Esempio n. 1
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        protected override void HandleInput(GameTime gameTime)
        {
            // handle each player's input
            foreach (var player in players)
            {
                player.HandleInput(GameState, gameTime);

                // check if the player has any messages to pass on
                switch (player.Message)
                {
                case Player.InputMessage.SkipToNextScreen:
                    if (state == MainState.start)
                    {
                        background  = howTexture;
                        state       = MainState.how;
                        timeElapsed = TimeSpan.Zero;
                    }
                    else if (state == MainState.how)
                    {
                        CurrentState = ScreenState.Finished;
                    }
                    break;
                }
            }
        }
Esempio n. 2
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        public void UpdateWithFinilizer()
        {
            Settings settings = new Settings();

            settings.Level = GetTypeInfo(typeof(TestLevelUpdateDraw));
            sim.Start(settings);

            Assert.AreEqual(SimulationState.Running, sim.State);

            MainState state = null;

            // Erste Runde
            state = sim.NextState();
            Assert.AreEqual(0, state.Round);
            Assert.AreEqual(LevelMode.Running, state.Mode);
            Assert.AreEqual(SimulationState.Running, sim.State);

            // Zweite Runde
            state = sim.NextState();
            Assert.AreEqual(1, state.Round);
            Assert.AreEqual(LevelMode.Running, state.Mode);
            Assert.AreEqual(SimulationState.Running, sim.State);

            // Dritte Runde
            state = sim.NextState();
            Assert.AreEqual(2, state.Round);
            Assert.AreEqual(LevelMode.Draw, state.Mode);
            Assert.AreEqual(SimulationState.Finished, sim.State);
            Assert.IsNull(sim.LastException);
        }
Esempio n. 3
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    // Update is called once per frame
    void FixedUpdate()
    {
        /* <summary>
         * Right now there are not actual values coming from the exporter, so I will define fixed values:
         *
         *  -multiple ray casts in cone shape coming from sensor
         *  -return length of shortest raycast
         *
         * 3. This distance will be the output of the sensor, and should read out to the screen?
         *
         * 4. Feedback to emulation.
         *
         */

        //var as the type (lambda function)
        //these variables can only live INSIDE a function.
        if (main == null)
        {
            main = GameObject.Find("StateMachine").GetComponent <StateMachine>().CurrentState as MainState;
        }
        else
        {
            isMetric = main.IsMetric;
        }
        UpdateOutputDisplay();
        Debug.Log(ReturnOutput());
    }
    /// <summary>
    /// Called when a game is successfully completed.
    /// </summary>
    void MiniGameSuccessful()
    {
        mainState_ = MainState.MINIGAMESUCCESSED;       //State is set to successed. This will cause the mini game index to be increased in SetPlayerExitCubeTimeout
        lightController_.MainLight_.SuccessfuleLight(); //Turn lights green
        //InputController.Instance.OnGridUp_ += OnWandGridButtonDown;
        if (usingCard_ == UsingCard.GAMBLE)
        {
            //currentGambleCard_--;
            SetUsingCard(UsingCard.GAMBLE);
            SetLives(1);
        }
        else if (usingCard_ == UsingCard.HELP)
        {
            //currentHelpCard_--;
            SetUsingCard(UsingCard.HELP);
        }
        else if (usingCard_ == UsingCard.PRACTICE)
        {
            //currentPracticeCard_--;
            currentMiniGameIndex_--;
            SetUsingCard(UsingCard.PRACTICE);
        }
        else if (usingCard_ == UsingCard.DOUBLEPOINTS)
        {
            OnPointsChange(GameData_.EachGamePointsWin_);
        }

        SetPlayerExitCube();
    }
Esempio n. 5
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    IEnumerator AnimGameOver()
    {
        MainCanvas.Main.inGameScript.MoveScoreDown();
        yield return(new WaitForSeconds(0.5f));

        int score = MainCanvas.Main.inGameScript.scoreInt;

        if (score > Settings.GetBest)
        {
            Settings.SetBest(score);
        }

        SetBestScore(Settings.GetBest);

        MainObjControl.Instant.camCrt.allow = false;
        StartCoroutine(EffectControl.FadeInCanvas(bestText.gameObject, 0.5f));
        yield return(new WaitForSeconds(0.2f));

        StartCoroutine(EffectControl.FadeInCanvas(tap, 0.5f));
        StartCoroutine(EffectControl.ScaleInCanvas(buttonPanel, 0.4f));
        yield return(new WaitForSeconds(0.4f));

        MainState.SetState(MainState.State.GameOver);
        //        MainAudio.Main.PlaySound(TypeAudio.SoundLose);
    }
Esempio n. 6
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            //Main FSM
            switch (state)
            {
            case MainState.Menu:
                state = menu.Update();
                if (state == MainState.Play)
                {
                    play.SetUp();
                }
                break;

            case MainState.Instructions:
                state = instructions.Update();
                break;

            case MainState.HatSelect:
                //Currently unused
                //May be cut in the future
                break;

            case MainState.Play:
                state = play.Update(gameTime);
                break;
            }

            base.Update(gameTime);
        }
Esempio n. 7
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 public void ChangeTask(QuestTask curTask, MainState state)
 {
     if (state == MainState.Started && curTask.mainState == MainState.NotStarted)
     {
         curTask.ChangeMainState(state);
         if (!point.pointContainer.Contains(this))
         {
             point.pointContainer.Add(this);
         }
     }
     else if ((state == MainState.Completed || state == MainState.Failed) && (curTask.mainState != MainState.Completed && curTask.mainState != MainState.Failed))
     {
         curTask.ChangeMainState(state);
         bool flag = false;
         foreach (QuestTask task in tasks)
         {
             if (task.mainState == MainState.Started)
             {
                 flag = true;
                 break;
             }
         }
         if (!flag)
         {
             point.pointContainer.Remove(this);
         }
     }
 }
Esempio n. 8
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    private void NewGame(GameMode gameMode)
    {
        this.gameMode = gameMode;
        GameInfo.Instance.NewGame();

