public void WaitForFirstRoomToLookDirection(int bottom, int top, int left, int right) { waitingMode = WaitingEvent.W_ROOM_TO_LOOK_DIRECTION_FIRSTTIME; DirectionPanelScript dps = AskForDirectionAroundPlayer(gameInfos.idJoueur, bottom == 1, top == 1, left == 1, right == 1); dps.SetColor(ActionType.REGARDER); }
public static ChaosEvent FromNativeEvent(NativeTypes.FABRIC_CHAOS_EVENT nativeEvent) { switch (nativeEvent.Kind) { case NativeTypes.FABRIC_CHAOS_EVENT_KIND.FABRIC_CHAOS_EVENT_KIND_STARTED: return(StartedEvent.FromNative(nativeEvent.Value)); case NativeTypes.FABRIC_CHAOS_EVENT_KIND.FABRIC_CHAOS_EVENT_KIND_EXECUTING_FAULTS: return(ExecutingFaultsEvent.FromNative(nativeEvent.Value)); case NativeTypes.FABRIC_CHAOS_EVENT_KIND.FABRIC_CHAOS_EVENT_KIND_STOPPED: return(StoppedEvent.FromNative(nativeEvent.Value)); case NativeTypes.FABRIC_CHAOS_EVENT_KIND.FABRIC_CHAOS_EVENT_KIND_TEST_ERROR: return(TestErrorEvent.FromNative(nativeEvent.Value)); case NativeTypes.FABRIC_CHAOS_EVENT_KIND.FABRIC_CHAOS_EVENT_KIND_VALIDATION_FAILED: return(ValidationFailedEvent.FromNative(nativeEvent.Value)); case NativeTypes.FABRIC_CHAOS_EVENT_KIND.FABRIC_CHAOS_EVENT_KIND_WAITING: return(WaitingEvent.FromNative(nativeEvent.Value)); default: return(null); } }
public static ChaosEvent GetEventFromBytes(byte[] data) { ChaosEvent e = null; ChaosEventType type = (ChaosEventType)BitConverter.ToInt32(data, 0); switch (type) { case ChaosEventType.Started: { e = new StartedEvent(); } break; case ChaosEventType.Stopped: { e = new StoppedEvent(); } break; case ChaosEventType.ExecutingFaults: { e = new ExecutingFaultsEvent(); } break; case ChaosEventType.ValidationFailed: { e = new ValidationFailedEvent(); } break; case ChaosEventType.TestError: { e = new TestErrorEvent(); } break; case ChaosEventType.Waiting: { e = new WaitingEvent(); } break; } if (e != null) { byte[] eventData = new byte[data.Length - 4]; Array.Copy(data, 4, eventData, 0, eventData.Length); e.FromBytes(eventData); } return(e); }
public bool WaitToExec(WaitingEvent _waitingEvent, float _waitingTime) { if (isBusy) { return(false); } waitingEvent = _waitingEvent; waitingTime = _waitingTime; startTime = Time.time; isBusy = true; return(true); }
public void RoomSelected(int x, int y) { if(waitingMode == WaitingEvent.W_VISION_ROOM) { client.Send("20;" + gameInfos.idJoueur + ";" + x + ";" + y); waitingMode = WaitingEvent.W_NOTHING; } else if (waitingMode == WaitingEvent.W_MOBILE_ROOM) { client.Send("23;" + gameInfos.idJoueur + ";"+actualRoomX+";"+actualRoomY+";" + x + ";" + y); waitingMode = WaitingEvent.W_NOTHING; } else if (waitingMode == WaitingEvent.W_ILLUSION_ROOM) { client.Send("25;" + gameInfos.idJoueur + ";" + actualRoomX + ";" + actualRoomY + ";" + x + ";" + y); waitingMode = WaitingEvent.W_NOTHING; } else if (waitingMode == WaitingEvent.W_CONTROL_ROOM) { actualRoomX = x; actualRoomY = y; DirectionPanelScript dps = AskForDirectionAroundRoom(x, y, x != 2, x != 2, y != 2, y != 2); dps.SetColor(ActionType.CONTROLER); } complex.UnlightAll(); complex.SetEveryRoomUnselectable(); }
public void ImmediateActionSet(int a) { immediateActionPanel.Disappear(); client.Send("32;" + gameInfos.idJoueur + ";" + a); waitingMode = WaitingEvent.W_ACTIONS; }
public void WaitForImmediateAction(int allowpousse, int allowcontrole, int allowdeplace, int allowregard) { immediateActionPanel.Appear(); immediateActionPanel.AllowActions(allowpousse != 0, allowcontrole != 0, allowdeplace != 0, allowregard != 0); waitingMode = WaitingEvent.W_ACTIONS; }
