public void InitData(ISettingsStateClient client, SettingsAccessor accessor, ChangeStorage storage) { _storage = storage; _accessor = accessor; client.MusicOff.Subscribe(x => _MusicOff = x).AddTo(_disposables); client.SoundOff.Subscribe(x => _SoundOff = x).AddTo(_disposables); RegTime = client.RegTime; LoginTime = client.LoginTime; SyncTime = client.SyncTime; client.Locale.Subscribe(x => _Locale = x).AddTo(_disposables); client.Server.Subscribe(x => _Server = x).AddTo(_disposables); client.CurrentVersion.Subscribe(x => _CurrentVersion = x).AddTo(_disposables); client.Build.Subscribe(x => _Build = x).AddTo(_disposables); client.RandomState.Subscribe(x => _RandomState = x).AddTo(_disposables); client.PushStatus.Subscribe(x => _PushStatus = x).AddTo(_disposables); }
public void InitData(string root, ChangeStorage storage, SettingsAccessor accessor) { _accessor = accessor; _storage = storage; DataId = root; Interface_MusicOff = new ReactiveProperty <Boolean>(_MusicOff); Interface_SoundOff = new ReactiveProperty <Boolean>(_SoundOff); Interface_RegTime = _RegTime; Interface_LoginTime = _LoginTime; Interface_SyncTime = _SyncTime; Interface_Locale = new ReactiveProperty <String>(_Locale); Interface_Server = new ReactiveProperty <ServerType>(_Server); Interface_CurrentVersion = new ReactiveProperty <String>(_CurrentVersion); Interface_Build = new ReactiveProperty <Int32>(_Build); Interface_RandomState = new ReactiveProperty <Int32>(_RandomState); Interface_PushStatus = new ReactiveProperty <Boolean>(_PushStatus); }
public InternalAccessors(LogicData LogicData, IStateFactory factory) { Factory = factory; ConditionController = new ConditionController(); FormulaController = new FormulaController(); AchievementAccessor = new AchievementAccessor(); BattleAccessor = new BattleAccessor(); CutSceneAccessor = new CutSceneAccessor(); ExplorerAccessor = new ExplorerAccessor(); InventoryAccessor = new InventoryAccessor(); LogAccessor = new LogAccessor(); LogAccessor.Data = LogicData; PlayerAccessor = new PlayerAccessor(); ScorersAccessor = new ScorersAccessor(); SettingsAccessor = new SettingsAccessor(); ShopAccessor = new ShopAccessor(); UnitsAccessor = new UnitsAccessor(); }
private DateTimeOffset DetermineExpirationDate(Match match) { int hoursToAdd; //the severity is either a pre-set "low medium high", or a value in hours or days. //first, check if group 2 is used. if so, that means it's a hours/days value if (match.Groups[2].Success) { var valueToAdd = match.Groups[2].Value.Parse <int>(); //now check group 3 for hours or days if (match.Groups[3].Value.ToLower().StartsWith("hour")) { hoursToAdd = valueToAdd; } else { hoursToAdd = valueToAdd * 24; } } else { //this is a preset value switch (match.Groups[1].Value.ToLower()) { case "low": hoursToAdd = SettingsAccessor.GetSetting <int>("LowExpirationHours"); break; case "medium": hoursToAdd = SettingsAccessor.GetSetting <int>("MediumExpirationHours"); break; case "high": hoursToAdd = SettingsAccessor.GetSetting <int>("HighExpirationHours"); break; default: throw new Exception(); } } return(DateTimeOffset.UtcNow.AddHours(hoursToAdd)); }
/// <summary> /// Creates a population management form for Genetic algorithm /// </summary> public PopulationGeneratorForm() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.ResizeRedraw, true); SettingsAccessor.PopulationSize = 25; SettingsAccessor.SaveSettings(); popSizeUpdown.Value = SettingsAccessor.PopulationSize; verticesUpdown.Value = PolygonSettingsAccessor.PolygonsVertices; picturesBackgroundColorDialog.Color = DefaultPicturesBackground; openShapesDialog.InitialDirectory = PolygonPaths.PolygonSavedShapesFolder; savedShapesNotification.Icon = SystemIcons.Information; savedShapesNotification.BalloonTipIcon = ToolTipIcon.Info; fitnessCalculator = new GA.FitnessCalculators.BasicSymmetryFitnessCalculator(); adapter = new PolygonAdapter(fitnessCalculator); }
public ImpactStageAccessExecutor(ExplorerAccessor explorer, SettingsAccessor settings) { _explorer = explorer; _settings = settings; }
public ConditionServerChecker(SettingsAccessor settings) { _settings = settings; }
public void Initialize() { _configurationAccessor = new Mock <IConfigurationAccessor>(); _settingsAccessor = new SettingsAccessor(_configurationAccessor.Object); }
