public MissionTravel(int id, string name, MissionStatus status, List <Location> requiredLocations) : base(id, name, status) { _id = id; _name = name; _status = status; _requiredLocations = requiredLocations; }
public void RefreshNoteProps( ) { MissionStatus objectiveStatus = MissionStatus.Dormant; if (Missions.Get.ObjectiveStatusByName("Friends", "SpeakToKara", ref objectiveStatus)) { if (Flags.Check((uint)MissionStatus.Completed, (uint)objectiveStatus, Flags.CheckType.MatchAny)) { worlditem.RemoveFromGame(); return; } } mExamineInfo.LocationsToReveal.Clear(); if (Missions.Get.ObjectiveStatusByName("Legacy", "GiveFigurine", ref objectiveStatus) && Flags.Check((uint)MissionStatus.Completed, (uint)objectiveStatus, Flags.CheckType.MatchAny)) { State.ObservatoryNote = false; } if (State.ObservatoryNote) { mExamineInfo.StaticExamineMessage = ObservatoryNote; MobileReference observatoryLocation = new MobileReference(State.ObservatoryPath); mExamineInfo.LocationsToReveal.Add(observatoryLocation); } else { mExamineInfo.StaticExamineMessage = BalloonCampNote; MobileReference balloonCampLocation = new MobileReference(State.BalloonCampPath); mExamineInfo.LocationsToReveal.Add(balloonCampLocation); } }
public void SetMissionStatus(int mission_id, MissionStatus status) { if (missions_.ContainsKey(mission_id)) { missions_[mission_id].SetStatus(status); } }
public void UpdateProgress(int objectiveId, bool abort) { foreach (Objective o in objectives) { if (o.GetId() == objectiveId) { if (o.GetStatus() == MissionStatus.Incomplete) { MissionStatus status = abort ? o.AbortProgress() : o.UpdateProgress(); if (status == MissionStatus.Completed) { messages.text = "Objective " + char.ConvertFromUtf32(65 + o.GetId()) + " completed"; _inGameMenu.UpdateMissionStatus(objectiveId, status); StartCoroutine(RemoveText()); } else if (status == MissionStatus.Failed) { messages.text = "Objective " + char.ConvertFromUtf32(65 + o.GetId()) + " failed"; _inGameMenu.UpdateMissionStatus(objectiveId, status); StartCoroutine(RemoveText()); } } } } }
// public Mission(string name, DateTime startDate, DateTime endDate, MissionStatus status, List<Collaborator> collList, Collaborator chief) { // Name = name; // StartDate = startDate; // EndDate = endDate; // Status = status; // CollList = collList; //ChiefValidator = chief; // } // public Mission(string name, DateTime startDate, DateTime endDate, MissionStatus status, Collaborator chief) : this(name) { // StartDate = startDate; // EndDate = endDate; // Status = status; //ChiefValidator = chief; // } public Mission(string name, DateTime startDate, DateTime endDate, MissionStatus status, int chief) : this(name) { StartDate = startDate; EndDate = endDate; Status = status; ChiefId = chief; }
public DDO_Mission(short misId, int charId, MissionStatus status, List <int> misProgList) { m_missionId = misId; m_characterId = charId; m_status = status; m_missionTargetProgressList = misProgList; }
public void ExecuteMission(INamedTarget target) { Report($"Mission on elimination of {target.Name} initiated..."); Agent theAgent = new Agent(); ILoadableWeapon theGun = _director.PickWeapon(); _director.LoadWeapon(theGun, new AmmoFactory()); Report("Preparing agent for mission..."); theAgent.PrepareForMission(theGun, target); Report("Agent is now executing mission..."); theAgent.Execute(); _missionStatus = theAgent.Debrief(); if (_missionStatus == MissionStatus.Success) { Report("Mission was successful, thanks to our perfect planning!!"); } else { Report("Mission failed... Agent will be held responsible"); } }
public MissionEngage(int id, string name, MissionStatus status, List <Npc> requiredNpcs) : base(id, name, status) { _id = id; _name = name; _status = status; _requiredNpcs = requiredNpcs; }
public Objective(int id, string description, int goal) { this.id = id; this.description = description; this.completed = MissionStatus.Incomplete; this.goal = goal; }
public void Execute() { if (_weapon != null && _target != null) { Report("Target in sight, preparing to fire..."); _weapon.PointAt(_target); while (!_target.IsDown && _weapon.AmmoLeft) { Report("Firing shot..."); _weapon.Fire(); } if (!_target.IsDown) { Report("I'm out of ammo!!"); _missionStatus = MissionStatus.Failed; } else { Report("Target down!!"); _missionStatus = MissionStatus.Success; } } else { Report("I was not prepared for this mission!!"); _missionStatus = MissionStatus.Failed; } }