        lastMove = null;
        lastMoveHint.UnFocus();
        moveState = MoveState.Idle;
        ClearEffect();
        hint.ClearHints();

        if (gameMode == GameMode.Agent)
        {
            InitAgent();
        }

        board.NewGame();
        storage.NewGame();
        switchModeUI.NewGame();
        state   = MainState.Ready;
        turn    = Unit.OwnerEnum.Black;
        turnNum = 0;
        if (resultUI != null)
        {
            resultUI.gameObject.SetActive(false);
        }
        storage.IsEndTurnValid = false;
        storage.IsCancelValid  = false;

        _actionLogs.Clear();
        _actionsCurrentTurn.Clear();

        statusUI.ShowAction();
    }
Esempio n. 9
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        public override void Start()
        {
            mainState = StateMachine.SceneGlobal.FindState <MainState>();

            canvas     = GameObject.Find("Canvas");
            dpmToolbar = Auxiliary.FindObject(canvas, "DPMToolbar");

            gamepieceDropdownButton    = Auxiliary.FindObject(dpmToolbar, "GamepieceDropdownButton");
            gamepieceDropdownArrow     = Auxiliary.FindObject(gamepieceDropdownButton, "Arrow");
            gamepieceDropdownLabel     = Auxiliary.FindObject(gamepieceDropdownButton, "GamepieceName");
            gamepieceDropdownExtension = Auxiliary.FindObject(gamepieceDropdownButton, "Scroll View");
            gamepieceDropdownExtension.SetActive(false);
            gamepieceDropdownPrefab = Resources.Load("Prefabs/GamepieceDropdownElement") as GameObject;
            dropdownLocation        = Auxiliary.FindObject(gamepieceDropdownButton, "DropdownLocation").transform;

            tabs         = Auxiliary.FindObject(canvas, "Tabs");
            helpMenu     = Auxiliary.FindObject(canvas, "Help");
            overlay      = Auxiliary.FindObject(canvas, "Overlay");
            helpBodyText = Auxiliary.FindObject(canvas, "BodyText").GetComponent <Text>();

            trajectoryPanel = Auxiliary.FindObject(canvas, "TrajectoryPanel");

            gamepieceIndex = FieldDataHandler.gamepieceIndex;

            Button helpButton = Auxiliary.FindObject(helpMenu, "CloseHelpButton").GetComponent <Button>();

            helpButton.onClick.RemoveAllListeners();
            helpButton.onClick.AddListener(CloseHelpMenu);

            InitGamepieceDropdown();
        }
Esempio n. 10
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    ///
    /// <summary>   ステートを抜ける時の処理.   </summary>
    ///
    /// <remarks>   Kazuyuki,.  </remarks>
    ///
    /// <param name="exitState">    State of the exit.  </param>
    ///

    void ExecuteStateExitProcesss(MainState exitState)
    {
        switch (exitState)
        {
        case MainState.START:
            break;

        case MainState.PLAY:
            dirtySystem.IsRunning = false;
            recoverySoapCreatersManager.IsRunning = false;
            break;

        case MainState.PAUSE:
            break;

        case MainState.PLAY_RECORD:
            m_pauseScreenUI.PushPose();
            m_playRecordAsPauseObject.PushPose();
            break;

        case MainState.CHECK_TRANSITION:
            m_checkTransitionMenuScreeenUI.PushPose();
            m_pauseScreenUI.PushPose();
            break;

        case MainState.END:
            break;

        default:
            break;
        }
    }
Esempio n. 11
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 // Update is called once per frame
 void Update()
 {
     if (main == null)
     {
         main = StateMachine.SceneGlobal.FindState <MainState>();
     }
 }
Esempio n. 12
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        protected override void HandleInput(GameTime gameTime)
        {
            // handle each player's input
            foreach (var player in players)
            {
                player.HandleInput(GameState, gameTime);

                // check if the player has any messages to pass on
                switch (player.Message)
                {
                    case Player.InputMessage.SkipToNextScreen:
                        if (state == MainState.start)
                        {
                            background = howTexture;
                            state = MainState.how;
                            timeElapsed = TimeSpan.Zero;
                        }
                        else if (state == MainState.how)
                        {
                            CurrentState = ScreenState.Finished;
                        }
                        break;
                }
            }
        }
Esempio n. 13
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    // Update is called once per frame
    void Update()
    {
        if (mainState == null)
        {
            mainState = ((MainState)StateMachine.Instance.CurrentState);
        }
        if (usingRuler)
        {
            if (ignoreClick)
            {
                ignoreClick = false;
            }
            else
            {
                ClickRuler();
            }
        }

