public void ChangeState(StateName state) { currentState = state; Color color; switch(state) { case StateName.Actived: color = App.GetResourceByKey<SolidColorBrush>("COLOR_FONT_ACTIVE").Color; break; case StateName.Inactived: color = App.GetResourceByKey<SolidColorBrush>("COLOR_FONT_INACTIVE").Color; break; case StateName.Selected: color = App.GetResourceByKey<SolidColorBrush>("COLOR_PRIMARY").Color; break; default : color = App.GetResourceByKey<SolidColorBrush>("COLOR_FONT_ACTIVE").Color; break; } if(ca==null) { ca = new ColorAnimation {Duration =App.COLOR_CHANGEDURATION}; } ca.To = color; if(sb==null) { sb = new Storyboard(); sb.Children.Add(ca); Storyboard.SetTarget(ca, txt); Storyboard.SetTargetProperty(ca, new PropertyPath("(Foreground).(Color)")); } sb.Begin(); }
public static ShipState GetState(StateName stateName) { switch (stateName) { case StateName.Ready: { return(_ShipMan.ReadyState); } case StateName.Flying: { return(_ShipMan.FlyingState); } case StateName.Dead: { return(_ShipMan.DeadState); } default: { return(null); } } }
void PlayBallSound(StateName previousStateName) { if (previousStateName == StateName.Compressed || previousStateName == StateName.Rebound) { AudioSource.PlayClipAtPoint(launchSound, transform.position); } }
private void InsertData(DataTable dt) { int UpdateCount = 0, InsertCount = 0; try { for (int i = 0; i < dt.Rows.Count; i++) { #region Value Initialization CountryName = dt.Rows[i][CountryNameColumn].ToString().Trim(); StateName = dt.Rows[i][StateNameColumn].ToString().Trim(); CityName = dt.Rows[i][CityNameColumn].ToString().Trim(); #endregion int CountryId = new Country() { eStatus = (int)eStatus.Active, CountryName = CountryName.ToLower() }.SelectList <Country>()[0].CountryId.Value; int StateId = 0; if (!StateName.zIsNullOrEmpty()) { StateId = new State() { CountryId = CountryId, StateName = StateName, eStatus = (int)eStatus.Active } } .SelectList <State>()[0].StateId.Value; DataTable dtCity = new Query() { CountryId = CountryId, StateId = StateId, CityName = CityName.zFirstCharToUpper(), eStatusNot = (int)eStatus.Delete }.Select(eSP.qry_City); var objCity = new City() { CityId = dtCity.Rows.Count > 0 ? dtCity.Rows[0][CS.CityId].zToInt() : (int?)null, StateId = StateId, CityName = CityName, }; if (objCity.CityId.HasValue) { objCity.Update(); UpdateCount++; } else { objCity.eStatus = (int)eStatus.Active; objCity.Insert(); InsertCount++; } }
private void InsertData(DataTable dt) { int UpdateCount = 0, InsertCount = 0; try { for (int i = 0; i < dt.Rows.Count; i++) { #region Value Initialization CountryName = dt.Rows[i][CountryNameColumn].ToString().Trim(); StateName = dt.Rows[i][StateNameColumn].ToString().Trim(); Description = dt.Rows[i][DescriptionColumn].ToString().Trim(); #endregion var objCountry = new Country() { CountryName = CountryName.ToLower(), eStatus = (int)eStatus.Active }.SelectList <Country>()[0]; DataTable dtState = new Query() { CountryId = objCountry.CountryId, StateName = StateName, eStatusNot = (int)eStatus.Delete }.Select(eSP.qry_State); var objState = new State() { CountryId = objCountry.CountryId, StateId = dtState.Rows.Count > 0 ? dtState.Rows[0][CS.StateId].zToInt() : (int?)null, StateName = StateName.zFirstCharToUpper(), Description = Description, }; if (objState.StateId.HasValue) { objState.Update(); UpdateCount++; } else { objState.eStatus = (int)eStatus.Active; objState.Insert(); InsertCount++; } } CU.SetSuccessExcelMessage(InsertCount, UpdateCount, "State"); } catch (Exception ex) { CU.ZMessage(eMsgType.Error, string.Empty, ex.Message, 0); } LoadStateGrid(ePageIndex.Custom); }