public MissionGather(int id, string name, MissionStatus status, List <GameItemQuantity> requiredGameItemQuantities) : base(id, name, status) { _id = id; _name = name; _status = status; _requiredGameItemQuantities = requiredGameItemQuantities; }
//按工作人员姓名和状态查询 public static List <ResidentMission> QueryByStatusAndWorker(string name, MissionStatus status) { using (var entity = new CommunityEpidemicManagementSystemContext()) { var query = entity.ResidentMissions.Where(u => u.Server.Name == name && u.State == status); return(query.ToList()); } }
//按用户id和状态查询 public static List <ResidentMission> QueryByStatusAndId(string id, MissionStatus status) { using (var entity = new CommunityEpidemicManagementSystemContext()) { var query = entity.ResidentMissions.Where(u => u.Resident.User.UserId == id && u.State == status); return(query.ToList()); } }
public Task(int id, string title, string description, int scores, MissionStatus status) { this.id = id; this.title = title; this.description = description; this.scores = scores; this.status = status; }
} // default public MissionGather(int id, string name, MissionStatus status, List <GameItem> requiredGameItems) : base(id, name, status) { _id = id; _name = name; _status = status; RequiredGameItems = requiredGameItems; }
public CrownMission(string id, string name, MissionStatus status, bool thiefIsCaptured) : base(id, name, status) { _id = id; _name = name; _status = status; _thiefIsCaptured = thiefIsCaptured; }
public LocateMission(string id, string name, MissionStatus status, bool allSpiesDefeated) : base(id, name, status) { _id = id; _name = name; _status = status; _allSpiesDefeated = allSpiesDefeated; }
public MissionBattleEnemys(int id, string name, MissionStatus status, List <NPCS> requiredNPCS) : base(id, name, status) { _id = id; _name = name; _status = status; _requiredNPCs = requiredNPCS; }
public MissionLightsaberParts(int id, string name, MissionStatus status, List <GameItemModelQuantity> requiredGameItems) : base(id, name, status) { _id = id; _name = name; _status = status; _requiredGameItemsModelQuantitys = requiredGameItems; }
internal void RemoveFromPackage(int programToRemoveFromIndex) { MissionStatus missionPrep = MissionStatus.instance; missionPrep.selectedPlugins[programToRemoveFromIndex].Remove(gameObject); missionPrep.kbBudget += size; missionPrep.ResetPluginIcon(programToRemoveFromIndex, this.name); }
public AncientRelicMission(string id, string name, MissionStatus status, List <GameItemQuantity> requiredGameItems, bool hasArmorSet) : base(id, name, status) { _id = id; _name = name; _status = status; _requiredGameItems = requiredGameItems; _hasArmorSet = hasArmorSet; }
internal static WWW GetResults(Mission m, MissionStatus ms) { WWWForm form = new WWWForm(); form.AddField("MissionType", m.MissionType.ToString()); form.AddField("MissionName", m.Name); form.AddField("MissionStatus", ms.ToString()); return(CreateWWW("/getResults", form)); }
public void UpdateFromMission(Mission mission) { this.status = mission.get_status(); this.progress = (int)mission.get_progress(); this.beginTimeSpecified = mission.get_begin_timeSpecified(); this.beginTime = (int)mission.get_begin_time(); this.endTimeSpecified = mission.get_end_timeSpecified(); this.endTime = (int)mission.get_end_time(); }
public HellfireGemMission(string id, string name, MissionStatus status, List <GameItemQuantity> requiredGameItems, bool hasAllGems) : base(id, name, status) { _id = id; _name = name; _status = status; _requiredGameItems = requiredGameItems; _hasAllGems = hasAllGems; }
private bool IsShowGetMissionPrizeButton(MissionStatus missionStatus, UserMission userMission) { if (missionStatus == MissionStatus.Underway && userMission.FinishPercent == 1 && userMission.Mission.Prize.PrizeTypes.Count > 0) { return(true); } return(false); }
public void CompleteMission() { if (this.Status == MissionStatus.Finished) { throw new MissionStatusFinishedException(); } this.Status = MissionStatus.Finished; }