        UpdateStopwatch();

        if (statsOn)
        {
            UpdateStatsWindow();
        }
        //UpdateControlIndicator();
    }
Esempio n. 14
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 protected override void Initialize()
 {
     base.Initialize();
     collisionManager        = new CollisionManager();
     projectileSpriteFactory = new ProjectileSpriteFactory(this);
     projectileHandler       = new ProjectileHandler(this);
     link             = new Classes.Link(this);
     linkStateMachine = new LinkStateMachine(link);
     link.SetState(linkStateMachine);
     hudSpriteFactory   = new HudSpriteFactory(this);
     enemySpriteFactory = new EnemySpriteFactory(this);
     controllerList.Add(new CKeyboard(this));
     controllerList.Add(new CMouse(this));
     controllerList.Add(new ItemSelectionController(this));
     neighbors       = Parser.ParseNeighborCSV();
     roomList        = new List <Room>();
     util.roomNumber = util.startingRoomNumber();
     for (int i = 1; i < util.numberOfRooms() + 1; i++)
     {
         roomList.Add(Parser.ParseRoomCSV(this, i));
     }
     foreach (Room r in roomList)
     {
         if (r.getRoomNumber() == util.roomNumber)
         {
             currentRoom = r;
         }
     }
     currentRoom.Initialize();
     currentMainGameState = new MainState(this, currentRoom);
     currentGameState     = currentMainGameState;
     MediaPlayer.Play(song);
     MediaPlayer.IsRepeating = true;
 }
    // Update is called once per frame
    void Update()
    {
        //副程式:設定置產按鈕是否可用
        if (!DecisionBool)
        {
            Set_ManageButton_Button();
        }
        //設定Text*****************************************************
        //持有金錢
        MainState.SetText_OwnMoney(OwnMoney_Text);
        //佔有率
        Set_Present_Text();
        //預期利潤
        Set_Price_Text();
        //副程式:設定店鋪數Text
        Set_StoreNumber_Text();
        //副程式:設定店鋪名稱Text
        Set_StoreName_Text();
        //副程式:設定置產店鋪名稱Text
        Set_BuyStoreName_Text();

        //設定圖片********************************************************
        //副程式:設定佔有率圖片
        Set_Present_Image();
        //副程式:設定區域圖片
        Set_Area_Image();
        //副程式:設定店鋪分類圖片
        Set_Store_Class_Image();
        //副程式:設定店鋪圖片
        Set_Store_Image();
        //副程式:設定店鋪是否擁有圖片
        Set_Store_Own_Image();
        //副程式:設定現在選擇店鋪圖片
        Set_SelectStore_Image();
    }
    //副程式(按鈕):開啟決定畫面
    public void Set_Decision()
    {
        //播放PayBack音效
        MainState.PayBack_Button_Sounds_Play();

        //顯示決定畫面
        Decision.SetActive(true);
        //麵包師傅按鈕設為不能用
        Bread_Button.interactable = false;
        //音樂人按鈕設為不能用
        Music_Button.interactable = false;
        //科技新貴按鈕設為不能用
        Technology_Button.interactable = false;
        //機工按鈕設為不能用
        Factory_Button.interactable = false;
        //銀行家按鈕設為不能用
        Bank_Button.interactable = false;
        //離開按鈕設為不能用
        ExitButton.interactable = false;
        //置產按鈕設為不能用
        ManageButton.interactable = false;
        //變更狀態為決定畫面
        DecisionBool = true;
        //向上按鈕設為不能用
        PreviousButton.interactable = false;
        //向下按鈕設為不能用
        NextButton.interactable = false;
    }
Esempio n. 17
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 void Update()
 {
     if (mainState == null)
     {
         mainState = StateMachine.SceneGlobal.FindState <MainState>();
     }
     else
     {
         if (dpmRobot == null)
         {
             dpmRobot = mainState.ActiveRobot.GetDriverPractice();
             FindElements();
         }
         if (mainState.ActiveRobot.GetDriverPractice() != dpmRobot)
         {
             OnActiveRobotChange();
         }
         SetGamepieceIndex();
         if (trajectory && !editing)
         {
             UpdateTrajectoryValues();
         }
         if (dpmRobot.drawing && DPMDataHandler.dpmodes.Where(d => d.gamepiece.Equals(FieldDataHandler.gamepieces[gamepieceIndex].name)).ToArray().Length > 0)
         {
             DrawTrajectory();
         }
         else
         {
             trajectoryLine.GetComponent <LineRenderer>().enabled = false;
         }
     }
 }
Esempio n. 18
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    // Update is called once per frame
    void Update()
    {
        if (mainState == null)
        {
            mainState = StateMachine.Instance.FindState <MainState>();
        }
        if (usingRuler)
        {
            if (ignoreClick)
            {
                ignoreClick = false;
            }
            else
            {
                ClickRuler();
            }
        }
        UpdateStopwatch();

        if (statsOn)
        {
            UpdateStatsWindow();
        }
        //UpdateControlIndicator();
        if (Input.GetKeyDown(KeyCode.P) && stopwatchWindow.activeSelf)
        {
            PauseStopwatch();
        }
    }
Esempio n. 19
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    /// <summary>
    /// ゲームを止めるときまたはゲームを再開するときに呼ぶ関数
    /// </summary>
    public void ChangeGameState()
    {
        if (state == MainState.playStop && state != MainState.playResult)
        {
            state = MainState.playNow;

            // メニュー画面のUI非表示

            // プレイヤーの動かせる
            PlayerController.Instance.ReStartPlayerPlayerController();
            // エネミーの動かせる

            return;
        }
        if (state == MainState.playNow && state != MainState.playResult)
        {
            state = MainState.playStop;

            // プレイヤーの動きを止める
            PlayerController.Instance.StopPlayerPlayerController();
            // エネミーの動きを止める

            // メニュー画面のUI表示

            return;
        }
    }
Esempio n. 20
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 public void Request(MainState state)
 {
     if (PhotonNetwork.InRoom)
     {
         photonView.RpcSecure("ChangeState", RpcTarget.All, true, (int)state);
     }
 }
Esempio n. 21
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    //副程式(按鈕):決定畫面取消
    public void Set_Decision_Cancel()
    {
        //播放取消按鈕音效
        MainState.Cancel_Button_Sounds_Play();

