public async Task <IActionResult> Edit(int id, [Bind("Id,SuspendStart,SuspendEnd,CustomerId")] Suspend suspend)
        {
            if (id != suspend.Id)
            {
                return(NotFound());
            }

            if (ModelState.IsValid)
            {
                try
                {
                    _context.Update(suspend);
                    await _context.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!SuspendExists(suspend.Id))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }
                return(RedirectToAction(nameof(Index)));
            }
            ViewData["CustomerId"] = new SelectList(_context.Customer, "Id", "Id", suspend.CustomerId);
            return(View(suspend));
        }
Exemple #2
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        public override void Draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
        {
            Vector2 loc = (draw_offset + this.offset) -
                          (this.loc + this.draw_offset + stereo_offset());

            Window.draw(sprite_batch, loc);
            if (Active)
            {
                Chapter.draw(sprite_batch, loc);
            }
            else
            {
                Short_Chapter.draw(sprite_batch, loc);
            }
            if (Save_Id != -1)
            {
                Save_Label.draw(sprite_batch, loc);
                Save.draw(sprite_batch, loc);
            }
            if (!New_Game)
            {
                if (!Active)
                {
                    Style.draw(sprite_batch, loc - new Vector2(72, -16));
                }
                else
                {
                    Mode.draw(sprite_batch, loc);
                    Style.draw(sprite_batch, loc);
                    Map_Save.draw(sprite_batch, loc);
                    Suspend.draw(sprite_batch, loc);
                }
            }
        }
Exemple #3
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    /// <summary>
    /// 유저가 일정된 시간 동안 탑승을 하지 않았을 경우 진행을 위해서 오브젝트를 강제로 움직인다.
    /// 주로 호버보드 탑승의 경우에 유저가 타지 못해서 진행이 안 될 경우를 위해서 가동시킨다.
    /// 먼저 유저가 타서 작동되면 코루틴은 꺼지게 되어있다.
    /// </summary>
    /// <param name="time"></param>
    /// <param name="bothMember"></param>
    /// <param name="direction"></param>
    /// <returns></returns>
    public IEnumerator <CoroutinePhase> Emergency(float time, bool bothMember, Direction direction = null)
    {
        yield return(Suspend.Do(time));

        if (GameData.Instance.UseNetwork)
        {
            if (!bothMember)
            {
                direction.SendDirectionHoverActive();
            }

            else
            {
                DirectionManager.Instance.ActiveBothMember();
            }
        }

        else if (!GameData.Instance.UseNetwork)
        {
            if (!bothMember)
            {
                direction.DirectionActive();
            }

            else
            {
                DirectionManager.Instance.ActiveBothMember();
            }
        }
    }
Exemple #4
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    protected IEnumerator <CoroutinePhase> DirectionRestore(float time, Direction m_direction)
    {
        yield return(Suspend.Do(time));

        m_direction.Restore();
        CoroutineManager.Instance.Unregister(m_coroutine);
    }
    private IEnumerator <CoroutinePhase> ActiveOrder()
    {
        DirectionManager.Instance.OpenNarration(4009);
        m_direction.SetParentInit();
        m_ceilingObject.SetActive(true);
        AssetManager.Effect.Retrieve("DirectionSound_HoverShield", m_ceilingObject.transform);
        yield return(Suspend.Do(m_activeTime));

        AssetManager.Effect.Retrieve("DirectionSound_HoverAccel", transform);
        GameData.Instance.Map.Move(1);
    }
Exemple #6
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    //PJY 17.01.17 생성후 1초뒤 UI Open
    public IEnumerator <CoroutinePhase> Delay()
    {
        if (this.GetComponent <Character>() != null && this.GetComponent <Character>().IsAlive())
        {
            hpBar.SetActive(true);
        }

        yield return(Suspend.Do(3.0f));

        hpBar.SetActive(false);
    }
        public async Task <IActionResult> Create([Bind("Id,SuspendStart,SuspendEnd,CustomerId")] Suspend suspend)
        {
            if (ModelState.IsValid)
            {
                _context.Add(suspend);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            ViewData["CustomerId"] = new SelectList(_context.Customer, "Id", "Id", suspend.CustomerId);
            return(View(suspend));
        }
Exemple #8
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    private IEnumerator <CoroutinePhase> RockMoveSegTwo()
    {
        int rockCount = 0;

        Quaternion rot = transform.localRotation;

        yield return(Suspend.Do(5f));

        loopSound = AssetManager.Effect.Retrieve("DirectionSound_PortalLoop", transform);
        pathnum   = 11;

        while (rockCount < 65)
        {
            yield return(Suspend.Do(1f));

