public void Step(Token keyword, Token name) { string stepText = string.Format("{0} {1}", keyword.Content, name.Content); var stringStep = new StringStep(stepText, file, keyword.LineInFile.Line); events.Enqueue(new StepEvent(stepText, e => StepEvent.Invoke(this, new EventArgs <StringStep>(stringStep)))); }
private void HandleStep(StepEvent stepEvent) { _engine.Events.StepCompleted(_mainThread); logger.Trace("Stepping: {0}:{1}", stepEvent.Method.Name, stepEvent.Location); isStepping = false; }
private void OnStep(StepEvent stepEvent) { Trace("OnStep event"); stepEvent.Request.Disable(); _requestWaitingForResponse = null; OnVMGotSuspended(stepEvent); }
private void Worker_DoWork(object sender, DoWorkEventArgs e) { while (!stopWorking) { Thread.Sleep(GameCore.EnumsAndConstant.GameConstants.PauseBetweenSteps); StepEvent?.Invoke(); } }
private void OnDestroy() { Event = null; //Debug.Log( "EventView OnDestroy" ); UnbindFromPicker(); TimelineViewBehaviour.StepPicker.Hide(); }
private void OnTriggerEnter(Collider other) { StepEvent temp = other.GetComponent <StepEvent>(); if (temp != null) { temp.zone = zone; } }
private void AddEventView(StepEvent @event) { var eventViewGo = Instantiate(EventViewPrefab); var eventView = eventViewGo.GetComponent <TimelineEventViewBehaviour>(); eventView.RectTransform.SetParent(EventAttachmentPoint, false); EventViews.Add(eventView); eventView.Event = @event; }
public static Color GetEventColor(StepEvent @event) { if (EventsToColors.ContainsKey(@event)) { return(EventsToColors[@event]); } var color = Instance.EventColors[EventColorsUsed++ % Instance.EventColors.Count]; EventsToColors.Add(@event, color); return(color); }
void Handle(StepEvent e) { constraint.ForEachGameObject((egoComponent, sfx, actor) => { if (actor.guid == e.actorGuid && Time.time - sfx.timeOfLastStepSound > sfx.stepSoundRate) { int index = Random.Range(0, sfx.footSounds.Length - 1); sfx.footSounds[index].pitch = Random.Range(0.9f, 1.1f); sfx.footSounds[index].Play(); sfx.timeOfLastStepSound = Time.time; } }); }
public void Update() { /* * Dictionary<object, object> dict = Program.state.GetTableDict(_); * foreach(var kv in dict) * { * Debug.Log(kv.Key.ToString() + " => " + kv.Value.ToString()); * } */ Position += Velocity; StepEvent?.Invoke(this); }
private void HandleStep(StepEvent stepEvent) { if (currentStepRequest != null) { currentStepRequest.Enabled = false; currentStepRequest = null; } _engine.Callback.StepCompleted(_mainThread); logger.Trace("Stepping: {0}:{1}", stepEvent.Method.Name, stepEvent.Location); isStepping = false; }
private void HandleStep(StepEvent stepEvent) { DebugHelper.TraceEnteringMethod(); if (currentStepRequest != null) { currentStepRequest.Enabled = false; currentStepRequest = null; } _engine.Callback.StepCompleted(GetThread(stepEvent)); logger.Trace("Stepping: {0}:{1}", stepEvent.Method.Name, stepEvent.Location); _isStepping = false; }
private void RemoveEventView(StepEvent @event) { var eventView = EventViews.FirstOrDefault(view => view.Event == @event); if (eventView == null) { return; } EventViews.Remove(eventView); eventView.Shutdown(); Destroy(eventView.gameObject); }
private void _stepController_StepEvent(object sender, StepEvents stepEvents) { stepEvents.EndTime = stepEvents.StartTime.AddMinutes(_totalDuration); _logItem.LogItemStepEvents(stepEvents); StepEvent?.Invoke(sender, stepEvents); }
public override void FixedUpdate() { // For each GameObject that fits the constraint... constraint.ForEachGameObject((egoComponent, rigidbody, input, movement, actor) => { //movement.onGround = false; //movement.onPassThrough = false; //Collider[] hitColliders = Physics.OverlapSphere(rigidbody.position+(Vector3.down*0.4f), 0.2f); //int i = 0; //while (i < hitColliders.Length) //{ // if (hitColliders[i].GetComponent<EgoComponent>().HasComponents<JumpOffable>()) // { // SetOnGround(movement); // } // if (hitColliders[i].GetComponent<EgoComponent>().HasComponents<PassThrough>()) // { // movement.onPassThrough = true; // } // i++; //} Vector3 intendedVector = new Vector3(input.horizontalAxis * movement.xSpeed, input.verticalAxis * movement.ySpeed, 0f); movement.velocity.x = Mathf.Lerp(movement.velocity.x, intendedVector.x, Time.fixedDeltaTime); if (!movement.onGround) { if (intendedVector.y < 0) { Dive(movement, intendedVector); } if (intendedVector.y >= 0) { Fall(movement); } movement.velocity.x = Mathf.Lerp(movement.velocity.x, 0f, Time.fixedDeltaTime * movement.windResistance); } if (movement.onPassThrough) { if (intendedVector.y < 0) { rigidbody.MovePosition(rigidbody.position - (Vector3.up)); } } if (movement.onGround) { if (Mathf.Abs(movement.velocity.x) > 3f) { var e = new StepEvent(actor.guid); EgoEvents <StepEvent> .AddEvent(e); } BecomeStationary(movement); if (intendedVector.y < 0) { movement.crouched = true; } if (intendedVector.y >= 0) { movement.crouched = false; } } if (input.jumpKeyPressed) { TryJump(movement, rigidbody, actor); input.jumpKeyPressed = false; } if (input.dashKeyPressed) { TryDash(movement, actor); input.dashKeyPressed = false; } SetVelocity(rigidbody, movement); }); }
private void RaiseStepEvent(int step) { StepEvent?.Invoke(this, new StepEventArgs(step)); }
internal float?InvokeStepEvent(float inc, float inc_per) { return(StepEvent?.Invoke(inc, inc_per)); }
public void RaiseStepEvent(int step) => StepEvent.Invoke(this, new StepEventArgs(step));
private void _updateTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { _stepEvent.TimeLeft = _stepEvent.StartTime.AddMinutes(_stepEvent.Duration) - DateTime.Now; StepEvent?.Invoke(this, _stepEvent); }