        //隱藏決定畫面
        Decision.SetActive(false);
        //經理頁面按鈕設為能用
        ManageButton.interactable = true;
        //警衛頁面按鈕設為能用
        SecurityButton.interactable = true;
        //顧問頁面按鈕設為能用
        ConsultantButton.interactable = true;
        //離開按鈕設為能用
        ExitButton.interactable = true;
        //僱用按鈕設為能用
        HireButton.interactable = true;
        //變更狀態為不是決定畫面
        DecisionBool = false;
        //向上按鈕設為能用
        PreviousButton.interactable = true;
        //向下按鈕設為能用
        NextButton.interactable = true;
        //設定頁面按鈕
        Set_Now_Number(Now_Number);
    }
Esempio n. 22
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    private void Update()
    {
        if (main == null)
        {
            main = StateMachine.Instance.FindState <MainState>();
        }
        //Find the dynamic camera
        if (dynamicCamera == null)
        {
            dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>();
        }
        //When the current sensor is ready to be configured, call its UpdateTransformFunction and update its angle, range & node text in the corresponding panels
        if (currentSensor != null && currentSensor.IsChangingPosition)
        {
            currentSensor.UpdateTransform();
            UpdateSensorAnglePanel();
            UpdateSensorRangePanel();
        }
        showSensorButton.SetActive(sensorManager.GetActiveSensors().Count > 0 && isHidingOutput);

        //Allows users to save their configuration using enter
        if (isEditingAngle && Input.GetKeyDown(KeyCode.Return))
        {
            ToggleEditAngle();
        }
        if (isEditingRange && Input.GetKeyDown(KeyCode.Return))
        {
            ToggleEditRange();
        }
    }
Esempio n. 23
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 /// <summary>
 /// Since main state is not initialized immediately (after a frame or two), we look for it in the update function which is called every step
 /// </summary>
 void Update()
 {
     if (mainState == null)
     {
         mainState = ((MainState)StateMachine.Instance.CurrentState);
     }
 }
Esempio n. 24
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    private void Update()
    {
        //Make sure main state and dynamic camera get initialized
        if (main == null)
        {
            main          = StateMachine.Instance.FindState <MainState>();
            dynamicCamera = main.DynamicCameraObject.GetComponent <DynamicCamera>();
        }
        //Update gui about robot camera once main and dynamic camera is ready
        else if (main != null && dynamicCamera != null)
        {
            UpdateCameraWindow();
            if (indicatorActive)
            {
                UpdateCameraAnglePanel();
                UpdateCameraFOVPanel();
                UpdateNodeAttachment();
                UpdateIndicatorTransform();
            }
        }

        //Allows users to save their configuration using enter
        if (isEditingAngle && Input.GetKeyDown(KeyCode.Return))
        {
            ToggleEditAngle();
        }
        if (isEditingFOV && Input.GetKeyDown(KeyCode.Return))
        {
            ToggleEditFOV();
        }
    }
Esempio n. 25
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    void Start()
    {
        string saveDataFile = gameTempSavePath;

        if (System.IO.File.Exists(saveDataFile))
        {
            // load game save and goto game main ui directly
            GameObject gameMainUI = ScreenManager.instance().get("GameMainUI");
            MainState  mainState  = gameMainUI.GetComponent <MainState>();
            try {
                GameSaveData saveData = (GameSaveData)PlatformUtils.readObject(saveDataFile, typeof(GameSaveData));
                ScreenManager.show(gameMainUI, true);
                mainState.restart();
                mainState.loadGame(saveData);

                clearSave();
                return;
            } catch (System.Exception e) {
                if (Application.isEditor)
                {
                    throw e;
                }

                Debug.Log(e.ToString());
                ScreenManager.show(gameMainUI, false);
            } finally {
                System.IO.File.Delete(saveDataFile);
            }
        }

        ScreenManager.instance().show("StartMenu", true);
    }
Esempio n. 26
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 public async Task <bool> HostSurvey()
 {
     Console.WriteLine($"DEBUG: Creating new host instance with selected survey");
     state = MainState.Hosting;
     host  = new SurveyHost();
     return(await host.RunSurvey());
 }
Esempio n. 27
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    // call when a mini game is failed
    /// <summary>
    /// Called when the player fails a mini game. Player loses a life and they exit the cube.
    /// </summary>
    void MiniGameFailed()
    {
        mainState_ = MainState.MINIGAMEFAILED;
        lightController_.MainLight_.FailedLight();
        //InputController.Instance.OnGridUp_ += OnWandGridButtonDown;
        int lose_life = -1;

        if (usingCard_ == UsingCard.GAMBLE)           //If the player is using the gamble card, they lose extra lives
        //currentGambleCard_--;
        {
            SetUsingCard(UsingCard.GAMBLE);
            lose_life = -2;
        }
        else if (usingCard_ == UsingCard.PRACTICE)
        {
            //currentPracticeCard_--;
            SetUsingCard(UsingCard.PRACTICE);
            lose_life = 0;
        }
        else if (usingCard_ == UsingCard.HELP)
        {
            //currentHelpCard_--;
            SetUsingCard(UsingCard.HELP);
        }
        else if (usingCard_ == UsingCard.DOUBLEPOINTS)
        {
            OnPointsChange(GameData_.EachGamePointsLose_);
        }

        SetLives(lose_life);