            //pathnum = Random.Range(11, 36);

            switch (rockCount)
            {
            case 2:
                DirectionManager.Instance.OpenNarration(5002);
                break;

            case 3:
                AssetManager.Effect.Retrieve("Direction_ceiling_sound", GameData.Instance.HoverCraftSegTwo.transform);
                break;

            case 4:
                GameData.Instance.HoverCraftSegTwo.MakeCeiling();
                break;
            }

            AssetManager.Direction.Retrieve(rock, m_transformPos, rot, m_custompath[pathnum]);
            ++rockCount;
            ++pathnum;
        }

        ///아래부터 포탈이 닫힐때///
        yield return(Suspend.Do(2f));

        openPotal.SetActive(false);
        closePotal.SetActive(true);

        if (loopSound != null)
        {
            loopSound.Restore();
        }

        yield return(Suspend.Do(5f));

        Restore();
    }
Exemple #9
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    //공격 받았을때 hp가 3초간 보이고 사라집니다.
    private IEnumerator <CoroutinePhase> BossDelay()
    {
        m_bossHpBar[m_bossTargetpart].Visable();
        yield return(Suspend.Do(3.0f));

        m_bossHpBar[m_bossTargetpart].Invisible();

        if (m_bossdelaycorutineCommand != null)
        {
            CoroutineManager.Instance.Unregister(m_bossdelaycorutineCommand);
            m_bossdelaycorutineCommand = null;
        }
    }
        public void suspend()
        {
            //Arrange
            Suspend suspend = new Suspend()
            {
                Student = "*****@*****.**"
            };

            // Act
            var okResult = _controller.suspend(suspend);

            // Assert
            Assert.IsType <NoContentResult>(okResult);
        }
        public void suspendError()
        {
            //Arrange
            Suspend suspend = new Suspend()
            {
                Student = ""
            };

            // Act
            var badResponse = _controller.suspend(suspend);

            // Assert
            Assert.IsType <BadRequestObjectResult>(badResponse);
        }
Exemple #12
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    IEnumerator <CoroutinePhase> Coroutine(float time)
    {
        yield return(Suspend.Do(time));

        Transform _childTrans = transform.GetComponentInChildren <Animator>().transform;

        while (true)
        {
            Vector3 _pos = _childTrans.position;
            _pos.y += 0.3f;
            m_uiweaponPack.PosUpdate(_pos);
            yield return(null);
        }
    }
Exemple #13
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    private IEnumerator <CoroutinePhase> Appear()
    {
        m_animator.SetBool("Active", true);

        m_direction.Finish = false;
        m_movecoroutine    = CoroutineManager.Instance.Register(m_direction.m_custompath[0].PutOnPath(transform, m_direction.m_custompath[0], false));

        while (!m_direction.Finish)
        {
            yield return(null);
        }

        m_direction.Finish = false;
        m_movecoroutine    = CoroutineManager.Instance.Register(m_direction.m_custompath[1].PutOnPath(transform, m_direction.m_custompath[1], false));

        for (int i = 0; i < m_turbinePos.Length; ++i)
        {
            AssetManager.Effect.Retrieve("FX_BoardLanding", m_turbinePos[i]);
        }

        yield return(Suspend.Do(1.0f));

        AssetManager.Effect.Retrieve("DirectionSound_Hoverlanding", transform);

        while (!m_direction.Finish)
        {
            yield return(null);
        }

        _ride = UIManager.Instance.Open("UIRide", true) as UIRide;
        Vector3 _vec = transform.position;

        _vec.y += 1f;
        _ride.transform.position = _vec;

        if ("hoverboardSeg2_1" == gameObject.name)
        {
            if (UserType.Host == GameData.Instance.UserType)
            {
                m_emergency = CoroutineManager.Instance.Register(m_direction.Emergency(m_emergencyTime, true));
            }
        }

        for (int i = 0; i < m_direction.m_directionCountCheck.Length; ++i)
        {
            m_direction.m_directionCountCheck[i].gameObject.SetActive(true);
        }
    }
Exemple #14
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    private IEnumerator <CoroutinePhase> DeadTimer()
    {
        const float WAITTIME = 3f;

        yield return(Suspend.Do(WAITTIME));

        if (GetComponent <DissolveShader>() != null)
        {
            DissolveShader shader = GetComponent <DissolveShader>();
            shader.Process();
        }

        yield return(Suspend.Do(WAITTIME));

