public DetailInfoA() { // // TODO: Add constructor logic here // this.actionResult = actionType.notAction; this.actionMessage = "not action"; }
public void RecoilModifier(actionType ActType) { if (ActType == actionType.attach) { originalRecoil = weapon.RecoilProfile; weapon.RecoilProfile = modifiedRecoil; } if (ActType == actionType.detach) { weapon.RecoilProfile = originalRecoil; } }
public ActionLC(actionType ty = actionType.meleDamageWS, float va = 1, int ti = 1, string s = "", string s2 = "", string s3 = "", bool isD = false, bool ust = true) { type = ty; value = va; trueTimes = ti; trueValue = va; times = ti; spec = s; spec2 = s2; spec3 = s3; isDead = isD; unShowTarget = ust; }
private static UserActionStatus Validate(string user, actionType act) { List <User> users = new UserBLL().GetUsersByFilter(user.Trim(), null, 0, 1); if (users.Count > 0 && act == actionType.insert) { return(UserActionStatus.Duplicate); } else { return(UserActionStatus.Success); } }
private static ProjectActionStatus Validate(string Project, actionType act) { ProjectBLL ProjectBLL = new ProjectBLL(); List <Project> Projects = ProjectBLL.GetProjectByFilter(Project.Trim()); if (Projects.Count > 0 && act == actionType.insert) { return(ProjectActionStatus.Duplicate); } else { return(ProjectActionStatus.Success); } }
public void ChangeGrabPos(actionType ActType) { if (ActType == actionType.attach) { oldPoseOverride = weapon.PoseOverride; weapon.PoseOverride = NewPoseOverride; oldPoseOverrideTouch = weapon.PoseOverride_Touch; weapon.PoseOverride_Touch = NewPoseOverrideTouch; } if (ActType == actionType.detach) { weapon.PoseOverride = oldPoseOverride; weapon.PoseOverride_Touch = oldPoseOverrideTouch; } }
IEnumerator performAction(actionType actType) { Debug.Log ("Perform Action method called with type: " + actType.ToString ()); // switch between two types of action if(actType == actionType.interact) { // while (actionInProgress) while(actionInProgress) { yield return null; } } else if (actType == actionType.move) { // while distance is not reached (for moveToPos methods) while(true) { //Vector3.Distance( yield return null; } } }
public void setType(actionType t) { type = t; switch (t) { case actionType.THROTTLE: GetComponent <Renderer>().material.color = Color.green; break; case actionType.BREAKS: GetComponent <Renderer>().material.color = Color.red; break; case actionType.CLUTCH: GetComponent <Renderer>().material.color = Color.yellow; break; } }
private static OrganismTypeActionStatus Validate(string organismType, actionType act) { OrganismTypeBLL organismTypeBLL = new OrganismTypeBLL(); List <OrganismType> organismTypes = organismTypeBLL.GetOrganismTypeByFilter(organismType.Trim()); if (organismTypes.Count > 0 && act == actionType.insert) { return(OrganismTypeActionStatus.Duplicate); } else if (organismTypes.Count > 0 && organismTypes[0].OrganismTypeName == organismType && act == actionType.update) { return(OrganismTypeActionStatus.Duplicate); } else { return(OrganismTypeActionStatus.Success); } }
private static ProjectActionStatus Validate(string scientificName, actionType act) { ProjectBLL scientificNameBLL = new ProjectBLL(); List <Project> scientificNames = scientificNameBLL.GetProjectByFilter(scientificName.Trim()); if (scientificNames.Count > 0 && act == actionType.insert) { return(ProjectActionStatus.Duplicate); } else if (scientificNames.Count > 0 && scientificNames[0].ProjectName == scientificName && act == actionType.update) { return(ProjectActionStatus.Duplicate); } else { return(ProjectActionStatus.Success); } }
private static GroupActionStatus Validate(string scientificName, actionType act) { GroupBLL scientificNameBLL = new GroupBLL(); List <Group> scientificNames = scientificNameBLL.GetGroupByFilter(scientificName.Trim()); if (scientificNames.Count > 0 && act == actionType.insert) { return(GroupActionStatus.Duplicate); } else if (scientificNames.Count > 0 && scientificNames[0].GroupName == scientificName && act == actionType.update) { return(GroupActionStatus.Duplicate); } else { return(GroupActionStatus.Success); } }
protected override void OnMouseUp(MouseEventArgs e) { if (action == actionType.ZoomWindow) { ZoomWindow((int)lastPoint.x, (int)(this.Height - lastPoint.y), (int)curPoint.x, (int)(this.Height - curPoint.y)); } action = actionType.None; Invalidate(); Cursor = Cursors.Arrow; ((MainForm)this.Parent).StatusText(""); base.OnMouseUp(e); }
private static ScientificNameActionStatus Validate(string scientificName, actionType act) { ScientificNameBLL scientificNameBLL = new ScientificNameBLL(); List <ScientificName> scientificNames = scientificNameBLL.GetScientificNameByFilter(scientificName.Trim()); if (scientificNames.Count > 0 && act == actionType.insert) { return(ScientificNameActionStatus.Duplicate); } else if (scientificNames.Count > 0 && scientificNames[0].ScientificNameDesc == scientificName && act == actionType.update) { return(ScientificNameActionStatus.Duplicate); } else { return(ScientificNameActionStatus.Success); } }