/// <summary> /// 初始化状态 /// </summary> /// <param name="name"></param> /// <param name="machine"></param> public virtual void InitState(StateName name, StateMachine machine) { Name = name; Machine = machine; Transitions = new Dictionary <TransitionName, Transition>(); DurationTime = 0; IsRunContineStartAndUpdate = true; RemoveStateEvent(); }
private string PrintTag(StateName tag) { string output = ""; if (tag < 0) { tag = ~tag; output += "~"; } return output + tag.ToString(); }
/// <summary> /// Subtree for the user switching the lamp on/off. /// </summary> /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param> private Node ST_Switch(SmartCharacter user, StateName switchTo) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding), this.Node_Require(StateName.RoleTelevision, ~switchTo), user.Node_GoTo(turnOnOffStandPoint.position), user.Node_OrientTowards(onOffSwitch.transform.position), user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, onOffSwitch), user.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand), user.Node_StopInteraction(FullBodyBipedEffector.LeftHand), this.Node_Set(switchTo) ); }
/// <summary> /// Subtree for the user switching the lamp on/off. /// </summary> /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param> private Node ST_Switch(SmartCharacter user, StateName switchTo) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding), this.Node_Require(StateName.RoleLamp, ~switchTo), user.Node_GoTo(standPoint.position), user.Node_OrientTowards(lightSwitch.transform.position), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, lightSwitch.interactionObject), user.Node_WaitForFinish(FullBodyBipedEffector.RightHand), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), new LeafInvoke(() => lightSwitch.Set(switchTo > 0)), this.Node_Set(switchTo) ); }
/// <summary> /// コンストラクタ /// </summary> void Start() { BMController = GetComponent<BasicMovementController>(); Animator = transform.FindChild("Sprite").GetComponent<Animator>(); SpriteRenderer = transform.FindChild("Sprite").GetComponent<SpriteRenderer>(); layerMasks.Ladders = LayerMask.GetMask(new string[] { "Ladders" }); layerMasks.LadderTops = LayerMask.GetMask(new string[] { "LadderTops" }); layerMasks.LadderSpines = LayerMask.GetMask(new string[] { "LadderSpines" }); layerMasks.LadderBottoms = LayerMask.GetMask(new string[] { "LadderBottoms" }); LadderGrabCheck = transform.Find("LadderGrabCheck").GetComponent<BoxCollider2D>(); LadderDownGrabCheck = transform.Find("LadderDownGrabCheck").GetComponent<BoxCollider2D>(); LadderBendCheck = transform.Find("LadderBendCheck").GetComponent<BoxCollider2D>(); LadderFinishClimbingCheck = transform.Find("LadderFinishClimbingCheck").GetComponent<BoxCollider2D>(); OperationState = StateName.Neutral; WalkSpeed = 1.25f; WalkSpeedMax = 1.25f; JumpSpeed = 5.0f; }
protected Node ST_Take(SmartCharacter user, StateName holdingState, Node afterTake) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.HoldingBall, ~StateName.HoldingWallet, ~StateName.IsIncapacitated), this.Node_Require(StateName.RoleTable, holdingState), user.Node_GoTo(this.StandPoint.position), new SequenceParallel( user.Node_HeadLook(this.PropPickup.transform.position), user.Node_OrientTowards(this.PropPickup.transform.position)), new DecoratorCatch( () => { user.Character.StopInteraction(FullBodyBipedEffector.RightHand); user.Character.HeadLookStop(); }, new Sequence( user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafInvoke(() => user.HoldPropRightHand.Attach(this.PropHolder.Release())), user.Node_HeadLookStop())), this.Node_Set(~holdingState), afterTake, user.Node_Set(holdingState), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, user.InteractionHoldRight), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafWait(300)); }