        SetPlayerExitCube();
    }
Esempio n. 28
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 /// <summary>
 /// Since main state is not initialized immediately (after a frame or two), we look for it in the update function which is called every step
 /// </summary>
 void Update()
 {
     if (mainState == null)
     {
         mainState = StateMachine.Instance.FindState <MainState>();
     }
 }
Esempio n. 29
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 public static void AddState(MainState state)
 {
     if (States == null)
         States = new List<MainState>();
     if (!States.Contains(state))
         States.Add(state);
 }
Esempio n. 30
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 private void Awake()
 {
     Application.targetFrameRate = 60; // 프레임 고정
     Time.timeScale = 1;               //실시간
     main           = this;
     MainState.SetState(MainState.State.Wait);
 }
Esempio n. 31
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    private void Update()
    {
        if (main == null)
        {
            main = GameObject.Find("StateMachine").GetComponent <StateMachine>().CurrentState as MainState;
        }
        else if (dynamicCamera == null && main.dynamicCameraObject != null)
        {
            dynamicCamera = main.dynamicCameraObject.GetComponent <DynamicCamera>();
        }
        else if (main != null && dynamicCamera != null)
        {
            UpdateCameraWindow();
            UpdateCameraAnglePanel();
            UpdateCameraFOVPanel();
            UpdateNodeAttachment();
        }

        if (CameraIndicator.activeSelf)
        {
            CameraIndicator.transform.position = robotCamera.CurrentCamera.transform.position;
            CameraIndicator.transform.rotation = robotCamera.CurrentCamera.transform.rotation;

            CameraIndicator.transform.parent = robotCamera.CurrentCamera.transform;
        }
    }
Esempio n. 32
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        public override void Start()
        {
            canvas = GameObject.Find("Canvas");
            camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>();

            tabs    = Auxiliary.FindObject(canvas, "Tabs");
            toolbar = Auxiliary.FindObject(canvas, "MainToolbar");

            changeRobotPanel  = Auxiliary.FindObject(canvas, "ChangeRobotPanel");
            robotListPanel    = Auxiliary.FindObject(changeRobotPanel, "RobotListPanel");
            changePanel       = Auxiliary.FindObject(canvas, "ChangePanel");
            addPanel          = Auxiliary.FindObject(canvas, "AddPanel");
            changeFieldPanel  = Auxiliary.FindObject(canvas, "ChangeFieldPanel");
            pointImpulsePanel = Auxiliary.FindObject(canvas, "PointImpulsePanel");

            resetDropdown    = GameObject.Find("ResetRobotDropdown");
            multiplayerPanel = Auxiliary.FindObject(canvas, "MultiplayerPanel");

            stopwatchWindow = Auxiliary.FindObject(canvas, "StopwatchPanel");
            statsWindow     = Auxiliary.FindObject(canvas, "StatsPanel");
            rulerWindow     = Auxiliary.FindObject(canvas, "RulerPanel");

            // To access instatiate classes within a state, use the StateMachine.SceneGlobal
            toolkit          = StateMachine.SceneGlobal.GetComponent <Toolkit>();
            multiplayer      = StateMachine.SceneGlobal.GetComponent <LocalMultiplayer>();
            simUI            = StateMachine.SceneGlobal.GetComponent <SimUI>();
            menuUI           = StateMachine.SceneGlobal.GetComponent <MenuUI>();
            robotCameraGUI   = StateMachine.SceneGlobal.GetComponent <RobotCameraGUI>();
            sensorManagerGUI = StateMachine.SceneGlobal.GetComponent <SensorManagerGUI>();

            State = StateMachine.SceneGlobal.CurrentState as MainState;

            cameraViewDropdown = Auxiliary.FindObject(canvas, "CameraDropdown").GetComponent <Dropdown>();
            dynamicCamera      = UnityEngine.Camera.main.transform.GetComponent <DynamicCamera>();
        }
Esempio n. 33
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    void Update()
    {
        if(this.state != this.oldState)
        {
            if(this.state == MainState.PostDissolution)
            {
                this.firstTube.state = TubeBehaviour.TubeState.Idle;
                this.secondTube.state = TubeBehaviour.TubeState.Idle;

                this.firstTube.sample.state = SampleBehaviour.SampleState.Dissolved;
                this.secondTube.sample.state = SampleBehaviour.SampleState.Dissolved;
            }

            this.oldState = this.state;
        }

        if(this.state == MainState.StartAnimation)
        {
            //this.animation.Play("CameraFlyIn", AnimationPlayMode.Stop);
            this.state = MainState.Filling;
        }
        else if(this.state == MainState.Dissolution)
        {
            this.GetComponent<Animation>().Play("TubeCloseUp", AnimationPlayMode.Stop);
        }

        if(this.firstTube.isDissolving() && this.secondTube.isDissolving() && this.state != MainState.PostDissolution)
        {
            this.state = MainState.Dissolution;
            this.pincet.state = PincetBehaviour.PincetState.Idle;
        }

        if(this.oldState == MainState.PostDissolution && feSample.isReturned() && znSample.isReturned())
        {
            this.state = MainState.Finishing;
        }

        if(oldState == MainState.Finishing && this.pincet.isReturned())
        {
            this.state = MainState.Finished;
        }

        if(this.oldState == MainState.Filling && firstTube.isFilled() && secondTube.isFilled())
        {
            this.state = MainState.Filled;
        }