        Character.Restore();
    }
Exemple #15
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    private IEnumerator <CoroutinePhase> RockMove()
    {
        yield return(Suspend.Do(6f));

        AssetManager.Direction.Retrieve("Armageddon", m_transformPos, m_custompath[pathnum]);
        loopSound = AssetManager.Effect.Retrieve("DirectionSound_PortalLoop", transform);
        yield return(Suspend.Do(10f));

        while (true)
        {
            yield return(Suspend.Do(3f));

            ++pathnum;
            AssetManager.Direction.Retrieve(rock, m_transformPos, m_custompath[pathnum]);
        }
    }
Exemple #16
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        private static void StateMachine()
        {
            Props props   = Actor.FromProducer(() => new StateMachineActor());
            PID   pid     = Actor.Spawn(props); // create actor according to the properties definition
            var   a       = new StateA();
            var   b       = new StateB();
            var   c       = new StateC();
            var   suspend = new Suspend();
            var   resume  = new Resume();

            pid.Tell(b); // A -> B
            pid.Tell(suspend);
            pid.Tell(c); // should be ignored
            pid.Tell(resume);
            pid.Tell(c); // B -> C
            pid.Tell(a); // C -> A
            pid.Tell(a); // A ignore
        }
Exemple #17
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    private IEnumerator <CoroutinePhase> ItemSetActive(float time, Action beforeAction = null, Action afterAction = null)
    {
        yield return(Suspend.Do(time));

        if (null != beforeAction)
        {
            beforeAction();
        }

        gameObject.SetActive(true);

        if (null != afterAction)
        {
            afterAction();
        }

        CoroutineManager.Instance.Unregister(m_coroutine);
    }
Exemple #18
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    private IEnumerator <CoroutinePhase> TimeAttack()
    {
        m_move = true;

        yield return(Suspend.Do(m_attacktime));

        attackEmptyNum = UnityEngine.Random.Range(0, Skillset.Count);

        SkillStartPos        = this.transform.position;
        SkillStartPos.y      = 0;
        SkillStartPos.z      = 0;
        m_weapon[0].position = SkillStartPos;

        AssetManager.Projectile.Retrieve(Skillset[attackEmptyNum], m_weapon[0], this.gameObject);
        Skillset.RemoveAt(attackEmptyNum);

        Attack();
    }
Exemple #19
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    protected void btnSuspend_Click(object sender, EventArgs e)
    {
        try
        {
            Suspend reqSuspend = new Suspend();
            reqSuspend.projectName         = txtheadProjectName.Text;
            reqSuspend.Reson               = txtSuspendReson.Text;
            reqSuspend.ExpeseType          = ddlExpenseType.SelectedItem.Text;
            reqSuspend.ExpensesDescription = txtExpesneDescription.Text;
            reqSuspend.Amount              = txtAmount.Text;
            reqSuspend.Type = "Suspend";

            DataContractJsonSerializer objJsonSerSend = new DataContractJsonSerializer(typeof(Suspend));
            MemoryStream memStrToSend = new MemoryStream();
            objJsonSerSend.WriteObject(memStrToSend, reqSuspend);
            string data = Encoding.Default.GetString(memStrToSend.ToArray());

            //string data = JsonConvert.SerializeObject(employee);
            WebClient webClient = new WebClient();
            webClient.Headers[HttpRequestHeader.ContentType] = "application/json";

            var res = webClient.UploadString(URL + "/SuspendProject", "POST", data);

            MemoryStream ms = new MemoryStream(Encoding.UTF8.GetBytes(res));
            DataContractJsonSerializer recv = new DataContractJsonSerializer(typeof(bool));
            bool httpResponse = (bool)recv.ReadObject(ms);
            if (httpResponse)
            {
                GetActiveAndSuspendProjectCount();
                allClear();
                string add = "Project Suspend Successfully ! ";
                Page.ClientScript.RegisterStartupScript(this.GetType(), "myScript", "Success('" + add + "');", true);
            }
            else
            {
                string error = "Project Suspend Failed ! ";
                Page.ClientScript.RegisterStartupScript(this.GetType(), "myScript", "OnError('" + error + "');", true);
            }
        }
        catch (Exception ex)
        {
        }
    }
Exemple #20
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    public static string ResumeProject(string ProjectName)
    {
        string response = "";

        try
        {
            Suspend reqSuspend = new Suspend();
            reqSuspend.projectName = ProjectName;
            reqSuspend.Type        = "Resume";