public StateBuilder With(StateName name) { _name = name; return this; }
/// <summary> /// はしごを昇り切る /// </summary> /// このとき、指定した collider にはしごの上辺が触れている場合、その高さにちょうど立つように座標をリストアする。 void FinishClimbingLadder(BoxCollider2D collider) { ColliderFourSide f = GetColliderFourSide(collider); Vector2 pointA = new Vector2(f.LeftX, f.TopY); Vector2 pointB = new Vector2(f.RightX, f.BottomY); Collider2D[] LadderTopColliders = new Collider2D[1]; if (Physics2D.OverlapAreaNonAlloc(pointA, pointB, LadderTopColliders, layerMasks.LadderTops) > 0) { EdgeCollider2D LadderTop = (EdgeCollider2D)LadderTopColliders[0]; BMController.SetPosY(LadderTop.points[0].y + 16.0f); } BMController.MoveDistance.y = 0.0f; OperationState = StateName.Neutral; }
/// <summary> /// はしごを降り切る /// </summary> /// このとき、指定した collider にはしごの下辺が触れている場合、その高さにちょうど立つように座標をリストアする。 void LandingFromLadder(BoxCollider2D collider) { ColliderFourSide f = GetColliderFourSide(collider); Vector2 pointA = new Vector2(f.LeftX, f.TopY); Vector2 pointB = new Vector2(f.RightX, f.BottomY); Collider2D[] LadderBottomColliders = new Collider2D[1]; if (Physics2D.OverlapAreaNonAlloc(pointA, pointB, LadderBottomColliders, layerMasks.LadderBottoms) > 0) { EdgeCollider2D LadderBottom = (EdgeCollider2D)LadderBottomColliders[0]; BMController.SetPosY(LadderBottom.points[0].y + 16.0f); } OperationState = StateName.Neutral; }
/// <summary> /// はしごに掴まる /// </summary> void GrabLadder(EdgeCollider2D LadderSpine) { BMController.MoveDistance.y = 0.0f; BMController.MoveDistance.x = 0.0f; BMController.SetPosX(LadderSpine.points[0].x); OperationState = StateName.LadderClimbing; }
/// <summary> /// はしごから離れる /// </summary> void ReleaseLadder() { OperationState = StateName.Jump; Animator.speed = 1.0f; }
private void updatePacketSynchHelper(StateName state) { DataPending[(int)state] = false; ElapsedTime[(int)state] = 0; UpdatePending[(int)state] = false; }
private static IList<IHasState> CheckCache(StateName[] states) { if (cacheStates == null) return null; IList<IHasState> results; if (cacheStates.TryGetValue(states, out results) == false) return null; return results; }
void GameOver() { players.player1.SendMessage("OnDisableControls", SendMessageOptions.DontRequireReceiver); players.player2.SendMessage("OnDisableControls", SendMessageOptions.DontRequireReceiver); //set the ball position ball.component.enabled = false; ball.component.SendMessage("Reset"); state = StateName.OVER; }
void NewGame() { time.roundStart = Time.time; time.roundEnd = Time.time + time.roundDuration; scores.player1Score = 0; scores.player2Score = 0; //set player positions players.player1.position = players.player1Position; players.player2.position = players.player2Position; //enable controls players.player1.SendMessage("OnEnableControls", SendMessageOptions.DontRequireReceiver); players.player2.SendMessage("OnEnableControls", SendMessageOptions.DontRequireReceiver); //set the ball position ball.ball.position = ball.ballDropPosition; ball.component.enabled = true; state = StateName.PLAYING; }
///// <summary> ///// Returns a string representation of a single role. ///// </summary> private string RoleToString(StateName role) { if (role < 0) { return "~" + (~role).ToString(); } else { return role.ToString(); } }
protected Node ST_DropRightHand(SmartCharacter user, StateName holdingState) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.RightHandOccupied, holdingState, StateName.IsStanding), this.Node_Require(StateName.RoleContainer, ~StateName.IsOccupied), new LeafInvoke(() => this.transform.position = user.transform.position), new LeafInvoke(() => this.Holder.Attach(user.HoldPropRightHand.Release())), this.Node_Set(holdingState, StateName.IsOccupied), user.Node_Set(~holdingState, ~StateName.RightHandOccupied)); }
