public void Handle(SendNews message) { _log.Debug("{0} Sending news", Self.Path); byte[] omsg = { 0x54, 0x02, 0x10, 0x00 }; var resp = _globals.Ask <string>("GetNews"); resp.Wait(75); FLMsgType.AddUnicodeStringLen16(ref omsg, resp.Result); Handle(omsg); //Context.ActorSelection("../socket").Tell(omsg); }
private static void OnSendNews(string data) { SendNews?.Invoke(data); }
// Token: 0x06001405 RID: 5125 RVA: 0x00020834 File Offset: 0x0001F834 protected override WorkflowElement CreateBody() { StateGraph stateGraph = new StateGraph(string.Format("OpponentTreasureHunt: {0}", base.Entrant.Opponent.OpponentName)); State state = new State("initial"); State state2 = new State("hunting"); State state3 = new State("collected"); State state4 = new State("huntover"); State item = new State("done"); PrepareScoringMethod item2 = new PrepareScoringMethod(base.Event, base.Entrant); SendNews item3 = new SendNews(base.Event, base.Entrant); EnableHud item4 = new EnableHud(base.Event, EnableHud.HudToggle.Enable); OnUpdateTick activity = new OnUpdateTick(base.Event, base.Entrant); DisableTriggerOnEnter activity2 = new DisableTriggerOnEnter(base.Event, base.Entrant, Ports.Gameplay); DisplayFlasher item5 = new DisplayFlasher(base.Event, base.Entrant, this.allCoinsCollectedFlasher); RemoveFlasher item6 = new RemoveFlasher(base.Event, base.Entrant, this.allCoinsCollectedFlasher); EnableHud item7 = new EnableHud(base.Event, EnableHud.HudToggle.Dispose); CleanupScoringMethod item8 = new CleanupScoringMethod(base.Event, base.Entrant); EntrantFinished activity3 = new EntrantFinished(base.Event, base.Entrant, 8202); PostEventScreen activity4 = new PostEventScreen(base.Event, base.Entrant, Ports.Gameplay); RefreshPersona item9 = new RefreshPersona(base.Event, base.Entrant); VisualEffect item10 = new VisualEffect(EffectType.TREASURE_HUNT_ICON_PICKUP); GameCore.Activities.Components.CloseOnReceive <OnHuntCompleted> activity5 = new GameCore.Activities.Components.CloseOnReceive <OnHuntCompleted>(Ports.Gameplay); GameCore.Activities.Components.CloseOnReceive <OnHuntContinued> activity6 = new GameCore.Activities.Components.CloseOnReceive <OnHuntContinued>(Ports.Gameplay); CoinCollected item11 = new CoinCollected(base.Event, base.Entrant); OverrideVehicleControl item12 = new OverrideVehicleControl(base.Entrant.Opponent.Vehicle, OverrideVehicleControl.Control.Coast); OverrideVehicleControl item13 = new OverrideVehicleControl(base.Entrant.Opponent.Vehicle, OverrideVehicleControl.Control.Release); ChangeBlackBoard item14 = new ChangeBlackBoard(BlackBoardChannel.kBlackBoard_AI, 331198907u); DisconnectFromRoaming item15 = new DisconnectFromRoaming(); state.EnterActivity.Activities.Add(item4); state.EnterActivity.Activities.Add(item2); state.EnterActivity.Activities.Add(item3); state.Transitions.Add(new Transition("hunting")); state2.Transitions.Add(new Transition(activity)); state2.Transitions.Add(new Transition("collected", activity2)); state2.Transitions.Add(new Transition("done", activity3)); state3.EnterActivity.Activities.Add(item4); state3.EnterActivity.Activities.Add(item10); state3.Transitions.Add(new Transition("huntover", activity5)); state3.Transitions.Add(new Transition("hunting", activity6)); state3.ExitActivity.Activities.Add(item11); state4.EnterActivity.Activities.Add(item15); state4.EnterActivity.Activities.Add(item12); state4.EnterActivity.Activities.Add(item14); state4.EnterActivity.Activities.Add(item5); state4.EnterActivity.Activities.Add(new Timer(new InArgument <float>(() => 3f))); state4.EnterActivity.Activities.Add(item6); state4.Transitions.Add(new Transition("done", activity4)); state4.ExitActivity.Activities.Add(item9); state4.ExitActivity.Activities.Add(item7); state4.ExitActivity.Activities.Add(item8); state4.ExitActivity.Activities.Add(item13); stateGraph.InitialState = "initial"; stateGraph.DoneState = "done"; stateGraph.States.Add(state); stateGraph.States.Add(state2); stateGraph.States.Add(state3); stateGraph.States.Add(state4); stateGraph.States.Add(item); return(stateGraph); }