRenderer.sprite = onImage; OnSwitch.Invoke(); yield return(new WaitForSeconds(wait)); yield return(StartCoroutine(messageWindow.ShowClick(onMessage))); } messageWindow.Close(); InteractableEnd(); yield break; }
public override void Enter(UIStateMsg msg, params object[] paras) { BattleData.Instance.Agent.PlayerRole.UIStateChange(StateNumber, msg, paras); MessageSystem <MessageType> .Notify(MessageType.AgentUIStateChange); base.Enter(msg, paras); }
public PlayerController(PlayerCharacter player, PlayerData playerData, PlayerControls controls, ControlSettings settings, AbstractController[] controllers) { this.player = player; this.playerData = playerData; this.controls = controls; this.settings = settings; aerialController = (AerialController)controllers[PlayerCharacter.ControllerIndexes.Air]; groundController = (GroundController)controllers[PlayerCharacter.ControllerIndexes.Ground]; platformController = (PlatformController)controllers[PlayerCharacter.ControllerIndexes.Platform]; wallController = (WallController)controllers[PlayerCharacter.ControllerIndexes.Wall]; ladderController = (LadderController)controllers[PlayerCharacter.ControllerIndexes.Ladder]; // TODO: Make this class reloadable. // Create buffers. var accessor = Properties.Access(); var grab = accessor.GetFloat("player.grab.buffer"); var ascend = accessor.GetFloat("player.ascend.buffer"); // Actual values for requiresHold on each buffer are set when control settings are applied. attackBuffer = new InputBuffer(false, controls.Attack); grabBuffer = new InputBuffer(grab, false, controls.Grab); ascendBuffer = new InputBuffer(ascend, false, controls.Jump); ascendBuffer.RequiredChords = controls.Ascend; settings.ApplyEvent += OnApply; MessageSystem.Subscribe(this, CoreMessageTypes.Input, (messageType, data, dt) => { ProcessInput((FullInputData)data, dt); }); }
public InterfaceSelectionItemsSource( ClassifierDictionary classifiers, IQuery<Classifier> availableClassifiers, MessageSystem messageSystem):base(classifiers,availableClassifiers.Get,messageSystem) { _classifiers = classifiers; }
public ActionResult Help(MessageSystem model) { DataContractJsonSerializer ser = new DataContractJsonSerializer(typeof(MessageSystem)); MemoryStream mem = new MemoryStream(); ser.WriteObject(mem, model); string data = Encoding.UTF8.GetString(mem.ToArray(), 0, (int)mem.Length); WebClient webClientt = new WebClient(); webClientt.Headers["Content-type"] = "application/json"; webClientt.Encoding = Encoding.UTF8; var response = webClientt.UploadString("http://unligteningsoft.com/QarocoService.svc/MessageSystem/MessageSystemAdd", "POST", data); //MessageSystem message = JsonConvert.DeserializeObject<MessageSystem>(response); if (response == "true") { TempData["Success"] = "Teşekkürler mesajınız bize iletildi en kısa zamanda tarafınıza dönüş yapılacaktır."; return(RedirectToAction("Help")); } else { return(View()); } }
public void ChangeSelectSkill(uint?skillID) { SelectSkill = skillID; MessageSystem <MessageType> .Notify(MessageType.AgentSelectSkill); FSM.HandleMessage(UIStateMsg.ClickSkill); }
public void OnEventTrigger(MessageType eventType, params object[] parameters) { switch (eventType) { case MessageType.GAMEINFO: gameInfo = parameters[0] as network.GameInfo; break; case MessageType.COMMANDREQUEST: cmdReq = parameters[0] as network.CommandRequest; break; case MessageType.ERROR: var error = parameters[0] as network.Error; if (error.id == 29) { //离开房间 var idx = PlayerInfos.FindIndex(u => { return(u != null && u.id == error.dst_id); }); MessageSystem <MessageType> .Notify(MessageType.PlayerLeave, error.dst_id, idx); } break; } }
