public void AlertForBPM(int upperLimit, int lowerLimit, int value, List <PatientVitals> patientVitals, int i) { if (value < lowerLimit || value > upperLimit) { alerter.Alert($"{patientVitals[i].Id} crossed threshold of BPM "); } }
public bool CheckTemperatureError(DataRecord data) { if (data.Temperature >= 40 || data.Temperature <= 0) { alerter.Alert("Temperature error"); return(true); } return(false); }
private bool Threaten(string text) { if (!playedMain) { audio.pitch = 1.1f - UnityEngine.Random.value * 0.2f; audio.PlayOneShot(error); } else { secondary.pitch = 1.1f - UnityEngine.Random.value * 0.2f; secondary.PlayOneShot(error); } playedMain = !playedMain; alerter.Alert(text, "???"); return(!File.Exists(desktop + "/Cauldron/Heart")); }
async Task ExecuteLoadItemsCommand() { IsBusy = true; try { var reminders = await App.BraindumpRestClient .GetRemindersAsync(DateTimeOffset.Now + TimeSpan.FromDays(14)); Reminders.ReplaceWith(reminders); } catch (Exception ex) { Debug.WriteLine(ex); Alerter.Alert(ex.Message); } finally { IsBusy = false; } }
private void Speak(string text) { alerter.Alert(text, "???"); // check if file exists }
private IEnumerator Start() { alerter = new Alerter(); desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop); username = Environment.UserName; // Debug.Log(File.Exists) audio.PlayOneShot(doorOpen); yield return(new WaitForSecondsRealtime(3f)); yield return(new WaitForSecondsRealtime(left.Speak() + 1.5f)); yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); Directory.CreateDirectory(desktop + "/Cauldron"); audio.PlayOneShot(clang); yield return(new WaitForSecondsRealtime(1f)); yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.5f)); left.speakSpeed = 30f; right.speakSpeed = 30f; yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); yield return(new WaitForSecondsRealtime(left.Speak() + 0.5f)); yield return(new WaitForSecondsRealtime(right.Speak())); yield return(new WaitForSecondsRealtime(left.Speak() + 0.5f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.5f)); yield return(new WaitForSecondsRealtime(left.Speak() + 0.3f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); yield return(new WaitForSecondsRealtime(left.Speak() + 0.3f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); yield return(new WaitForSecondsRealtime(left.Speak() + 0.3f)); // bg background.SetTrigger("Throw"); yield return(new WaitForSecondsRealtime(1f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); // ship player.SetTrigger("Throw"); yield return(new WaitForSecondsRealtime(1f)); yield return(new WaitForSecondsRealtime(left.Speak() + 0.5f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.5f)); // catch roidCage.SetActive(false); yield return(new WaitForSecondsRealtime(left.Speak() + 1.5f)); // buffoon yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); yield return(new WaitForSecondsRealtime(left.Speak() + 0.3f)); // have sb scoreboard.SetTrigger("Throw"); yield return(new WaitForSecondsRealtime(1.2f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); // help left.speakSpeed = 60f; left.Speak(); // aaa left.speakSpeed = 10f; yield return(new WaitForSecondsRealtime(0.2f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.4f)); // shut up right.speakSpeed = 10f; yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // shoosh left.speakSpeed = 1f; right.speakSpeed = 1f; left.Speak(); // ... yield return(new WaitForSecondsRealtime(right.Speak() + 8f)); // Application.Quit(); left.speakSpeed = 20f; right.speakSpeed = 20f; yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // do you think the player noticed? yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // nah left.speakSpeed = 30f; right.speakSpeed = 30f; yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // they probably thought it was a long loading screen yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // shame they'll never find out that this isn't a game audio.PlayOneShot(campfire); yield return(new WaitForSecondsRealtime(4f)); yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // why asteroids? yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // you said to make this look like a game yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // but asteroids is *soo* 19th century yield return(new WaitForSecondsRealtime(right.Speak() + 0.5f)); // whateveerr the player seems to like it yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // potential branching yield return(new