public void ActionsSet(int action1, int action2) { waitingMode = WaitingEvent.W_NOTHING; client.Send("13;" + gameInfos.idJoueur + ";" + (action1 - 1) + ";" + (action2 - 1)); actionsPanel.DisableButtons(); }
public void WaitForAction(bool gele) { waitingMode = WaitingEvent.W_ACTIONS; //actionsPanel.SetActionsEnabled((allowpousse == 1), (allowregard == 1), (allowcontrole == 1), (allowdeplace == 1)); actionsPanel.EnableButtons(gele); }
public void SetDirection(Direction direction) { if (waitingMode == WaitingEvent.W_MOVEDIRECTION) { //MovePlayer(actualPlayer, direction); waitingMode = WaitingEvent.W_NOTHING; client.Send("17;" + gameInfos.idJoueur + ";2;" + (int)direction); //envoyer la direction au serveur } else if (waitingMode == WaitingEvent.W_ROOM_TO_LOOK_DIRECTION) { waitingMode = WaitingEvent.W_NOTHING; /*getRoomAtDir(actualPlayer.x, actualPlayer.y, direction).RevealHide();*/ Vector2 pos = getPosAtDir(actualPlayer.x, actualPlayer.y, direction); client.Send("17;" + gameInfos.idJoueur + ";3;" + (int)pos.x + ";" + (int)pos.y); } else if (waitingMode == WaitingEvent.W_ROOM_TO_LOOK_DIRECTION_FIRSTTIME) { waitingMode = WaitingEvent.W_NOTHING; // getRoomAtDir(actualPlayer.x, actualPlayer.y, direction).RevealHide(); Vector2 pos = getPosAtDir(actualPlayer.x, actualPlayer.y, direction); client.Send("11;" + gameInfos.idJoueur + ";" + (int)pos.x + ";" + (int)pos.y); } else if (waitingMode == WaitingEvent.W_CONTROLDIRECTION) { int linePos; waitingMode = WaitingEvent.W_NOTHING; if (direction == Direction.BAS || direction == Direction.HAUT) linePos = actualPlayer.x; else linePos = actualPlayer.y; client.Send("17;" + gameInfos.idJoueur + ";1;" + linePos + ";" + (int)direction); complex.UnlightAll(); //complex.MoveLine(linePos, direction); } else if (waitingMode == WaitingEvent.W_CONTROL_ROOM) { int linePos; waitingMode = WaitingEvent.W_NOTHING; if (direction == Direction.BAS || direction == Direction.HAUT) linePos = actualRoomX; else linePos = actualRoomY; print("TEST"); client.Send("24;" + gameInfos.idJoueur + ";" + linePos + ";" + (int)direction); //complex.MoveLine(linePos, direction); }else if(waitingMode == WaitingEvent.W_PLAYER_PUSH) { client.Send("17;" + gameInfos.idJoueur + ";0;" + actPlayer + ";" + (int)direction); waitingMode = WaitingEvent.W_NOTHING; } complex.UnlightAll(); }
public void WaitForIllusionRoom(int x, int y, string roomsString) { waitingMode = WaitingEvent.W_ILLUSION_ROOM; actualRoomX = x; actualRoomY = y; complex.SetSelectableRooms(roomsString); }
public void WaitForControlLine() { waitingMode = WaitingEvent.W_CONTROL_ROOM; complex.SetEveryRoomSelectable(); complex.SetSelectable(2, 2, false); }
public void WaitForMobileRoom(int x, int y, string roomsString) { waitingMode = WaitingEvent.W_MOBILE_ROOM; actualRoomX = x; actualRoomY = y; complex.SetSelectableRooms(roomsString); }
public void WaitForVisionRoom(string roomsString) { waitingMode = WaitingEvent.W_VISION_ROOM; complex.SetSelectableRooms(roomsString); }
/// <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); }
public void WaitForMoveDirection(int bottom, int top, int left, int right) { waitingMode = WaitingEvent.W_MOVEDIRECTION; DirectionPanelScript dps = AskForDirectionAroundPlayer(gameInfos.idJoueur, bottom == 1, top == 1, left == 1, right == 1); dps.SetColor(ActionType.DEPLACER); }
public void WaitForPlayerToPush(int bottom, int top, int left, int right, string playersString) { waitingMode = WaitingEvent.W_PLAYER_PUSH; choosePlayerScript.Appear(); choosePlayerScript.LoadButtons(bottom, top, left, right, playersString); }