protected Game(string title) { Properties.Reload(); glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); IntPtr address = glfwCreateWindow(Resolution.WindowWidth, Resolution.WindowHeight, title, IntPtr.Zero, IntPtr.Zero); if (address == IntPtr.Zero) { glfwTerminate(); return; } window = new Window(title, 800, 600, address); inputProcessor = new InputProcessor(); glfwMakeContextCurrent(address); glfwSetKeyCallback(address, keyCallback); glfwSetCursorPosCallback(address, cursorPositionCallback); glfwSetMouseButtonCallback(address, mouseButtonCallback); MessageSystem.Subscribe(this, CoreMessageTypes.Exit, (messageType, data, dt) => { OnExit(); }); }
// Start is called before the first frame update private void Start() { myFile.Delete(); if (myFile.FileExists()) { if (myFile.Load()) { LoadInventory(); LoadEquipment(); LoadShop(); // Gold gold.ChangeGold(myFile.GetInt("gold", defaultValue: 5000)); // Encounter gameManager.nextEncounterNumber = myFile.GetInt("encounter", defaultValue: 1); } else { MessageSystem.Print("Load Failed!"); } } else { gold.ChangeGold(5000); shop.GenerateItems(); SaveInventory(); } myFile.Dispose(); }
public virtual IEnumerator Equip(EquippableItem item) { // Base implementation reverts the actions, if it's not the player's turn. BattleSystem.Player.GetComponent <PlayerEquippedItems>().Unequip(item.Slot); MessageSystem.Print("Not player turn"); yield break; }
public override void UIStateChange(uint state, UIStateMsg msg, params object[] paras) { switch (state) { case 201: case 202: case 205: OKAction = () => { sendReponseMsg(state, BattleData.Instance.MainPlayer.id, null, null, new List <uint>() { 1 }); BattleData.Instance.Agent.FSM.ChangeState <StateIdle>(UIStateMsg.Init, true); }; CancelAction = () => { sendReponseMsg(state, BattleData.Instance.MainPlayer.id, null, null, new List <uint>() { 0 }); BattleData.Instance.Agent.FSM.ChangeState <StateIdle>(UIStateMsg.Init, true); }; MessageSystem <MessageType> .Notify(MessageType.SendHint, StateHint.GetHint(state)); return; } base.UIStateChange(state, msg, paras); }
public override void BackState(UIStateMsg msg, params object[] paras) { if (History.Count > 0) { var t = History.Pop(); if (t == typeof(StateIdle)) { //一般是多次行动时的取消 Current.Process(msg, paras); BattleData.Instance.Agent.SelectCards.Clear(); BattleData.Instance.Agent.SelectPlayers.Clear(); BattleData.Instance.Agent.SelectSkill = null; BattleData.Instance.Agent.SelectArgs.Clear(); MessageSystem <MessageType> .Notify(MessageType.AgentSelectPlayer); MessageSystem <MessageType> .Notify(MessageType.AgentSelectCard); MessageSystem <MessageType> .Notify(MessageType.AgentSelectSkill); } else { ChangeState(t, false, msg, paras); } } }
public IEnumerator MoveForwards(Controller current, Controller opponent) { float margin = 5f; current.Animator.SetTrigger("Walk"); float maximumMovementAndDirection = (current.UnitStats.GetStat(EStats.MoveSpeed) * (int)Mathf.Sign(current.transform.localScale.x)); float distanceBetweenCharacters = Mathf.Abs(current.transform.position.x - opponent.transform.position.x); float finalPositionX; float viableMovement = distanceBetweenCharacters - margin; if (Mathf.Abs(maximumMovementAndDirection) > viableMovement) { float opponentSlowValue; if (distanceBetweenCharacters > margin) { finalPositionX = current.transform.position.x + viableMovement * (int)Mathf.Sign(current.transform.localScale.x); opponentSlowValue = current.UnitStats.GetStat(EStats.MoveSpeed) - viableMovement; } else { finalPositionX = current.transform.position.x; opponentSlowValue = current.UnitStats.GetStat(EStats.MoveSpeed); } opponent.CharacterActiveEffects.AddEffect(new StatChangeEffect(3, EStats.MoveSpeed, -opponentSlowValue)); MessageSystem.Print("Opponent slowed"); } else { finalPositionX = current.transform.position.x + maximumMovementAndDirection; } finalPositionX = battleSystem.ConstrainXMovement(finalPositionX); yield return(StartCoroutine(current.UnitMovement.MoveUnit(finalPositionX, current.AnimationDurations.WalkTime))); }