protected override void OnMouseDown(MouseEventArgs e) { if (e.Button == MouseButtons.Left && zoomWindowButtonDown) { action = actionType.ZoomWindow; curPoint.x = e.X; curPoint.y = e.Y; lastPoint.x = curPoint.x; lastPoint.y = curPoint.y; } else if ((e.Button == MouseButtons.Middle && (Control.ModifierKeys & Keys.Shift) == Keys.Shift) || zoomButtonDown) { action = actionType.Zoom; Cursor = zoomCursor; lastPoint.x = e.X; lastPoint.y = e.Y; } else if ((e.Button == MouseButtons.Middle && (Control.ModifierKeys & Keys.Control) == Keys.Control) || panButtonDown) { action = actionType.Pan; Cursor = panCursor; lastPoint.x = e.X; lastPoint.y = e.Y; } else if (e.Button == MouseButtons.Middle || rotateButtonDown) { action = actionType.Rotate; Cursor = rotateCursor; lastPoint = TrackBallMapping(e.X, e.Y, this.Width, this.Height); } base.OnMouseDown(e); }
public void HandleButtonClicked(object sender, EventArgs eventArgs) { //sender = fightButton; if (!fightValid) { fightValid = true; playersTurn = false; enemyTurn = false; playersAnimation = true; enemyAnimation = false; if (sender == fightButton) { playersTurn = true; action = actionType.ATTACK; animationTexture = fistAnimation; animationPosition = enemyPos; attackpts = attackpts + 2; punchSound.Play(); if (fistUpgrade == 1) { animationTexture = brassKnuckle; } } else if (sender == itemButton) { playersTurn = true; action = actionType.HEAL; animationTexture = heartAnime; animationPosition = playerPos; } else if (sender == specialButton) { if (attackpts >= 20) { playersTurn = true; action = actionType.SPECIAL; animationTexture = fireball; animationPosition = enemyPos; } } } }
/// <summery> /// It will create Notification on Activities table /// /// <typeparam name=""></typeparam> integer userID /// <typeparam name=""></typeparam> integer senderID (the man who creates this alert) /// <typeparam name=""></typeparam> string actionType : one of action types (const defined for this class) /// <typeparam name=""></typeparam> integer actionID : related trade offer, feedback ID /// </summery> function createNotification(userID, senderID, actionType, actionID) { //Check if this user will get this notification. (it will be set by Notification setting page) tradeUserIns = new TradeUser(); userData = tradeUserIns.getUserByID(userID); flagEnabled = 0; // user checked that he didn"t want to have this notification switch (actionType) { case Activity.ACTION_TYPE_OFFER_ACCEPTED: notificationType = Activity.NOTIFICATION_TYPE_OFFER_ACCEPTED; flagEnabled = userData["optOfferAccepted"]; break; case Activity.ACTION_TYPE_OFFER_RECEIVED: notificationType = Activity.NOTIFICATION_TYPE_OFFER_RECEIVED; flagEnabled = userData["optOfferReceived"]; break; case Activity.ACTION_TYPE_OFFER_DECLINED: notificationType = Activity.NOTIFICATION_TYPE_OFFER_DECLINED; flagEnabled = userData["optOfferDeclined"]; break; case Activity.ACTION_TYPE_FEEDBACK: notificationType = Activity.NOTIFICATION_TYPE_OFFER_FEEDBACK; flagEnabled = userData["optFeedbackReceived"]; break; } if (flagEnabled == 1) { //Create Notification. activityIns = new Activity(); activityId = activityIns.addActivity(userID, senderID, this.objectType, actionType, actionID); activityIns.addNotification(userID, activityId, notificationType); } }
/// <summary> /// Añade una Acción posible a los Estados existentes. /// </summary> /// <param name="state">Objeto que contiene el Estado</param> /// <param name="type">Selecciona el tipo de acción</param> /// <param name="action">Funcion que ejecuta.</param> public void AddAction(object state, actionType type, Action action) { int st = (int)state; switch (type) { case actionType.awake: _awakes[st].Add(action); break; case actionType.execute: _executes[st].Add(action); break; case actionType.sleep: _sleeps[st].Add(action); break; default: break; } }
/// <summary> /// Get a SchemaQueryType for quickly building a query to execute /// </summary> /// <param name="QueryName"></param> /// <param name="Action"></param> /// <param name="CommandName"></param> /// <returns></returns> public static SchemaQueryType Create(string QueryName, actionType CommandType, string CommandName, string CommandText = null) { var query = new ProjectFlx.Schema.SchemaQueryType(); query.name = QueryName; query.command = new ProjectFlx.Schema.command(); query.command.name.Text.Add(CommandName); query.command.action = CommandType; if (!String.IsNullOrEmpty(CommandText)) { query.command.text = new mixedContent(); query.command.text.Text = new List<string>(); query.command.text.Text.Add(CommandText); query.command.type = new commandType(); query.command.type = commandType.Select; } query.fields = new List<ProjectFlx.Schema.field>(); query.parameters = new ProjectFlx.Schema.parameters(); return query; }
/// <summery> /// It will create Notification on Activities table /// /// <typeparam name=""></typeparam> integer userID /// <typeparam name=""></typeparam> integer senderID (the man who creates this alert) /// <typeparam name=""></typeparam> string actionType : one of action types (const defined for this class) /// <typeparam name=""></typeparam> integer actionID : related shop order ID /// </summery> function createNotification(userID, senderID, actionType, actionID) { //Check if this user will get this notification. (it will be set by Notification setting page) userIns = new TradeUser(); userData = userIns.getUserByID(userID); flagEnabled = 0; // user checked that he didn"t want to have this notification switch (actionType) { case Activity.ACTION_TYPE_PRODUCT_SOLD: flagEnabled = userData["optProductSoldOnShop"]; break; } if (flagEnabled == 1) { //Create Notification. activityIns = new Activity(); activityId = activityIns.addActivity(userID, senderID, this.objectType, actionType, actionID); activityIns.addNotification(userID, activityId, Activity.NOTIFICATION_TYPE_PRODUCT_SOLD); } }