public State(Guid id, StateName name, string alias) : base(id) { Name = name; Alias = alias; }
// Variables Declaration /* ********************************************************************************** * * Function: void TimeoutEventHandler * Inputs: PName packet_type, int flags * Outputs: None * Return Value: None * Dependencies: None * Description: * * Handles timeout events generated by the AHRS class - a timeout event occurs if the * AHRS class attempts to communicate with the AHRS device and receives no response. * * *********************************************************************************/ void TimeoutEventHandler(StateName packet_type, int flags) { string message; message = "Timeout: "; message += System.Enum.Format(typeof(StateName), packet_type, "G"); message += "\r\n"; AppendStatusText(message, Color.Red, channel); }
protected Node ST_PickupLeftHand(SmartCharacter user, StateName holdingState) { return new Sequence( user.Node_Require(StateName.RoleActor, ~StateName.LeftHandOccupied, StateName.IsStanding), this.Node_Require(StateName.RoleContainer, holdingState, StateName.IsOccupied), user.Node_GoToUpToRadius(Val.V(() => this.ContainedProp.transform.position + 0.15f * user.transform.right), 0.1f), user.Behavior.Node_BodyAnimation("pickupleft", true), new LeafWait(500), new LeafInvoke(() => user.HoldPropLeftHand.Attach(this.Holder.Release())), this.Node_Set(~holdingState, ~StateName.IsOccupied), user.Node_Set(holdingState, StateName.LeftHandOccupied), new LeafWait(500)); }
public static string PrettyPrint(StateName state, bool value) { return (value == true) ? state.ToString() : ""; //switch (state) //{ // case StateName.RoleActor: return value ? " Rac" : ""; // case StateName.RoleChair: return value ? " Rch" : ""; // case StateName.RoleTable: return value ? " Rta" : ""; // case StateName.RoleCrowd: return value ? " Rcr" : ""; // case StateName.RoleVendorStand: return value ? " Rvs" : ""; // case StateName.RoleWaypoint: return value ? " Rwp" : ""; // case StateName.RoleLamp: return value ? " Rla" : ""; // case StateName.RoleContainer: return value ? " Rla" : ""; // case StateName.RoleTelevision: return value ? " Rtv" : ""; // case StateName.RoleAttraction: return value ? " Rat" : ""; // case StateName.HoldingBall: return value ? " Hba" : ""; // case StateName.HoldingWallet: return value ? " Hwa" : ""; // case StateName.IsStanding: return value ? " Ist" : ""; // case StateName.IsIncapacitated: return value ? " Iic" : ""; // case StateName.IsDead: return value ? " Idd" : ""; // case StateName.IsOccupied: return value ? " Ioc" : ""; // case StateName.IsTurnedOn: return value ? " Ito" : ""; // default: return value ? " Xxx" : ""; //} }
protected Node ST_Drop(SmartCharacter user, StateName holdingState, PropHolder holder) { return new Sequence( user.Node_Require(StateName.RoleActor, holdingState, StateName.IsStanding), this.Node_Require(StateName.RoleContainer, ~StateName.IsOccupied), new LeafInvoke(() => this.Holder.Attach(holder.Release())), this.Node_Set(holdingState, StateName.IsOccupied), user.Node_Set(~holdingState)); }
/* ********************************************************************************** * * Function: void TimeoutEventHandler * Inputs: PName packet_type, int flags * Outputs: None * Return Value: None * Dependencies: None * Description: * * Handles timeout events generated by the AHRS class - a timeout event occurs if the * AHRS class attempts to communicate with the AHRS device and receives no response. * * *********************************************************************************/ void TimeoutEventHandler(StateName packet_type, int flags) { string message; message = "Timeout: "; message += System.Enum.Format(typeof(StateName), packet_type, "G"); message += "\r\n"; }