private IEnumerator OpenDoor() { MessageWindow messageWindow = MessageSystem.GetWindow(); bool hasItem = InventorySystem.HasItem(keyItem); if (!hasItem) { yield return(StartCoroutine(messageWindow.ShowClick("ドアを開けるには鍵が必要なようだ"))); messageWindow.Close(); } else { yield return(StartCoroutine(messageWindow.ShowClick("ガチャ! ドアの鍵を開けた"))); messageWindow.Close(); //ドアを開ける door.SetActive(false); //イベントが起動しないようにする triggerColider.enabled = false; //鍵を消費する InventorySystem.Remove(keyItem); //フラグの保存 VariablePersister.SetBool(key, true); } yield return(null); }
public ChangeInterfaceOfClassifierCommand( Implementation existingInterface, ClassifierDictionary classifiers, MessageSystem messageSystem) { _existingInterface = existingInterface; _classifiers = classifiers; _messageSystem = messageSystem; }
protected override void Init() { _property = For<Property>(); _classifiers = CreateDictionaryWithoutSystemTypes(); _messageSystem = For<MessageSystem>(); _oldType = new Classifier(Old); _newType = new Classifier(New); _classifiers.FindByName(Old).Returns(_oldType); _classifiers.FindByName(New).Returns(_newType); }
public NewClassifierCommand( ClassifierDictionary classifiers, MessageSystem messageSystem) { Requires(classifiers != null); Requires(messageSystem != null); _classifiers = classifiers; _messageSystem = messageSystem; }
public SerializationMixin( Diagram diagram, MessageSystem messageSystem, ApplicationSettings applicationSettings) { _diagram = diagram; _messageSystem = messageSystem; _applicationSettings = applicationSettings; _fileName = applicationSettings.LastFile; }
/// <summary> /// react on a domain change event and update the /// diagram, but skip updates if they occure within /// a defined time. /// </summary> /// <param name="messageSystem"></param> private void RegisterForDomainChanges(MessageSystem messageSystem) { var skipUpdateInterval = TimeSpan.FromSeconds(3); // react on the domain change event but skip all events // that happen within less than three seconds. Observable .FromEvent<IDomainEvent>( x => messageSystem.DomainModelChanged += x, x => messageSystem.DomainModelChanged -= x) .Throttle(skipUpdateInterval, Scheduler.Default) .Subscribe(_ => Task.Run(() => UpdateDiagram())); }
public RenameMemberCommand( INamed namedObject, IValidateNameService validateNameService, MessageSystem messageSystem) { _namedObject = namedObject; Requires(validateNameService != null); Requires(messageSystem != null); _validateNameService = validateNameService; _messageSystem = messageSystem; }
public ViewModelContext( ClassifierDictionary availableClassifiers, CommandFactory commandFactory, MessageSystem messageSystem) { Requires(availableClassifiers != null); Requires(messageSystem != null); Classifiers = availableClassifiers; MessageSystem = messageSystem; ViewModelFactory = new ViewModelFactory(this); CommandFactory = commandFactory; }
public BaseClassSelectionItemSource( ClassifierDictionary classifiers, string derivedClassName, MessageSystem messageSystem): base( classifiers, () => classifiers.Where(x => x.Name != derivedClassName && !x.IsSystemType), messageSystem,true) { _classifiers = classifiers; }
public RendererViewModel( Diagram diagram, ApplicationSettings settings, MessageSystem messageSystem) { _diagram = diagram; _settings = settings; _yumleHttpConnection.BaseAddress = new Uri(settings.YumlBaseUrl); _yumleHttpConnection.DefaultRequestHeaders.Add("Accept-Language", "en-GB,en-US,de-DE,de-AT;q=0.8,en;q=0.6,ru;q=0.4"); RegisterForDomainChanges(messageSystem); // update the diagram the first time UpdateDiagram(); }
protected override void Init() { _validationService = For<IValidateNameService>(); _messageSystem = For<MessageSystem>(); _classifierDictionary = CreateDictionaryWithoutSystemTypes(); _classifier = new Classifier("Integer"); _renameCommand = new RenameClassifierCommand( _classifier, _classifierDictionary, _validationService, _messageSystem); _newName = RandomString(); }