        if(this.oldState == MainState.Filled && this.container.isReturned())
        {
            this.state = MainState.Pincet;
        }
    }
Esempio n. 34
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 void Awake()
 {
     mainState = MainState.None;
     GoPlaySdk.Instance.UseLiveServer = false;
     GoPlaySdk.Instance.OnLogin+= HandleOnLogin;
     GoPlaySdk.Instance.OnRegister+= HandleOnRegister;
     GoPlaySdk.Instance.OnLogOut+= HandleOnLogOut;
     GoPlaySdk.Instance.OnGetUnFullFilledExchanges += HandleOnGetUnFullFilledExchanges;
     GoPlaySdk.Instance.OnFullFillExchange += HandleOnFullFillExchange;
     GoPlaySdk.Instance.OnUpdateExternalExchange += HandleOnUpdateExternalExchange;
     GoPlaySdk.Instance.OnRejectExchange += HandleOnRejectExchange;
     GoPlaySdk.Instance.OnGetProgress += HandleOnGetProgress;
     GoPlaySdk.Instance.OnSaveProgress += HandleOnSaveProgress;
     GoPlaySdk.Instance.OnReadProgress += HandleOnReadProgress;
 }
Esempio n. 35
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 public static void StartEngine(ILazyEngine engine)
 {
     _engine = engine;
     Clear();
     foreach (MainState mainState in _engine.States)
     {
         AddState(mainState);
     }
     lock (States)
     {
         States.Add(new StateIdle());
         LastState = States[States.Count() - 1]; //Set the last state to StateIdle
     }
     States.Sort();
     Logging.Write("[Engine]Initializing");
     Paused = false;
     Running = true;
     // Leave it as a background thread.
     _workerThread = new Thread(Run) {IsBackground = true};
     _workerThread.Name = "Engine";
     _workerThread.SetApartmentState(ApartmentState.STA);
     _workerThread.Start();
     Logging.Write("[Engine]Started bot thread");          
 }
Esempio n. 36
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 //=================================================================================================================o
 void DoSneak(bool b)
 {
     if (b)
     {
         // Only remember Normal or Combat state
         if (mainState == MainState.Combat || mainState == MainState.Normal)
         {
             lastMainState = (int)mainState;
         }
         mainState = MainState.Sneak;
     }
     else
     {
         if (lastMainState == (int)MainState.Combat || lastMainState == (int)MainState.Normal)
         {
             mainState = (MainState)lastMainState;
         }
     }
 }
Esempio n. 37
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 //=================================================================================================================o
 void DoPhysx(string s)
 {
     switch (s)
     {
     case "Start":
         EvadeReset();
         mainState = MainState.Physic;
         break;
     case "End":
         bool inCombat = sword_Hand.active || bow_Hand.active || rifle_Hand.active || pistol_Hand.active;
         mainState = inCombat ? MainState.Combat : MainState.Normal;
         break;
     case "Front":
         standUpM = s;
         break;
     case "Back":
         standUpM = s;
         break;
     case "Roll_Impact":
         impactM = a["roll_impact"].clip;
         break;
     case "Land":
         impactM = a["land"].clip;
         break;
     }
 }
Esempio n. 38
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 public static void StopEngine()
 {
     if (!Running)
     {
         return;
     }
     Running = false;
     if (_workerThread.IsAlive)
     {
         _workerThread.Abort();
     }
     // Clear out the thread object and let the garbage collector get it
     _workerThread = null;
     States = null;
     LastState = null;
     _engine = null;
     GC.Collect();
 }
Esempio n. 39
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 //=================================================================================================================o
 void DoSwan()
 {
     canLand = false;
     mainState = MainState.Evade;
     Invoke ("Evade", a["cliff_jump"].length);
     //a["cliff_jump"].wrapMode = WrapMode.ClampForever;
     //a.CrossFade ("cliff_jump", 0.4f);
 }
Esempio n. 40
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 private void BeginAILogic()
 {
     if(ai.MyTurn == turn)
     {
         state = MainState.AI_Thinking;
         ai.Think(board);
         logger.Text = "思考中";
         logger.State = UILogger.StateEnum.Dot;
     }
 }
Esempio n. 41
0
 public MainMenuScreen(Islander.GameState gameState)
 {
     GameState = gameState;
     state = MainState.start;
 }
Esempio n. 42
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 //=================================================================================================================o
 void Fall()
 {
     if (hMotor.Grounded || climbState != ClimbState.None ||
         hSwim.isSwimming || mainState == MainState.Physic || mainState == MainState.Evade)
     {
         return;
     }
     mainState = MainState.Falling;
 }
Esempio n. 43
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 //=================================================================================================================o
 void DoBalance(bool b)
 {
     if (b)
     {
         mainState = MainState.Balance;
     }
     else
     {
         bool inCombat = sword_Hand.active || bow_Hand.active || rifle_Hand.active || pistol_Hand.active;
         mainState = inCombat ? MainState.Combat : MainState.Normal;
     }
 }
Esempio n. 44
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    private void MouseEvent(Vector3 point)
    {
        if (moveState == MoveState.Idle)
        {
            if (Input.GetMouseButtonUp(0))
            {
                Position pos = Unit.ScreenToPos(new Vector2(point.x, point.y));

                if (pos.IsValid)
                {
                    if (board.GetUnitOwner(pos) == Turn)
                    {
                        moveState = MoveState.Pick;

                        hint.SetMoveHint(board.GetUnit(pos));
                    }
                }
            }
        }
        else if (moveState == MoveState.Pick)
        {
            if (Input.GetMouseButtonUp(0))
            {
                Position pos = Unit.ScreenToPos(new Vector2(point.x, point.y));
                if (pos.IsValid)
                {
                    if(CheckMoveOffset(pos - hint.Source.Pos))
                    {
                        if (Move(hint.Source, board.GetUnit(pos), pos))
                        {
                            state = MainState.Wait;
                        }
                    }

                    hint.ClearHints();
                    moveState = MoveState.Idle;
                }
            }
            else if (Input.GetMouseButtonUp(1))
            {
                hint.ClearHints();
                moveState = MoveState.Idle;
            }
        }
    }
Esempio n. 45
0
    private void NewGame(GameMode gameMode)
    {
        this.gameMode = gameMode;

        lastMove = null;
        moveState = MoveState.Idle;
        ClearEffect();
        hint.ClearHints();
        board.NewGame();
        storage.NewGame();
        state = MainState.Ready;
        turn = Unit.OwnerEnum.Black;
        resultSprite.gameObject.SetActive(false);
        turnOverButton.gameObject.SetActive(false);