/// <summary> /// 通常の操作受付 /// </summary> /// 左右移動, ジャンプ開始, スライディング開始, はしごに掴まる void StandardOperation() { // 十字キー入力状態の取得 Vector2 Axis = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); // ジャンプ開始 if (Input.GetButtonDown("Jump") && !BMController.IsAir) { BMController.Jump(JumpSpeed); OperationState = StateName.Jump; } // 左右移動 if (Axis.x != 0) { float Direction = Axis.x; SpriteRenderer.flipX = Direction < 0; BMController.MoveDistance.x = Mathf.Min(WalkSpeedMax, Mathf.Max(-WalkSpeedMax, BMController.MoveDistance.x += WalkSpeed * Direction)); OperationState = StateName.Walking; } // 左右キーが入力されていない場合は移動をやめる else { BMController.MoveDistance.x = 0; OperationState = StateName.Neutral; } // 接地していない場合 if (BMController.IsAir) { OperationState = StateName.Jump; // 上または下が押された場合 if (Axis.y != 0.0f) { // はしごに重なっている場合 EdgeCollider2D LadderSpine = GrabCheck(LadderGrabCheck); if (LadderSpine != null) { GrabLadder(LadderSpine); } } } // 接地している場合 else { // 上が押された場合 if (Axis.y == 1.0f) { // はしごに重なっている場合 EdgeCollider2D LadderSpine = GrabCheck(LadderGrabCheck); if (LadderSpine != null) { BMController.SetPosY(transform.position.y + 2.0f); GrabLadder(LadderSpine); } } // 下が押された場合 else if (Axis.y == -1.0f) { // 足元にはしごがある場合 EdgeCollider2D FootLadderSpine = GrabCheck(LadderDownGrabCheck); if (FootLadderSpine != null) { BMController.SetPosY(transform.position.y - 8.0f); GrabLadder(FootLadderSpine); } } } }
public CreateState(Guid id, StateName name) : base(id) { Name = name; Alias = name.ToString(); }
private static void StoreCache( StateName[] states, IList<IHasState> objs) { if (cacheStates == null) cacheStates = new Dictionary<StateName[], IList<IHasState>>(); cacheStates[states] = objs; }
public virtual void ChangeState(StateName p_state) { if (onStateChange != null) onStateChange(p_state); }
/// <summary> /// Subtree for Give. Here holdingState should be the StateName corresponding /// to the state for holding the object exchanged, e.g. HoldingWallet, HoldingBall. /// beforeGive and afterGive can be used to specify actions to be done both before the give starts /// (but after they have met and oriented towards each other) and to be done after the give ends. /// </summary> protected Node ST_Give(SmartCharacter user, StateName holdingState, Node beforeGive, Node afterGive) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, holdingState, ~StateName.IsIncapacitated), this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~holdingState, ~StateName.IsIncapacitated), new SequenceParallel( user.Node_GoToUpToRadius(new Val<Vector3>(this.transform.position), 1.0f), this.Node_OrientTowards(new Val<Vector3>(user.transform.position)), user.Node_OrientTowards(new Val<Vector3>(this.transform.position))), beforeGive, new SequenceParallel( user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionGive), new Sequence( new LeafWait(1000), this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionTake)), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), this.Node_WaitForTrigger(FullBodyBipedEffector.RightHand)), new LeafInvoke(() => this.HoldPropRightHand.Attach(user.HoldPropRightHand.Release())), user.Node_Set(~holdingState), afterGive, this.Node_Set(holdingState), new SequenceParallel( user.Node_StopInteraction(FullBodyBipedEffector.RightHand), this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionHoldRight))); }