private static ProjectActionStatus Validate(string Project, actionType act) { ProjectBLL ProjectBLL = new ProjectBLL(); List <Project> Projects = ProjectBLL.GetProjectByFilter(Project.Trim()); if (Projects.Count > 0 && act == actionType.insert) { UserBLL userBLL = new UserBLL(); Eisk.BusinessEntities.User user = userBLL.GetUserByUserName((HttpContext.Current.User.Identity).Name); foreach (var item in Projects) { if (item.Group_Projects.First().GroupID == user.Group_Users.First().GroupID) { return(ProjectActionStatus.Duplicate); } } return(ProjectActionStatus.Success); } else { return(ProjectActionStatus.Success); } }
public Action(Texture2D _icon, Action.actionType _type) { icon = _icon; type = _type; }
public stateAction(System.Action<object> action, object state, string msg="") { this._action = action as object; this._param = state; this.Message = msg; this.Type = actionType._parameter; this._hash = action.GetHashCode() + (state != null ? state.GetHashCode() : 0); }
public stateAction(System.Action action, string msg="") { this._action = action as object; this._param = null; this.Message = msg; this.Type = actionType._void; this._hash = action.GetHashCode(); }
public void ActionPartition(actionType action, string partitionName, string partitionQuery = "", string partitionDatasource = "") { try { Server tabServer = new Server(); tabServer.Connect(server); Database tabDatabase = tabServer.Databases.GetByName(this.database); Table tabTable = tabDatabase.Model.Tables.Find(this.table); switch (action) { case actionType.CREATE: if (!tabTable.Partitions.ContainsName(partitionName)) { Partition tabPartition = new Partition() { Name = partitionName, Source = new QueryPartitionSource() { DataSource = tabTable.Model.DataSources.Find(partitionDatasource), Query = partitionQuery } }; tabTable.Partitions.Add(tabPartition); tabDatabase.Update(Microsoft.AnalysisServices.UpdateOptions.ExpandFull); } break; case actionType.DELETE: if (tabTable.Partitions.ContainsName(partitionName)) { tabTable.Partitions.Remove(partitionName); tabDatabase.Update(Microsoft.AnalysisServices.UpdateOptions.ExpandFull); } break; case actionType.PROCESS: if (tabTable.Partitions.ContainsName(partitionName)) { Partition tabPartition = tabTable.Partitions.Find(partitionName); tabPartition.RequestRefresh(RefreshType.Full); tabDatabase.Update(Microsoft.AnalysisServices.UpdateOptions.ExpandFull); } break; default: break; } tabServer.Disconnect(); } catch (Exception ex) { Console.WriteLine("Exception Raised from: " + ex.Source); Console.WriteLine("Error Message: " + ex.Message); Console.WriteLine("Stack Trace:" + ex.StackTrace); throw ex; } }
public void Update() { float left = transform.position.x; float top = transform.position.y; // If the mouse is held down anywhere onscreen and it's zombies' turn. if (Input.GetMouseButtonDown(0) && globals.teamTurn == globals.teams.Zombies) { // Check if mouseclick is within 3 by 3 grid surrounding this zombie's tile. Rect tempRect = new Rect(left - globals.tileWidth, top + globals.tileHeight, globals.tileWidth * 3, globals.tileHeight * 3); if (tempRect.Contains(Input.mousePosition)) { // Check if the centre tile is clicked. tempRect = new Rect(left, top, globals.tileWidth, globals.tileHeight); if (tempRect.Contains(Input.mousePosition)) { action = actionType.None; if (!isActive) { if (globals.activePerson != null) if (globals.activePerson.GetComponent<BasicZombie>() != null) globals.activePerson.GetComponent<BasicZombie>().isActive = false; else if (globals.activePerson.GetComponent<BasicHuman>() != null) globals.activePerson.GetComponent<BasicHuman>().isActive = false; globals.activePerson = GetComponent<OTAnimatingSprite>(); isActive = true; } } else if (isActive) { tempRect = new Rect(left-globals.tileWidth, top + globals.tileHeight, globals.tileWidth, globals.tileHeight); Rect tempRect1 = new Rect(left, top + globals.tileHeight, globals.tileWidth, globals.tileHeight); Rect tempRect2 = new Rect(left + globals.tileWidth, top + globals.tileHeight, globals.tileWidth, globals.tileHeight); Rect tempRect3 = new Rect(left + globals.tileWidth, top, globals.tileWidth, globals.tileHeight); Rect tempRect4 = new Rect(left + globals.tileWidth, top - globals.tileHeight, globals.tileWidth, globals.tileHeight); Rect tempRect5 = new Rect(left, top-globals.tileHeight, globals.tileWidth, globals.tileHeight); Rect tempRect6 = new Rect(left - globals.tileWidth, top - globals.tileHeight, globals.tileWidth, globals.tileHeight); Rect tempRect7 = new Rect(left - globals.tileWidth, top + globals.tileHeight, globals.tileWidth, globals.tileHeight); // Check if mouseclick is in 8 adjacent tiles. if (tempRect.Contains(Input.mousePosition)) if (currentDirection == globals.direction.TopLeft) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.TopLeft; } else if (tempRect1.Contains(Input.mousePosition)) if (currentDirection == globals.direction.Top) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.Top; } else if (tempRect2.Contains(Input.mousePosition)) if (currentDirection == globals.direction.TopRight) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.TopRight; } else if (tempRect3.Contains(Input.mousePosition)) if (currentDirection == globals.direction.Right) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.Right; } else if (tempRect4.Contains(Input.mousePosition)) if (currentDirection == globals.direction.BottomRight) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.BottomRight; } else if (tempRect5.Contains(Input.mousePosition)) if (currentDirection == globals.direction.Bottom) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.Bottom; } else if (tempRect6.Contains(Input.mousePosition)) if (currentDirection == globals.direction.BottomLeft) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.BottomLeft; } else if (tempRect7.Contains(Input.mousePosition)) if (currentDirection == globals.direction.Left) action = actionType.Move; else { action = actionType.Turn; newDirection = globals.direction.Left; } } } } }
public virtual bool setTimeQtyRecord(actionType __action) { throw new NotImplementedException(); }
public MovilizerAnswer() { this.columnSizeTypeField = answerColumnSizeType.equal; this.groupIdField = ((sbyte)(-1)); this.colIndexField = ((sbyte)(-1)); this.colWidthField = ((sbyte)(0)); this.colSortDescField = false; this.colSearchableField = true; this.actionField = actionType.NONE; this.triggerScreenValueChangedEventField = false; this.timerBasedScreenValueChangedEventField = false; this.dummyAnswerField = false; this.sortAnswerItemsByClientKeyField = false; this.portalMayDeleteField = true; this.portalMayEditField = true; this.portalMayMoveField = true; }
private static OrganismActionStatus Validate(string commonName, string scientificName, int organismTypeID, actionType act) { OrganismBLL organismBLL = new OrganismBLL(); Organism organismCommonName = organismBLL.GetOrganismByScientificName(scientificName.Trim()); if (organismCommonName != null) { if (organismCommonName.ScientificName.Trim() == scientificName.Trim() && act == actionType.insert) { return(OrganismActionStatus.DuplicateScientificName); } else if (organismCommonName.CommonName.Trim() == commonName.Trim() && organismCommonName.ScientificName.Trim() == scientificName.Trim() && organismCommonName.OrganismTypeID == organismTypeID) { return(OrganismActionStatus.DuplicateCommonName); } else { return(OrganismActionStatus.Success); } } else { return(OrganismActionStatus.Success); } }
public void BoltSpeedModifier(actionType ActType) { int wepType = 0; OpenBoltReceiver _OpenBoltWep = null; ClosedBoltWeapon _ClosedBoltWep = null; Handgun _HandgunWep = null; TubeFedShotgun _TFWep = null; if (weapon is OpenBoltReceiver) { _OpenBoltWep = weapon as OpenBoltReceiver; wepType = 1; } else if (weapon is ClosedBoltWeapon) { _ClosedBoltWep = weapon as ClosedBoltWeapon; wepType = 2; } else if (weapon is Handgun) { _HandgunWep = weapon as Handgun; wepType = 3; } else if (weapon is TubeFedShotgun) { _TFWep = weapon as TubeFedShotgun; wepType = 4; } float _boltSpeedBack = 0; float _boltSpeedForward = 0; float _boltSpringStiffness = 0; switch (wepType) { case 1: _boltSpeedBack = _OpenBoltWep.Bolt.BoltSpeed_Rearward; _boltSpeedForward = _OpenBoltWep.Bolt.BoltSpeed_Forward; _boltSpringStiffness = _OpenBoltWep.Bolt.BoltSpringStiffness; break; case 2: _boltSpeedBack = _ClosedBoltWep.Bolt.Speed_Rearward; _boltSpeedForward = _ClosedBoltWep.Bolt.Speed_Forward; _boltSpringStiffness = _ClosedBoltWep.Bolt.SpringStiffness; break; case 3: _boltSpeedBack = _HandgunWep.Slide.Speed_Forward; _boltSpeedForward = _HandgunWep.Slide.Speed_Rearward; _boltSpringStiffness = _HandgunWep.Slide.SpringStiffness; break; } if (ActType == actionType.attach) { prevBoltSpeedBackwards = _boltSpeedBack; prevBoltSpeedForward = _boltSpeedForward; prevBoltSpringStiffness = _boltSpringStiffness; if (BoltSpeedModifierType == CapType.SetTo) { _boltSpeedBack = BoltSpeedBackwards; _boltSpeedForward = BoltSpeedForward; _boltSpringStiffness = BoltSpringStiffness; } if (BoltSpeedModifierType == CapType.AddTo) { _boltSpeedBack += BoltSpeedBackwards; _boltSpeedForward += BoltSpeedForward; _boltSpringStiffness += BoltSpringStiffness; } } if (ActType == actionType.detach) { _boltSpeedBack = prevBoltSpeedBackwards; _boltSpeedForward = prevBoltSpeedForward; _boltSpringStiffness = prevBoltSpringStiffness; } if (ChangesBoltSpeedRearward) { switch (wepType) { case 1: _OpenBoltWep.Bolt.BoltSpeed_Rearward = _boltSpeedBack; break; case 2: _ClosedBoltWep.Bolt.Speed_Rearward = _boltSpeedBack; break; case 3: _HandgunWep.Slide.Speed_Forward = _boltSpeedBack; break; } } if (ChangesBoltSpeedForward) { switch (wepType) { case 1: _OpenBoltWep.Bolt.BoltSpeed_Forward = _boltSpeedForward; break; case 2: _ClosedBoltWep.Bolt.Speed_Forward = _boltSpeedForward; break; case 3: _HandgunWep.Slide.Speed_Rearward = _boltSpeedForward; break; } } if (ChangesBoltSpeedStiffness) { switch (wepType) { case 1: _OpenBoltWep.Bolt.BoltSpringStiffness = _boltSpringStiffness; break; case 2: _ClosedBoltWep.Bolt.SpringStiffness = _boltSpringStiffness; break; case 3: _HandgunWep.Slide.SpringStiffness = _boltSpringStiffness; break; } } }
