public NewsHeadline GetRandomByIdealType(IdealType idealType)
	{
		List<NewsHeadline> validHeadlines = new List<NewsHeadline>();

		for (int i = 0; i < pool.Count; i++)
		{
			if (pool[i].idealType == idealType)
			{
				validHeadlines.Add(pool[i]);
			}
		}

		NewsHeadline returnHeadline = null;

		if (validHeadlines.Count > 0)
		{
			returnHeadline = validHeadlines[UnityEngine.Random.Range(0, validHeadlines.Count)];
		}
		else
		{
			returnHeadline = pool[UnityEngine.Random.Range(0, pool.Count)];
		}

		pool.Remove(returnHeadline);

		return returnHeadline;
	}
        public List<NewsHeadline> DoWork()
        {
            // Add your operation implementation here
            List<NewsHeadline> news = new List<NewsHeadline>();

            try
            {

                AutoLogin();
                ListNewsHeadlinesResponseDTO newsHeadlines = _ctx.ListNewsHeadlines("UK", 10);
                //NewsDTO[] newsDTO = news.Headlines;
                //do something with the news
                foreach (NewsDTO nw in newsHeadlines.Headlines)
                {
                    NewsHeadline headline = new NewsHeadline();
                    headline.StoryID = nw.StoryId;
                    headline.PublishDate = nw.PublishDate;
                    headline.StoryHeadLine = nw.Headline;
                    news.Add(headline);
                }
                _ctx.LogOut();
            }
            catch (Exception err)
            {
                // raise excpetion here if we require more info...
                NewsHeadline headline = new NewsHeadline();
                headline.StoryID = 0;
                headline.StoryHeadLine = err.Message;
                news.Add(headline);
                return news;
            }
            return news;
        }
        void ReleaseDesignerOutlets()
        {
            if (NewsBody != null)
            {
                NewsBody.Dispose();
                NewsBody = null;
            }

            if (NewsHeadline != null)
            {
                NewsHeadline.Dispose();
                NewsHeadline = null;
            }

            if (NewsImage != null)
            {
                NewsImage.Dispose();
                NewsImage = null;
            }
        }
Exemple #4
0
 public void InitHeadline(NewsHeadline newsHeadline)
 {
     this.InitHeadline(newsHeadline.idealType, newsHeadline.lean, newsHeadline.headline);
 }
Exemple #5
0
    protected void ShowNewsHeadline()
    {
        // Randomise a news headline.

        /*IdealType[] ideals = Utility.GetEnumValues<IdealType>();
         * IdealLean headlineLean = UnityEngine.Random.value > 0.5f ? IdealLean.Positive : IdealLean.Negative;
         * IdealType headlineIdeal = ideals[UnityEngine.Random.Range(0, ideals.Length)];
         * bool validHeadline = false;
         * while (!validHeadline)
         * {
         *      headlineIdeal = ideals[UnityEngine.Random.Range(0, ideals.Length)];
         *
         *      if (player.Ideals.GetIdealValue(headlineIdeal) != 0f)
         *      {
         *              validHeadline = true;
         *              continue;
         *      }
         * }
         * string headline = "Headline is " + headlineLean.ToString() + " " + headlineIdeal.ToString() + "!";
         *
         * newsHeadline.InitHeadline(headlineIdeal, headlineLean, headline);
         * newsHeadline.Show();*/

        if (!gameRunning)
        {
            return;
        }

        IdealType[]      allIdeals   = Utility.GetEnumValues <IdealType>();
        List <IdealType> validIdeals = new List <IdealType>();

        for (int i = 0; i < allIdeals.Length; i++)
        {
            if (player.Ideals.GetIdealValue(allIdeals[i]) != 0f)
            {
                validIdeals.Add(allIdeals[i]);
            }
        }

        // If for whatever reason there are no valid ideals, just throw 'em all in!
        if (validIdeals.Count == 0)
        {
            validIdeals.AddRange(allIdeals);
        }

        NewsHeadline headline = NewsHeadlineCollection.Instance.GetRandomByIdealType(validIdeals[UnityEngine.Random.Range(0, validIdeals.Count)]);;

        newsHeadline.InitHeadline(headline);
        newsHeadline.Show();

        this.PerformAction(GameSettings.Instance.HeadlineOnScreenTime, () => {
            newsHeadline.Hide();
        });

        fox.DoAnnounce();

        for (int i = 0; i < allSheep.Count; i++)
        {
            allSheep[i].SetState(SheepState.Newspaper);
        }

        // Remove cards display.
        playerControls.Hide();
    }
	public NewsHeadline GetRandomFromPool()
	{
		NewsHeadline item = pool[UnityEngine.Random.Range(0, pool.Count)];
		pool.Remove(item);
		return item;
	}
Exemple #7
0
 // BUGBUG: where is SendTimeToClients used? Blazor?
 public async Task SendHeadline(NewsHeadline headline)
 {
     await Clients.All.ReceiveHeadline(headline);
 }