public async Task API_HealthCheckTest() { var widget = new TestWidget(); var handler = new CheckHealth(); var request = HealthCheckRequest.Create(widget); await handler.Handle(request, CancellationToken.None); }
public LocalLiveNodeActor( Node node, IClusterSnapshot snapshot, IRegistry registry, IOperationalOutboundStream outbound, IConfiguration configuration) { _node = node; _snapshot = snapshot; _registry = registry; _outbound = outbound; _configuration = configuration; _nodeSynchronizers = new List <INodeSynchronizer>(); _checkHealth = new CheckHealth(_node.Id); _cancellable = ScheduleHealthCheck(); StartNode(); }
public void ChangeInputValue() { Transform cheHealthbox = this.transform.parent.parent; CheckHealth cheHealthScript = cheHealthbox.GetComponent <CheckHealth>(); if (this.name == "InputName") { cheHealthScript.nameForHealth = this.GetComponent <InputField>().text; } else if (this.name == "InputHealth") { cheHealthScript.health = int.Parse(this.GetComponent <InputField>().text); } else if (this.name == "InputSign") { cheHealthScript.sign = this.GetComponent <InputField>().text; } }
public HealthTest() { check = new CheckHealth(); }
public CanSeeEnemy(Character _character) : base(_character) { nodeTrue = new DangerClose(_character); nodeFalse = new CheckHealth(_character); ai = _character as AIController; }
public void EnemyControllerUpdate(float deltaTime) { if (alive) { if (conditions.HasActiveConditions) { CheckHealth.Invoke(); conditions.ConditionsUpdateStart(CharacterModel, ref spec, deltaTime); } ///<summary> ///Проверка состояния деятельности врага /// </summary> if (inChase) { enemyView.enabled = false; Chasing.Chase(player, deltaTime); //Debug.Log("Chasing"); } else if (comingHome) { //Debug.Log("ComingHome"); timer += deltaTime; ComingHome.ComingHome(); if (timer > 3f && !enemyView.enabled) { enemyView.enabled = true; } } else if (onPatrol) { Patroling.Patrol(route); } else if (onIdle) { Idle.Idle(); } else if (inFight) { Fight.Fight(player, deltaTime); } else { var choseAct = Random.Range(-patrolChance, idleChance); if (choseAct < 0) { onPatrol = true; route = RouteGenerator.Compile(homePoint, spec.PatrolDistance); patrolChance--; idleChance = 5; } else { onIdle = true; idleChance--; patrolChance = 5; } } } else { Move.Stop(); headMesh.enabled = false; gun.enabled = false; knife.enabled = false; enemyBorder.enabled = false; //выключаем коллайдер rb.constraints = RigidbodyConstraints.FreezeAll; //замораживаем перемещения и повороты Dying.Die(mesh, deltaTime); //запускаем событие смерти } }