public Action(Texture2D _icon, Action.actionType _type, string _tooltip) { icon = _icon; type = _type; tooltip = _tooltip; }
public void InitFrom(ScriptedActionInfo info){ // initialize members from deserialized info gameObject.name = info.unityObjectName; comment = info.comment; objectName = info.objectName; type = info.type; role = info.role; // in a multi-role script, which role performs this action stringParam = info.stringParam; // used for a lot of different things //info.audioClipName = sa.audioClipName; fadeLength = info.fadeLength; // also used for wait, move desiredAlpha = info.desiredAlpha; desiredColor = info.desiredColor; // public Texture2Dname texture2D = null; // used for enableInteraction; // public Transform moveTo; moveToName = info.moveToName; offset = info.offset; // offset from transform for move, in transform's reference frame orientation = info.orientation; // if (info.scriptToExecuteName != null && info.scriptToExecuteName){ // this probably need a redesign, where the search occurs at Start() time, since the script // info.scriptToExecuteName = scriptToExecute.name; // } ease = info.ease; negate = info.negate; // use to turn enable to disable, stop audio, etc. loop = info.loop; waitForCompletion = info.waitForCompletion; // signal complete after audio, fade, etc. sequenceEnd = info.sequenceEnd; executeOnlyOnce = info.executeOnlyOnce; block = info.block; dialogIfThen = info.dialogIfThen; breakpoint = info.breakpoint; preAttributes = info.preAttributes; // processed when the line is begun postAttributes = info.postAttributes; // processed when the line completes stringParam2 = info.stringParam2; stringParam3 = info.stringParam3; stringParam4 = info.stringParam4; attachmentOverride = info.attachmentOverride; eventScript = info.eventScript; voiceTag = info.voiceTag; heading = info.heading; speed = info.speed; if (info.gameMsgFormInfo != null){ gameMsgForm = gameObject.AddComponent<GameMsgForm>(); gameMsgForm.InitFrom(info.gameMsgFormInfo); // info.gameMsg = sa.gameMsgForm.ToGameMsg(this); // how to handle message subclasses ? if (info.map != null){ gameMsgForm.map = gameObject.AddComponent<InteractionMapForm>(); gameMsgForm.map.InitFromMap(info.map); } } syncToTasksIndex = info.syncToTasksIndex; if (syncToTasksIndex != null) syncToTasks = new ScriptedAction[syncToTasksIndex.Length]; // will init when script is fully loaded. else syncToTasks = new ScriptedAction[0]; }
internal log(int pieceX, int pieceY, boardType state, boardType lastState, actionType action, int count) { this.pieceX = pieceX; this.pieceY = pieceY; this.state = state; this.lastState = lastState; this.action = action; this.count = count; }
public MovilizerAnswer() { this.columnSizeTypeField = answerColumnSizeType.EQUAL; this.groupIdField = ((sbyte)(-1)); this.colIndexField = ((sbyte)(-1)); this.colWidthField = ((sbyte)(-1)); this.colSortDescField = false; this.colSearchableField = true; this.colSortableField = true; this.actionField = actionType.NONE; this.connectionTimeoutField = -1; this.readTimeoutField = -1; this.triggerScreenValueChangedEventField = false; this.timerBasedScreenValueChangedEventField = false; this.dummyAnswerField = false; this.sortAnswerItemsByClientKeyField = false; }
private void senderBackgroundWorker_DoWork(object sender, DoWorkEventArgs e) { while (!senderBackgroundWorker.CancellationPending) { object[] oo; if (_actionToDo.TryDequeue(out oo)) { try { // just do it actionType _action = (actionType)oo[0]; switch (_action) { case actionType.eCard: { // récupération des paramètres int cardno = (int)oo[1]; Punches p = oo[2] as Punches; int zt = (int)oo[3]; string info = oo[4] as string; // petite attente Thread.Sleep(1000 * finishToReadOut_base + _rand.Next(1000 * finishToReadOut_random)); // et envoi des données if (_sender != null) { _sender.sendCard(cardno, p, zt); } // notification qu'il y a eu une action senderBackgroundWorker.ReportProgress(0, info); } break; case actionType.ePunch: { // récupération des paramètres int poste = (int)oo[1]; int cardno = (int)oo[2]; int timeCode = (int)oo[3]; string info = oo[4] as string; // petite attente Thread.Sleep(1000 * radioTransmitTime_base + _rand.Next(1000 * radioTransmitTime_random)); // et envoi des données if (_sender != null) { _sender.sendPunch(poste, cardno, timeCode); } // notification qu'il y a eu une action senderBackgroundWorker.ReportProgress(0, info); } break; } } catch (Exception ex) { senderBackgroundWorker.ReportProgress(0, ex.Message); } } else { Thread.Sleep(500); } } }
private static CommonNameActionStatus Validate(string commonName, string scientificName, actionType act) { User user = new UserBLL().GetUserByUserName((HttpContext.Current.User.Identity).Name); int groupID = new Group_UsersBLL().GetGroup_UsersByUserID(user.UserID)[0].GroupID; Organism organism = new OrganismBLL().GetOrganismByScientificNameCommonName(scientificName.Trim(), commonName.Trim()); if (organism != null && organism.GroupID == groupID) { if (act == actionType.insert) { return(CommonNameActionStatus.Duplicate); } else { return(CommonNameActionStatus.Success); } } else { return(CommonNameActionStatus.Success); } }