            DataContractJsonSerializer objJsonSerSend = new DataContractJsonSerializer(typeof(Suspend));
            MemoryStream memStrToSend = new MemoryStream();
            objJsonSerSend.WriteObject(memStrToSend, reqSuspend);
            string data = Encoding.Default.GetString(memStrToSend.ToArray());

            //string data = JsonConvert.SerializeObject(employee);
            WebClient webClient = new WebClient();
            webClient.Headers[HttpRequestHeader.ContentType] = "application/json";

            var res = webClient.UploadString(URL + "/SuspendProject", "POST", data);

            MemoryStream ms = new MemoryStream(Encoding.UTF8.GetBytes(res));
            DataContractJsonSerializer recv = new DataContractJsonSerializer(typeof(bool));
            bool httpResponse = (bool)recv.ReadObject(ms);

            if (httpResponse)
            {
                response = "true";
            }
            else
            {
                response = "false";
            }
        }
        catch (Exception ex)
        {
            response = "false";
            ex.ToString();
        }
        return(response);
    }
Exemple #21
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    private IEnumerator <CoroutinePhase> TimeAttack()
    {
        m_attackCycle++;

        yield return(Suspend.Do(skills[0].Cooltime()));


        if (null != CurrentTarget)
        {
            if (!skills[0].IsCooltime())
            {
                if (AILogic.TargetDistance(this.transform, CurrentTarget) <= skills[0].SkillRange)
                {
                    if (skills[0] != null)
                    {
                        //Debug.Log("공격");
                        WeaponPosition.transform.forward = (CurrentTarget.position - WeaponPosition.transform.position).normalized;
                        AssetManager.Projectile.Retrieve(skills[0].SkillName, this.WeaponPosition, this.gameObject);
                        skills[0].Reset(this);
                    }
                }
            }
        }

        if (null != m_customPath)
        {
            if (m_attackCycle > m_customPath.m_nodes[m_customIndex].AttackCycle)
            {
                Move();
            }
            else
            {
                Attack();
            }
        }
        else
        {
            Attack();
        }
    }
Exemple #22
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        public IActionResult suspend(Suspend suspend)
        {
            try
            {
                if (String.IsNullOrEmpty(suspend.Student))
                {
                    processingError = badrequest;
                    throw new ProcessingException();
                }

                //Extract student from request body
                string students = suspend.Student.ToString();

                //add check student if more than 1 and if existing
                if (!_ihiringRepositorty.suspend(students))
                {
                    processingError = notfound;
                    throw new ProcessingException();
                }

                return(NoContent());
            }
            catch (ProcessingException)
            {
                // TO-DO: Handle processing exception
                error error = new error
                {
                    message = processingError.ToString()
                };
                return(BadRequest(error));
            }
            catch (Exception)
            {
                // TO-DO: Handle the non processing related exception
                return(BadRequest());
            }
        }
Exemple #23
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 protected void OnSuspend(object source, EventArgs e)
 {
     Suspend?.Invoke(this, e);
 }
 /// <summary>
 ///     Faults the suspend.
 /// </summary>
 /// <param name="obj">The object.</param>
 private void FaultSuspend(Suspend obj)
 {
     SuspendNonRecursive();
     SuspendChildren();
 }
    private IEnumerator <CoroutinePhase> Appear()
    {
        m_direction.Finish = false;
        m_movecoroutine    = CoroutineManager.Instance.Register(m_direction.m_custompath[0].PutOnPath(transform, m_direction.m_custompath[0], false));

        while (!m_direction.Finish)
        {
            yield return(null);
        }

        CoroutineManager.Instance.Unregister(m_movecoroutine);
        m_movecoroutine = null;
        /////////////////////////////////////위까지 호버 첫번째 패스/////////////////////////////////////////////////////////////

        for (int i = 0; i < landingEffectPos.Length; ++i)
        {
            AssetManager.Effect.Retrieve("FX_BoardLanding", landingEffectPos[i]); //터빈에서 나올 화염이펙트
        }

        switch (hovertype)
        {
        case HoverEnum.hoverBoard1:
            AssetManager.Effect.Retrieve("FX_BoardLandingDust", GameData.Instance.hoverLandingPos[0]);
            break;

        case HoverEnum.hoverBoard2:
            AssetManager.Effect.Retrieve("FX_BoardLandingDust", GameData.Instance.hoverLandingPos[1]);
            break;
        }

        yield return(Suspend.Do(0.5f));