        if (gameMode != GameMode.Normal)
            InitAI();
        logger.Text = "";
        logger.State = UILogger.StateEnum.Normal;
    }
Esempio n. 46
0
 private void StartGame()
 {
     state = MainState.Move;
 }
Esempio n. 47
0
    void Update()
    {
        if (state == MainState.Over || IsEffecting)
            return;

        if (state == MainState.AI_Thinking)
        {
            if (ai.State == AIPlayer.StateEnum.Complete)
            {
                logger.Text = string.Format("花费时间 : {0}ms", ai.CostTime);
                logger.State = UILogger.StateEnum.Normal;
                state = MainState.AI_Running;
            }
        }
        if (state == MainState.AI_Running)
        {
            if (DoAIAction())
            {
                NextTurn();
            }
        }
        else
        {
            RaycastHit hit;
            if (board.collider.Raycast(GlobalInfo.Instance.mainCamera.ScreenPointToRay(Input.mousePosition), out hit, 1000f))
            {
                Vector3 point = hit.point;

                if (state == MainState.Move)
                    MouseEvent(point);
            }
        }
    }
Esempio n. 48
0
 public void setInitialFinished()
 {
     this.state = MainState.Filling;
     pincet.state = PincetBehaviour.PincetState.Idle;
 }
Esempio n. 49
0
 private static void Run()
 {
     try
     {
         while (Running)
         {
             try
             {
                 if (Paused)
                 {
                     _engine.Pause();
                     while (Paused)
                     {
                         Thread.Sleep(100);
                     }
                     _engine.Resume();
                 }
                 while (ChatQueu.QueueCount != 0)
                 {
                     _engine.Pause();
                     KeyHelper.ChatboxSendText(ChatQueu.GetItem);
                     Thread.Sleep(100);
                     _engine.Resume();
                 }                     
                 foreach (MainState state in States.Where(state => state.NeedToRun))
                 {
                     if (LastState != state)
                     {
                         if (StateChange != null)
                         {
                             StateChange(new object(), new NotifyStateChanged(state.Name()));
                             Logging.Debug("State changed: " + state.Name());
                         }
                     }
                     state.DoWork();
                     LastState = state;
                     break;
                 }
             }
             catch (ThreadAbortException)
             {
             }
             catch (ThreadStateException h)
             {
                 Logging.Write("Thread in odd state, restarting: " + h);
             }
             catch (Exception e)
             {
                 if (ObjectManager.InGame)
                 {
                     Logging.Write("[Engine] Exception " + e);
                 }
                 Thread.Sleep(4000);
             }
             Thread.Sleep(1);
             Application.DoEvents();
         }
     }
     catch (ThreadAbortException)
     {
     }
     catch (Exception e)
     {
         Logging.Write("[Engine]Botting error: " + e);
     }
     finally
     {
         Running = false;
     }
 }
Esempio n. 50
0
 //=================================================================================================================o
 void DoSwim()
 {
     if (hMotor.Grounded)
     {
         return;
     }
     mainState = MainState.Swimming;
 }
Esempio n. 51
0
    //=================================================================================================================o
    void EvadeReset()
    {
        if (doSwitchDel != null) { doSwitchDel (false); } // Double tab is false in HeroMotor
        // Switch to Normal or Combat if last states are..
        if ((MainState)lastMainState == MainState.Balance ||
            (MainState)lastMainState == MainState.Falling ||
            (MainState)lastMainState == MainState.Jumping)
        {
            bool inCombat = sword_Hand.active || bow_Hand.active || rifle_Hand.active || pistol_Hand.active;
            mainState = inCombat ? MainState.Combat : MainState.Normal;
        }
        else
            mainState = (MainState)lastMainState; // Last state before evading

        // Reset procedural motion rotations
        currRot = Mathf.Lerp(currRot, 0f, Time.deltaTime);
        leanRot = 0f;

        evadeState = EvadeState.None; // Out
    }
Esempio n. 52
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    //=================================================================================================================o
    void DoClimb(string s)
    {
        if (s == "None") { climbState = ClimbState.None; isShort = false; } // Shortclimb reset
        else if (s == "WallClimb") { climbState = ClimbState.WallClimb; }
        else if (s == "WallJump") { climbState = ClimbState.WallJump; }
        else if (s == "PreOh") { climbState = ClimbState.PreOh; }
        else if (s == "Overhang") { climbState = ClimbState.Overhang; isShort = false; }
        else if (s == "Prepare") { climbState = ClimbState.Prepare; }
        else if (s == "PreShort") { climbState = ClimbState.PreShort; }
        else if (s == "Ledge") { climbState = ClimbState.Ledge; }
        else if (s == "Catch") { climbState = ClimbState.Catch; }
        else if (s == "Corner") { climbState = ClimbState.Corner; }
        else if (s == "HangL") { climbState = ClimbState.HangL; }
        else if (s == "HangR") { climbState = ClimbState.HangR; }
        else if (s == "Climb") { climbState = ClimbState.Climb; isShort = false; }
        else if (s == "Short") { climbState = ClimbState.Short; isShort = true; }
        else if (s == "Edge") { climbState = ClimbState.Edge; climbMotion = false; } // XFadeRandom() is ready now
        else if (s == "Top") { climbState = ClimbState.Top; }

        mainState = MainState.Climbing;
    }
Esempio n. 53
0
    //=================================================================================================================o
    void FixedUpdate()
    {
        if (useMotions)
        {
            if (hMotor.Grounded)
            {
                inSprintJump = false;

                bool inCombat = sword_Hand.active || bow_Hand.active || rifle_Hand.active || pistol_Hand.active;