public virtual bool setPrescriberRecord(actionType __action) { throw new NotImplementedException(); }
select(actionType, CreateReducer(actionType, method));
public void StopSelect(actionType restore) { this[0].ActionMode = restore; this[1].ActionMode = restore; }
public void ShowInspectorGUI(string GUIlabel){ // should probably return the dirty bit from here... // lets extend this, to show only the fields required by the selected action type. // that will make it a lot friendlier in the editor if (serializedObject == null) serializedObject = new SerializedObject(this); EditorGUI.BeginChangeCheck(); type = (actionType)EditorGUILayout.EnumPopup("Action type",(System.Enum)type); if (type == actionType.enableInteraction){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAffect",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); stringParam = EditorGUILayout.TextField("InteractionTAG",stringParam);// used for a lot of different things negate = EditorGUILayout.Toggle("disable",negate); // use to turn enable to disable, stop audio, etc. loop = EditorGUILayout.Toggle("append",loop); texture2D = (Texture2D)EditorGUILayout.ObjectField("iconTexture",texture2D,typeof(Texture2D),true); ease = EditorGUILayout.Toggle("remove icon",ease); // hackfully abuse this boolean } if (type == actionType.playAudio){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToPlay",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("MappedSoundName",stringParam);// used for a lot of different things audioClip = (AudioClip)EditorGUILayout.ObjectField("audioClip",audioClip,typeof(AudioClip),true); fadeLength = EditorGUILayout.FloatField("delay After",fadeLength); if (stringParam2 == null) stringParam2 = ""; stringParam2 = EditorGUILayout.TextField("LookAt",stringParam2); // fadeLength = EditorGUILayout.FloatField("fadeLength",fadeLength); // also used for wait, move // ease = EditorGUILayout.Toggle("ease",ease); // ease or linear movement/fade negate = EditorGUILayout.Toggle("stop",negate); // use to turn enable to disable, stop audio, etc. loop = EditorGUILayout.Toggle("loop",loop); } if (type == actionType.playAnimation){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAnimate",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("animation",stringParam);// used for a lot of different things if (eventScript == null) eventScript = ""; eventScript = EditorGUILayout.TextField("eventScript",eventScript); // fadeLength = EditorGUILayout.FloatField("fadeLength",fadeLength); // also used for wait, move // desiredAlpha = EditorGUILayout.FloatField("desiredAlpha",desiredAlpha); loop = EditorGUILayout.Toggle("loop",loop); } if (type == actionType.putMessage){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAffect",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); fadeLength = EditorGUILayout.FloatField("delay",fadeLength); // see about adding local gameMessage to use in this script if (gameMsgForm == null){ gameMsgForm = gameObject.AddComponent<GameMsgForm>();//gameObject.AddComponent<GameMsgForm>(); // could just do this when we know we'll need one... gameMsgForm.map = gameObject.AddComponent<InteractionMapForm>(); //gameObject.AddComponent<InteractionMapForm>(); EditorUtility.SetDirty(this); } else { if (gameMsgForm.ShowInspectorGUI()) EditorUtility.SetDirty(this); } if (gameMsgForm.msgType==GameMsgForm.eMsgType.dialogMsg) dialogIfThen = EditorGUILayout.Toggle("Treat As If-Then-Else",dialogIfThen); // stringParam = EditorGUILayout.TextField("message tag",stringParam);// used for a lot of different things } if (type == actionType.move){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToMove",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); fadeLength = EditorGUILayout.FloatField("moveTime",fadeLength); // also used for wait, move moveTo = (Transform)EditorGUILayout.ObjectField("moveTo",moveTo,typeof(Transform),true); if (moveToName == null) moveToName = ""; moveToName = EditorGUILayout.TextField("moveToName",moveToName); offset = EditorGUILayout.Vector3Field("offset",offset); // in moveTo reference frame ease = EditorGUILayout.Toggle("ease",ease); // ease or linear movement/fade } if (type == actionType.fade){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAffect",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); // stringParam = EditorGUILayout.TextField("stringParam",stringParam);// used for a lot of different things fadeLength = EditorGUILayout.FloatField("fadeLength",fadeLength); // also used for wait, move desiredAlpha = EditorGUILayout.FloatField("desiredAlpha",desiredAlpha); desiredColor = EditorGUILayout.ColorField("desiredColor",desiredColor); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("New Matl or Mesh",stringParam); ease = EditorGUILayout.Toggle("ease",ease); // ease or linear movement/fade } if (type == actionType.ifThenElse){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToTest",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); if (stringParam == null) stringParam = ""; stringParam = ValidateConditionalString("attribute