        /////////////////////////////////////위까지 하강연출/////////////////////////////////////////////////////////////////////////////////////////////
        m_direction.Finish = false;
        m_movecoroutine    = CoroutineManager.Instance.Register(m_direction.m_custompath[1].PutOnPath(transform, m_direction.m_custompath[1], false));

        yield return(Suspend.Do(4.2f));

        AssetManager.Effect.Retrieve("DirectionSound_Hoverlanding", transform);

        while (!m_direction.Finish)
        {
            yield return(null);
        }

        CoroutineManager.Instance.Unregister(m_movecoroutine);
        m_movecoroutine = null;
        ////////////////////////////////////위까지 마지막 등장path///////////////////////////////////////////////////////////////////////////////////////////////////////////
        m_animator.SetBool("Active", false);

        _ride = UIManager.Instance.Open("UIRide", true) as UIRide;
        Vector3 _vec = transform.position;

        _vec.y += 1f;
        _ride.transform.position = _vec;

        if (gameObject.name == "hoverboardSeg1_1")
        {
            DirectionManager.Instance.OpenNarration(4011);
            if (UserType.Host == GameData.Instance.UserType)
            {
                m_emergency = CoroutineManager.Instance.Register(m_direction.Emergency(m_emergencyTime, true));
            }
        }

        for (int i = 0; i < m_direction.m_directionCountCheck.Length; ++i)
        {
            m_direction.m_directionCountCheck[i].gameObject.SetActive(true);
        }

        GetComponent <AudioSource>().volume = 0.0f;
    }
Exemple #26
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        /// <summary>
        /// Normally a <pre>video</pre> element doesn't have a <pre>change</pre> event.
        /// We force one and a use it as a proxy for all the Media Events.
        /// </summary>
        /// <param name="args">The event args - Value contains our JSON</param>
        protected virtual void OnChange(ChangeEventArgs args)
        {
            var            ThisEvent = args?.Value?.ToString();
            VideoEventData videoData = new VideoEventData();

            try
            {
                videoData = JsonSerializer.Deserialize <VideoEventData>(ThisEvent, serializationOptions);
            }
            catch (Exception ex)
            {
                LoggerFactory
                .CreateLogger(nameof(VideoExComponentBase))
                .LogError(ex, "Failed to convert the JSON: {0}", ThisEvent);
            }

            switch (videoData.EventName)
            {
            case VideoEvents.Abort:
                Abort?.Invoke(videoData.State);
                AbortEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.CanPlay:
                CanPlay?.Invoke(videoData.State);
                CanPlayEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.CanPlayThrough:
                CanPlayThrough?.Invoke(videoData.State);
                CanPlayThroughEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.DurationChange:
                DurationChange?.Invoke(videoData.State);
                DurationChangeEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Emptied:
                Emptied?.Invoke(videoData.State);
                EmptiedEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Ended:
                Ended?.Invoke(videoData.State);
                EndedEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Error:
                Error?.Invoke(videoData.State);
                ErrorEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.LoadedData:
                LoadedData?.Invoke(videoData.State);
                LoadedDataEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.LoadedMetadata:
                LoadedMetadata?.Invoke(videoData.State);
                LoadedMetadataEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.LoadStart:
                LoadStart?.Invoke(videoData.State);
                LoadStartEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Pause:
                Pause?.Invoke(videoData.State);
                PauseEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Play:
                Play?.Invoke(videoData.State);
                PlayEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Playing:
                Playing?.Invoke(videoData.State);
                PlayingEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Progress:
                Progress?.Invoke(videoData.State);
                ProgressEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.RateChange:
                RateChange?.Invoke(videoData.State);
                RateChangeEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Seeked:
                Seeking?.Invoke(videoData.State);
                SeekingEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Seeking:
                Seeking?.Invoke(videoData.State);
                SeekingEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Stalled:
                Stalled?.Invoke(videoData.State);
                StalledEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Suspend:
                Suspend?.Invoke(videoData.State);
                SuspendEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.TimeUpdate:
                TimeUpdate?.Invoke(videoData.State);
                TimeUpdateEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.VolumeChange:
                VolumeChange?.Invoke(videoData.State);
                VolumeChangeEvent.InvokeAsync(videoData.State);
                break;

            case VideoEvents.Waiting:
                Waiting?.Invoke(videoData.State);
                WaitingEvent.InvokeAsync(videoData.State);
                break;