public static ImpactLogic CreateClient(ScorersAccessor _scorers, PlayerAccessor _player, InventoryAccessor _inventory, ExplorerAccessor _explorer, UnitsAccessor _units, BattleAccessor _battle, SettingsAccessor _settings, AchievementAccessor _achievement, BattleLogic _battleLogic, FormulaLogic _formulaLogic, ConditionController _condition, ApplyChangeLogic _applyChangeLogic, BuffLogic _buff, ScorersLogic _scorersLogic, ContextLogic _contextLogic, ImpactController _impactController, LogicData _data) { return(new ImpactLogic { _scorers = _scorers, _player = _player, _inventory = _inventory, _explorer = _explorer, _units = _units, _battle = _battle, _settings = _settings, _achievement = _achievement, _battleLogic = _battleLogic, _formulaLogic = _formulaLogic, _condition = _condition, _applyChangeLogic = _applyChangeLogic, _buff = _buff, _scorersLogic = _scorersLogic, _contextLogic = _contextLogic, _impactController = _impactController, _data = _data, } ); }
public static BattleLogic CreateClient(ApplyChangeLogic _manager, ContextLogic _context, ConditionLogic _condition, FormulaController _formula, BattleAccessor _battle, ScorersAccessor _scorers, UnitsAccessor _units, ExplorerAccessor _explorer, SettingsAccessor _settings) { return(new BattleLogic { _manager = _manager, _context = _context, _condition = _condition, _formula = _formula, _battle = _battle, _scorers = _scorers, _units = _units, _explorer = _explorer, _settings = _settings, } ); }
internal static void SetAccessor(LogAccessor inst, SettingsAccessor settings) { _inst = inst; _settings = settings; }
protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder) { var connectionString = SettingsAccessor.GetSetting <string>("DBConnectionString"); optionsBuilder.UseSqlite(connectionString); }
public ImpactEmbedExecutor(ImpactController logic, SettingsAccessor settings) { _settings = settings; _logic = logic; }
public ImpactRandomWeightExecutor(FormulaLogic formulaLogic, ConditionController condition, ImpactController impactLogic, SettingsAccessor settings, ImpactType type) { _condition = condition; _formulaLogic = formulaLogic; _impactLogic = impactLogic; _settings = settings; Id = type; }
public FormulaLocaleCalculator(SettingsAccessor settings) { _settings = settings; }
public ImpactManaExecutor(FormulaLogic logic, ExplorerAccessor explorer, ScorersAccessor scorers, BattleAccessor battle, SettingsAccessor settings) { _logic = logic; _scorers = scorers; _battle = battle; _explorer = explorer; _settings = settings; }
public static FormulaLogic CreateClient(ContextLogic _contextLogic, ScorersAccessor _scorers, UnitsAccessor _units, BattleAccessor _battle, ExplorerAccessor _explorer, LogicData _data, PlayerAccessor _player, SettingsAccessor _settings, ConditionController _controller, FormulaController _formula, ScorersLogic _scorerLogic) { return(new FormulaLogic { _contextLogic = _contextLogic, _scorers = _scorers, _units = _units, _battle = _battle, _explorer = _explorer, _data = _data, _player = _player, _settings = _settings, _controller = _controller, _formula = _formula, _scorerLogic = _scorerLogic, } ); }
public static ConditionLogic CreateClient(InventoryAccessor _inventoryAccessor, ScorersAccessor _scorersAccessor, PlayerAccessor _profileAccessor, UnitsAccessor _unitAccessor, BattleAccessor _battleAccessor, ExplorerAccessor _explorerAccessor, SettingsAccessor _settingsAccessor, AchievementAccessor _achievementAccessor, FormulaLogic _formulaLogic, ContextLogic _contextLogic, ScorersLogic _scorerLogic, LogicData _data, ConditionController _controller) { return(new ConditionLogic { _inventoryAccessor = _inventoryAccessor, _scorersAccessor = _scorersAccessor, _profileAccessor = _profileAccessor, _unitAccessor = _unitAccessor, _battleAccessor = _battleAccessor, _explorerAccessor = _explorerAccessor, _settingsAccessor = _settingsAccessor, _achievementAccessor = _achievementAccessor, _formulaLogic = _formulaLogic, _contextLogic = _contextLogic, _scorerLogic = _scorerLogic, _data = _data, _controller = _controller, } ); }
public static ExplorerProgressModule CreateClient(ExplorerAccessor _explorer, InventoryAccessor _inventory, UnitsAccessor _units, SettingsAccessor _settings, ScorersAccessor _scorers, BattleAccessor _battle, ExplorerLogic _explorerLogic, FormulaLogic _formula, ImpactController _impactLogic) { return(new ExplorerProgressModule { _explorer = _explorer, _inventory = _inventory, _units = _units, _settings = _settings, _scorers = _scorers, _battle = _battle, _explorerLogic = _explorerLogic, _formula = _formula, _impactLogic = _impactLogic, } ); }
public ImpactUnitAddExecutor(ImpactController impact, ContextLogic context, BattleLogic logic, FormulaController formula, UnitsAccessor units, ExplorerAccessor explorer, SettingsAccessor settings, BattleAccessor battle) { _impact = impact; _context = context; _formula = formula; _settings = settings; _explorer = explorer; _units = units; _battle = battle; _logic = logic; }