WaitForSecondsRealtime(left.Speak() + 3f)); // harrumph fine audio.PlayOneShot(bubble); yield return(new WaitForSecondsRealtime(2f)); yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // aight, the cauldron's ready yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // *fi**nal**ly* yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // oh shoot i dropped the heart yield return(new WaitForSecondsRealtime(left.Speak() + 1.5f)); // where'd it go? yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // dunno, i'm looking for it yield return(new WaitForSecondsRealtime(left.Speak() + 5f)); // why are you like this yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // found it! yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // stale yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); audio.PlayOneShot(splash); Directory.CreateDirectory(desktop + "/Cauldron"); FileStream heart = File.Create(desktop + "/Cauldron/Heart"); heart.Close(); yield return(new WaitForSecondsRealtime(1.5f)); yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // ready yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // no looking back yield return(new WaitForSecondsRealtime(left.Speak() + 2f)); StartCoroutine(FadeMusic()); for (int j = 0; j < 3; j++) { left.Speak(); yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); } left.speakSpeed = 15f; right.speakSpeed = 15f; left.Speak(); yield return(new WaitForSecondsRealtime(right.Speak() + 2.5f)); left.speakSpeed = 20f; right.speakSpeed = 20f; yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // weird left.speakSpeed = 30f; right.speakSpeed = 30f; yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // did it work? right.Speak(); // I thi- YES yield return(new WaitForSecondsRealtime(0.4f)); audio.pitch = 1.1f - UnityEngine.Random.value * 0.2f; audio.PlayOneShot(error); alerter.Error(); yield return(new WaitForSecondsRealtime(left.Speak() + 0.3f)); // by pope yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); // foundation yield return(new WaitForSecondsRealtime(left.Speak() + 0.3f)); // take out yield return(new WaitForSecondsRealtime(right.Speak() + 0.4f)); yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); // incredulous yield return(new WaitForSecondsRealtime(left.Speak() + 0.3f)); // yes take th yield return(new WaitForSecondsRealtime(right.Speak() + 0.3f)); Time.timeScale = 0f; yield return(new WaitForSecondsRealtime(0.5f)); Threaten("Too late."); Threaten("While my heart rests in the cauldron, I am IMMORTAL!"); Threaten("AND NOW THE BICKERING FOOLS ARE FROZEN IN TIME AND UNABLE TO STOP ME"); Threaten("MUA HAHA HA HA H-"); Threaten("*cough* *wheeze*"); yield return(new WaitForSecondsRealtime(1f)); Threaten("As for you..."); Threaten(username + "."); yield return(new WaitForSecondsRealtime(1f)); int i = 0; while (true) { if (Threaten("YOUR SOUL IS NOW MINE")) { break; } yield return(new WaitForSecondsRealtime(0.3f)); if (Threaten("MAKE PEACE WITH YOUR GOD, FOR THIS IS THE DAY THEY DIE")) { break; } yield return(new WaitForSecondsRealtime(0.3f)); if (Threaten("I HOPE YOU ENJOY BEING ON FIRE FOREVER")) { break; } yield return(new WaitForSecondsRealtime(0.3f)); i++; if (i > 2) { alerter.Alert("check your computer's desktop for any sketchy cauldrons with hearts in them ;)", "the developer!"); } } audio.pitch = 1.1f - UnityEngine.Random.value * 0.2f; audio.PlayOneShot(error); Threaten("Wait."); Threaten("where is my heart."); Threaten("NOOOOOOOOOOOO"); Threaten("OOOOOoo"); Threaten("ooo"); yield return(new WaitForSecondsRealtime(2f)); Threaten("o"); Time.timeScale = 1f; left.speakSpeed = 1f; right.speakSpeed = 1f; StartCoroutine(UnFadeMusic()); left.Speak(); // ... yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); left.speakSpeed = 10f; yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // welp right.speakSpeed = 20f; yield return(new WaitForSecondsRealtime(right.Speak() + 2f)); // sums it up left.speakSpeed = 25f; right.speakSpeed = 25f; yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // wanna grab bubble tea? yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // yeah left.Shrink(); right.Shrink(); yield return(new WaitForSecondsRealtime(right.Speak() + 1f)); // that was fun tho yield return(new WaitForSecondsRealtime(left.Speak() + 1f)); // again? yield return(new WaitForSecondsRealtime(right.Speak() + 2f)); // heck yeah audio.pitch = 1f; audio.PlayOneShot(doorClose); yield return(new WaitForSecondsRealtime(2f)); Application.Quit(); }