conditional",stringParam);// used for a lot of different things } if (type == actionType.executeScript){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToExecute",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); scriptToExecute = (InteractionScript)EditorGUILayout.ObjectField("scriptToExecute",scriptToExecute,typeof(InteractionScript),true); if (scriptToExecute != null) stringParam2 = scriptToExecute.name; if (stringParam2 == null) stringParam2 = ""; stringParam2 = EditorGUILayout.TextField("script name",stringParam2); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("args",stringParam);// used for a lot of different things ease = EditorGUILayout.Toggle("pass args",ease); // reused boolean } if (type == actionType.queueScript){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToExecute",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); scriptToExecute = (InteractionScript)EditorGUILayout.ObjectField("scriptToExecute",scriptToExecute,typeof(InteractionScript),true); if (scriptToExecute != null) stringParam2 = scriptToExecute.name; if (stringParam2 == null) stringParam2 = ""; stringParam2 = EditorGUILayout.TextField("script name",stringParam2); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("args",stringParam);// used for a lot of different things ease = EditorGUILayout.Toggle("pass args",ease); // reused boolean loop = EditorGUILayout.Toggle("check to flush",loop); // reused boolean if (loop) stringParam2 = ""; //flush takes empty script } if (type == actionType.wait){ if (stringParam == null) stringParam = ""; stringParam = ValidateConditionalString("wait Condition",stringParam); if (stringParam != "" && stringParam != null) fadeLength = EditorGUILayout.FloatField("Timeout Value",fadeLength); else fadeLength = EditorGUILayout.FloatField("wait Time",fadeLength); // also used for wait, move if (preAttributes!="" || postAttributes != "" || stringParam != ""){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("object for Attributes",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("object Name for attributes",objectName); } loop = EditorGUILayout.Toggle("Hold Position",loop); // reused boolean } if (type == actionType.characterTask){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("characterToAffect",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("characterName",objectName); if (moveToName == null) moveToName = ""; moveToName = EditorGUILayout.TextField("Position",moveToName);// used for a lot of different things if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("Posture",stringParam); if (stringParam2 == null) stringParam2 = ""; stringParam2 = EditorGUILayout.TextField("LookAt",stringParam2); if (stringParam3 == null) stringParam3 = ""; stringParam3 = EditorGUILayout.TextField("Animation",stringParam3); fadeLength = EditorGUILayout.FloatField("delay",fadeLength); if (voiceTag == null) voiceTag = ""; voiceTag = EditorGUILayout.TextField("voiceTag",voiceTag); if (stringParam4 == null) stringParam4 = ""; stringParam4 = EditorGUILayout.TextField(":COMPLETE msg?",stringParam4); heading = EditorGUILayout.FloatField("Heading",heading); speed = EditorGUILayout.FloatField ("Speed",speed); if (attachmentOverride == null) attachmentOverride = ""; attachmentOverride = EditorGUILayout.TextField("attachmentOverride",attachmentOverride); if (eventScript == null) eventScript = ""; eventScript = EditorGUILayout.TextField("eventScript",eventScript); // I had no idea how to write this, but thanks to Unity forums, here is a nice Array custom inspector! serializedObject.Update(); EditorGUIUtility.LookLikeInspector(); SerializedProperty myIterator = serializedObject.FindProperty("syncToTasks"); while (true){ Rect myRect = GUILayoutUtility.GetRect(0f, 16f); bool showChildren = EditorGUI.PropertyField(myRect, myIterator); if (!myIterator.NextVisible(showChildren)) break; } serializedObject.ApplyModifiedProperties() ; EditorGUIUtility.LookLikeControls(); // end of Thanks to the Forums for the code! } if (type == actionType.attach){ negate = EditorGUILayout.Toggle("check for DETACH",negate); objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAffect",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); if (attachmentOverride == null) attachmentOverride = ""; if (negate) attachmentOverride = EditorGUILayout.TextField("reparentOverride",attachmentOverride); else attachmentOverride = EditorGUILayout.TextField("target parent Override",attachmentOverride); offset = EditorGUILayout.Vector3Field("offset",offset); orientation = EditorGUILayout.Vector3Field("orientation",orientation); fadeLength = EditorGUILayout.FloatField("lerpTime",fadeLength); // stringParam = EditorGUILayout.TextField("parent name",stringParam);// used for a lot of different things } if (type == actionType.spawn){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("SpawnLocationObject",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("LocationObjectName",objectName); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("template",stringParam);// used for a lot of different things if (stringParam2 == null) stringParam2 = ""; stringParam2 = EditorGUILayout.TextField("newName",stringParam2); if (stringParam3 == null) stringParam3 = ""; stringParam3 = EditorGUILayout.TextField("newParent?",stringParam3); // loop = EditorGUILayout.Toggle("attach To Location?",loop); offset = EditorGUILayout.Vector3Field("attach offset",offset); } if (type == actionType.destroy){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAffect",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); } if (type == actionType.unityMessage){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAnimate",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("method",stringParam);// used for a lot of different things if (stringParam2 == null) stringParam2 = ""; stringParam2 = EditorGUILayout.TextField("argumentString",stringParam2);// used for a lot of different things } if (type == actionType.lockPosition){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToLock",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("objectName",objectName); if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("lockScriptPriority",stringParam);// used for a lot of different things negate = EditorGUILayout.Toggle("check for UNLOCK",negate); } if (type == actionType.goToLine){ if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("abort or line#",stringParam); GUILayout.Label("BE CAREFUL WITH THOSE LINE NUMBERS!"); } if (type == actionType.setIKTarget){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("taskCharacter",objectToAffect,typeof(GameObject),true); if (objectName == null) objectName = ""; objectName = EditorGUILayout.TextField("taskCharacterName",objectName); if (moveToName == null) moveToName = ""; moveToName = EditorGUILayout.TextField("targetName",moveToName);// used for a lot of different things if (stringParam == null) stringParam = ""; stringParam = EditorGUILayout.TextField("Left or Right",stringParam); fadeLength = EditorGUILayout.FloatField("blendTime",fadeLength); offset = EditorGUILayout.Vector3Field("offset",offset); orientation = EditorGUILayout.Vector3Field("orientation",orientation); if (stringParam2 == null) stringParam2 = "0"; stringParam2 = EditorGUILayout.TextField("Hold Time",stringParam2); } GUILayout.Space(10); if (comment == null) comment = ""; comment = EditorGUILayout.TextField("comment",comment); if (preAttributes == null) preAttributes = ""; preAttributes = EditorGUILayout.TextField("preAttributes",preAttributes); // set when line starts if (postAttributes == null) postAttributes = ""; postAttributes = EditorGUILayout.TextField("postAttributes",postAttributes); // set when line completes block = (blockType)EditorGUILayout.EnumPopup("IfThenElse bracket",(System.Enum)block); SetNamePrefix(block); executeOnlyOnce = EditorGUILayout.Toggle("executeOnlyOnce",executeOnlyOnce); waitForCompletion = EditorGUILayout.Toggle("waitForCompletion",waitForCompletion); sequenceEnd = EditorGUILayout.Toggle("sequenceEnd",sequenceEnd); breakpoint = EditorGUILayout.Toggle("debug breakpoint",breakpoint); bool dirty = EditorGUI.EndChangeCheck(); if (dirty){ if (objectToAffect != null && objectName == ""){ // default, or we could try looking up the name again... objectName = objectToAffect.name; } if (moveTo != null && moveToName == ""){ // default, or we could try looking up the name again... moveToName = moveTo.name; } if (scriptToExecute != null && stringParam2 == ""){ // default, or we could try looking up the name again... stringParam2 = scriptToExecute.name; } EditorUtility.SetDirty(this); } /* cut and paste reference for new inspector types * objectToAffect = (GameObject)EditorGUILayout.ObjectField("objectToAffect",objectToAffect,typeof(GameObject)); objectName = EditorGUILayout.TextField("objectName",objectName); stringParam = EditorGUILayout.TextField("stringParam",stringParam);// used for a lot of different things audioClip = (AudioClip)EditorGUILayout.ObjectField("audioClip",audioClip,typeof(AudioClip)); fadeLength = EditorGUILayout.FloatField("fadeLength",fadeLength); // also used for wait, move desiredAlpha = EditorGUILayout.FloatField("desiredAlpha",desiredAlpha); desiredColor = EditorGUILayout.ColorField("desiredColor",desiredColor); moveTo = (Transform)EditorGUILayout.ObjectField("moveTo",moveTo,typeof(Transform)); ease = EditorGUILayout.Toggle("ease",ease); // ease or linear movement/fade negate = EditorGUILayout.Toggle("negate",negate); // use to turn enable to disable, stop audio, etc. loop = EditorGUILayout.Toggle("loop",loop); waitForCompletion = EditorGUILayout.Toggle("waitForCompletion",waitForCompletion); executeOnlyOnce = EditorGUILayout.Toggle("executeOnlyOnce",executeOnlyOnce); ifBranch = EditorGUILayout.TextField("ifBranch",ifBranch); elseBranch = EditorGUILayout.TextField("elseBranch",elseBranch); */ /* if (GUILayout.Button("SERIALIZE")){ // ScriptedActionInfo info = ToInfo (this); ScriptedObject pop = this.transform.parent.parent.GetComponent<ScriptedObject>(); ScriptedObject.ScriptedObjectInfo info = pop.ToInfo (pop); XmlSerializer serializer = new XmlSerializer(typeof(ScriptedObject.ScriptedObjectInfo)); FileStream stream = new FileStream("TESTSOSERIAL.xml", FileMode.Create); serializer.Serialize(stream, info); stream.Close(); } */ }
internal void SetActionMode(actionType actionType) { ActiveView.ActionMode = actionType; }