                AtKStateSpeedSender ();

                // Falling or/and Jumping & Gounded
                if (mainState == MainState.Falling || (mainState == MainState.Jumping && canLand))
                {
                    DoLand ();
                }

                // Jumping, Grounded
                else if (mainState == MainState.Jumping)
                {
                    canLand = true;
                }

                // Landing smoothness, Grounded
                else if (mainState == MainState.Landing && !impactRoll)
                {

                    // Start moving
                    if (XZVelo.magnitude > walkSpeed *10)
                    {
                        mainState = inCombat ? MainState.Combat : MainState.Normal;
                    }
                    // Back to "normal" if land motion is almost over
                    else if (a[impactM.name].time >= (a[impactM.name].length - 1.5f))
                    {
                        mainState = inCombat ? MainState.Combat : MainState.Normal;
                    }
                }

                // Climb handling, Grounded
                else if (mainState == MainState.Climbing)
                {
                    if (climbState == ClimbState.None)
                    {
                        //mainState = MainState.Normal;
                        mainState = inCombat ? MainState.Combat : MainState.Normal;
                    }
                }

                // Swim handling, Grounded
                else if (mainState == MainState.Swimming)
                {
                    //mainState = MainState.Normal;
                    mainState = inCombat ? MainState.Combat : MainState.Normal;
                }
            }

            // Not Grounded
            else if (mainState == MainState.Jumping)
            {
                canLand = true;
            }
            else
            {
                Fall ();
            }
        }
    }
Esempio n. 54
0
    //=================================================================================================================o
    void DoCombat()
    {
        if (!hMotor.Grounded || climbState != ClimbState.None || weaponState == WeaponState.None || isWeaponDraw)
        {
            return;
        }
        // Enable / Disable swords in hand and holster

        // Sword
        if (weaponState == WeaponState.Sword)
        {
            if (mainState != MainState.Combat) // Draw
            {
                actionState = ActionState.DrawSword;
                StartCoroutine( DrawHolster(sword_Hand, sword_Holster, 0.4f));
                mainState = MainState.Combat;
            }
            else // Holster
            {
                actionState = ActionState.DrawSword;
                StartCoroutine( DrawHolster(sword_Holster, sword_Hand, 0.4f));
                mainState = MainState.Normal;
            }
        }
        // Bow
        else if (weaponState == WeaponState.Bow)
        {
            if (mainState != MainState.Combat) // Draw
            {
                actionState = ActionState.DrawBow;
                StartCoroutine( DrawHolster(bow_Hand, bow_Holster, 0.3f));
                mainState = MainState.Combat;
            }
            else // Holster
            {
                actionState = ActionState.DrawBow;
                StartCoroutine( DrawHolster(bow_Holster, bow_Hand, 0.5f));
                mainState = MainState.Normal;
            }
        }
        // Rifle
        else if (weaponState == WeaponState.Rifle)
        {
            if (mainState != MainState.Combat) // Draw
            {
                actionState = ActionState.DrawRifle;
                StartCoroutine( DrawHolster(rifle_Hand, rifle_Holster, 0.3f));
                mainState = MainState.Combat;
            }
            else // Holster
            {
                actionState = ActionState.DrawRifle;
                StartCoroutine( DrawHolster(rifle_Holster, rifle_Hand, 1.2f));
                mainState = MainState.Normal;
            }
        }
        // Pistol
        else if (weaponState == WeaponState.Pistol)
        {
            if (mainState != MainState.Combat) // Draw
            {
                actionState = ActionState.DrawPistol;
                StartCoroutine( DrawHolster(pistol_Hand, pistol_Holster, 0.5f));
                mainState = MainState.Combat;
            }
            else // Holster
            {
                actionState = ActionState.DrawPistol;
                StartCoroutine( DrawHolster(pistol_Holster, pistol_Hand, 0.6f));
                mainState = MainState.Normal;
            }
        }
    }
Esempio n. 55
0
 private void CheckGameOver()
 {
     Ruler.GameResult result = Ruler.CheckGame(board);
     if (result != Ruler.GameResult.NotYet)
     {
         state = MainState.Over;
         this.result = result;
     }
 }
Esempio n. 56
0
    //=================================================================================================================o
    void DoEvade(string s)
    {
        if (s == "W") evadeState = EvadeState.Forward;
        else if (s == "S") evadeState = EvadeState.Backward;
        else if (s == "A") evadeState = EvadeState.Left;
        else if (s == "D") evadeState = EvadeState.Right;

        if (evadeState != EvadeState.None)
        {
            lastMainState = (int)mainState;
            mainState = MainState.Evade;
        }
    }
Esempio n. 57
0
 public void NextTurn()
 {
     if (state == MainState.Wait || state == MainState.AI_Running)
     {
         Ruler.GameResult result = Ruler.CheckGame(board);
         if (result == Ruler.GameResult.NotYet)
         {
             turn = Unit.Opposite(turn);
             state = MainState.Move;
             NewTurn();
         }
         else
         {
             state = MainState.Over;
             this.result = result;
             OnGameOver();
         }
     }
 }
Esempio n. 58
0
 //=================================================================================================================o
 void DoJump()
 {
     canLand = false;
     mainState = MainState.Jumping;
     Invoke ("Fall", a["jump"].length);
 }
Esempio n. 59
0
 public void setCloseUpFinished()
 {
     this.state = MainState.PostDissolution;
     this.pincet.state = PincetBehaviour.PincetState.Used;
 }
Esempio n. 60
0
 //=================================================================================================================o
 void DoLand()
 {
     canLand = false;
     mainState = MainState.Landing;
 }