            default:
                break;
            }
            // Here is our catch-all event handler call!
            EventFired?.Invoke(videoData);
        }
Exemple #27
0
 public void SuspendTest()
 {
     Suspend request = new Suspend();
     var     result  = JsonConvert.DeserializeObject <KodiJSON.System.Response.SuspendResponse>(ExecuteTest.GetResponse(request));
 }
Exemple #28
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        public void set_data(int save_id)
        {
            Save_Id = save_id;
            // If no save exists
            if (Save_Id == -1 || Global.save_files_info == null || !Global.save_files_info.ContainsKey(Save_Id))
            {
                if (Window is System_Color_Window)
                {
                    var window = Window as System_Color_Window;
                    if (Global.save_files_info == null || !Global.save_files_info.ContainsKey(Save_Id))
                    {
                        window.color_override = Constants.Difficulty.DIFFICULTY_COLOR_REDIRECT[Difficulty_Modes.Normal];
                    }
                    else
                    {
                        window.color_override = Constants.Difficulty.DIFFICULTY_COLOR_REDIRECT[Global.save_files_info[Save_Id].difficulty];
                    }
                }
                New_Game           = true;
                Chapter.text       = Short_Chapter.text = "-----";
                Short_Chapter.text = "-----";
            }
            else
            {
                New_Game = false;

                Tactile.IO.Save_Info info = Global.save_files_info[Save_Id];
                if (Window is System_Color_Window)
                {
                    (Window as System_Color_Window).color_override =
                        Constants.Difficulty.DIFFICULTY_COLOR_REDIRECT[info.difficulty];
                }
                if (string.IsNullOrEmpty(info.chapter_id))
                {
                    Chapter.text = Short_Chapter.text = "New Game";
                }
                else
                {
                    string actual_chapter_id = !Global.data_chapters.ContainsKey(info.chapter_id) ?
                                               info.chapter_id.Substring(0, info.chapter_id.Length - 1) : info.chapter_id;

                    if (Global.data_chapters.ContainsKey(info.chapter_id))
                    {
                        Chapter.text       = Global.data_chapters[info.chapter_id].FileSelectName;
                        Short_Chapter.text = Global.data_chapters[info.chapter_id].ShortName;
                    }
                    else
                    {
                        Chapter.text       = info.chapter_id;
                        Short_Chapter.text = info.chapter_id;
                    }
                }
                Mode.text  = info.difficulty.ToString();
                Style.text = info.style.ToString();
                Map_Save.SetColor(Global.Content, info.map_save_exists ? "White" : "Grey");
                Suspend.SetColor(Global.Content, info.suspend_exists ? "White" : "Grey");
            }
            if (Save_Id != -1)
            {
                Save.text = Save_Id.ToString();
            }
        }
        public void Can_serialize_Suspend()
        {
            var message = new Suspend();

            AssertAndReturn(message).Should().BeOfType <Suspend>();
        }
Exemple #30
0
    //공격 할 수 있는 타겟이 순차적으로 깜박입니다. 타겟이 공격받을 경우에만 데미지가 들어옵니다.
    private IEnumerator <CoroutinePhase> BosstargetFlicker()
    {
        float time = 0.0f;

        while (m_first)
        {
            if (istarget)
            {
                if (isactiveskill)
                {
                    Character.AnimatorAction.Initialize <AnimatorActionBossAdd>();
                    isactiveskill = false;
                }

                m_first = false;

                break;
            }

            yield return(Suspend.OneFrame());
        }

        while (true)
        {
            time += Time.deltaTime;

            m_bossTarget.VisibleObj(m_bossTargetpart);
            m_bossTarget.InVisibleColider(m_bossTargetpart);

            m_bossTarget.VisibleMesh(m_bossTargetpart);
            yield return(Suspend.Do(0.2f));

            if (-1 == m_bossTargetpart || m_bossHpBar[m_bossTargetpart].Close())
            {
                time = 0.0f;
                break;
            }

            m_bossTarget.InVisibleMesh(m_bossTargetpart);
            yield return(Suspend.Do(0.2f));

            if (-1 == m_bossTargetpart || m_bossHpBar[m_bossTargetpart].Close())
            {
                time = 0.0f;
                break;
            }

            if (time > m_flicktime)
            {
                m_bossTarget.InVisibleObj(m_bossTargetpart);
                m_bossHpBar[m_bossTargetpart].Invisible();
                m_bossTarget.VisibleColider(m_bossTargetpart);

                time = 0.0f;

                m_bossTargetpart = HpCheck(m_bossTargetpart);
                if (-1 == m_bossTargetpart)
                {
                    break;
                }
            }

            yield return(Suspend.OneFrame());
        }
    }