public ClassifierSingleCommandContext( Classifier classifier, ClassifierDictionary classifierDictionary, DeletionService deletionService, IRelationService relationService, IAskUserBeforeDeletionService askUserService, MessageSystem messageSystem) { Rename = new RenameClassifierCommand( classifier, classifierDictionary, new ClassifierValidationService(classifierDictionary), messageSystem); ChangeBaseClass = new ChangeBaseClassCommand( classifier, classifierDictionary, messageSystem); Delete = new DeleteClassifierCommand(classifier, deletionService,askUserService); Visibility = new ShowOrHideSingleObjectCommand(classifier, messageSystem); ChangeClassifierColor = new ChangeColorCommand(classifier, messageSystem); ChangeNoteColor = new ChangeNoteColorCommand(classifier.Note,messageSystem); ChangeNoteText = new ChangeNoteTextCommand(classifier.Note,messageSystem); ChangeIsInterface = new MakeClassifierToInterfaceCommand(classifier, relationService); }
void Start() { system = MessageSystem.GetInstance(); }
protected override void Init() { _messageSystem = For<MessageSystem>(); _classifiers = CreateDictionaryWithoutSystemTypes(); }
void Start() { messenger = MessageSystem.GetInstance(); }
void Awake() { MS = MessageSystem.Instance; PlayerPrefab = Resources.Load ("Player"); CountDownText = GameObject.Find("CountDown").GetComponent<CountDownObject>(); TutorialObject = GameObject.Find("Tutorial").GetComponent<Tutorial>(); TutorialObject.gameObject.SetActive(false); if (!CountDownText) { Debug.LogError ("GameManager::Awake() > Are you sure there is a countdownobject called CountDown in the scene?"); } }
protected override void Init() { _messageSystem = new MessageSystem(); }
public ShowOrHideSingleObjectCommand(IVisible visibleObject, MessageSystem messageSystem) { _visibleObject = visibleObject; _messageSystem = messageSystem; }
protected override void RegisterForClassifierEvent(MessageSystem messageSystem, Classifier classifier) { messageSystem.Subscribe<ClassToInterfaceEvent>(classifier, OnClassToInterfaceChanged); messageSystem.Subscribe<InterfaceToClassEvent>(classifier, OnInterfaceToClassChanged); }
public ShowOrHideAllObjectsInListCommand(IVisibleObjectList visibleObjects, MessageSystem messageSystem) { _visibleObjects = visibleObjects; _messageSystem = messageSystem; }
void Awake() { singleton = this; }
public DiagramCommands(Diagram diagram, MessageSystem messageSystem) { ChangeNoteColor = new ChangeNoteColorCommand(diagram.Note,messageSystem); ChangeNoteText = new ChangeNoteTextCommand(diagram.Note, messageSystem); }
protected override void Init() { _messageSystem = For<MessageSystem>(); }
void Awake() { GM = GameManager.Instance; MS = MessageSystem.Instance; /* COMPONENTS */ _rigid = GetComponent<Rigidbody>(); _transf = transform; _animator = GetComponentInChildren<Animator>(); }
public ChangeNoteTextCommand(Note note,MessageSystem messageSystem) { _note = note; _messageSystem = messageSystem; }
public void AddInterfaceImplementation(Classifier newInterface,MessageSystem messageSystem = null) { // ensure that only one interface is created after this method was executed // used to ensure a previous issue was fixed (two implementations were created instead of one) Ensures(InterfaceImplementations.Count == OldValue(InterfaceImplementations.Count + 1)); var newImplementation = new Implementation(this, newInterface); InterfaceImplementations.AddInterfaceToList(newImplementation); messageSystem?.PublishCreated(InterfaceImplementations, newImplementation); }
public void SetBaseClass(Classifier @interface, MessageSystem messageSystem) { var oldBaseClass = BaseClass; BaseClass = @interface; if (oldBaseClass == null) messageSystem.Publish(this, new BaseClassSetEvent(@interface.Name)); else messageSystem.Publish(this, new BaseClassChangedEvent(oldBaseClass.Name,@interface.Name)); }
public void RemoveImplementationForInterface(Classifier @interface,MessageSystem messageSystem = null) => _interfaceImplementations.RemoveImplementationForInterface(@interface,messageSystem);