public Mission() { generateTime = null; startTime = null; finishTime = null; status = MissionStatus.waiting; agv = null; MissionsCount++; ID = MissionsCount; }
protected override bool CheckSubstitutionRule() { MissionStatus status = MissionStatus.Dormant; if (Missions.Get.MissionStatusByName(MissionName, ref status)) { return(Flags.Check((uint)status, (uint)MissionStatus.Active, Flags.CheckType.MatchAny)); } return(false); }
public void InvokeReward() { // if the mission is finished, instatiate the reward callback if (reward != null) { GameObject.Instantiate(reward); this.activated = false; this.visible = false; this.status = MissionStatus.MS_Completed; } }
public MissionStatus Debrief() { MissionStatus completedMissionStatus = _missionStatus; _weapon = null; _target = null; _missionStatus = MissionStatus.Waiting; Report("Debriefed, awaiting new mission..."); return(completedMissionStatus); }
public MissionDataItem(Mission mission) { this.id = (int)mission.get_mission_id(); this.metaData = MissionDataReader.GetMissionDataByKey(this.id); this.status = mission.get_status(); this.progress = (int)mission.get_progress(); this.beginTimeSpecified = mission.get_begin_timeSpecified(); this.beginTime = (int)mission.get_begin_time(); this.endTimeSpecified = mission.get_end_timeSpecified(); this.endTime = (int)mission.get_end_time(); }
// Use this for initialization public override void Start() { base.Start(); _selection = GetComponent<Managers.SelectionManager>(); //request the race of the player _selfRace = info.GetPlayerRace(); _selection.SetRace(race); cam = GameObject.FindWithTag("MainCamera").GetComponent<CameraController>(); events = GetComponent<EventsNotifier>(); Battle.PlayerInformation me = info.GetBattle().GetPlayerInformationList()[playerId - 1]; InstantiateBuildings(me.GetBuildings()); InstantiateUnits(me.GetUnits()); SetInitialResources(me.GetResources().Wood, me.GetResources().Food, me.GetResources().Metal, me.GetResources().Gold); // gameObject.AddComponent<ResourcesPlacer>(); missionStatus = new MissionStatus(playerId); _resourcesPlacer = ResourcesPlacer.get(this); // initialization // TODO Set this values dynamically minFoodTolerance = 100; minWoodTolerance = 500; minMetalTolerance = 500; minGoldTolerance = 500; foodDepleted = _resourcesPlacer.Amount(WorldResources.Type.FOOD) <= 0; ActorSelector selector = new ActorSelector() { registerCondition = (g) => !(g.GetComponent<FOWEntity>().IsOwnedByPlayer), fireCondition = (g) => true }; Utils.Subscriber<FOWEntity.Actions, FOWEntity>.get.registerForAll(FOWEntity.Actions.DISCOVERED, OnEntityFound, selector); timeToShow = WAIT_FOR_FINISH; }
private bool IsShowGetMissionPrizeButton(MissionStatus missionStatus, UserMission userMission) { if (missionStatus == MissionStatus.Underway && userMission.FinishPercent == 1 && userMission.Mission.Prize.PrizeTypes.Count > 0) return true; return false; }
public override void UpdateUserMissionStatus(int userID, IEnumerable<int> missionIDs, MissionStatus status) { using (SqlQuery query = new SqlQuery()) { query.CommandText = "bx_UpdateUserMissionStatus"; query.CommandType = CommandType.StoredProcedure; query.CreateParameter<int>("@UserID", userID, SqlDbType.Int); query.CreateParameter<string>("@MissionIDs", StringUtil.Join(missionIDs), SqlDbType.VarChar, 8000); query.CreateParameter<int>("@Status", (int)status, SqlDbType.TinyInt); query.ExecuteNonQuery(); } }
public override int GetUserMissionCount(int userID, MissionStatus status) { using (SqlQuery query = new SqlQuery()) { query.CommandText = "bx_GetUserMissionCount"; query.CommandType = CommandType.StoredProcedure; query.CreateParameter<int>("@UserID", userID, SqlDbType.Int); query.CreateParameter<int>("@Status", (int)status, SqlDbType.TinyInt); return query.ExecuteScalar<int>(); } }
public override void Start() { base.Start(); DifficultyLvl = info.Difficulty; _selfRace = info.GetPlayerRace() == Races.MEN ? Races.ELVES : Races.MEN; //Init lists EnemyUnits = new List<Unit>(); EnemyBuildings = new List<IGameEntity>(); OwnResources = new List<Resource>(); OwnBarracks = new List<Barrack>(); modules = new List<AIModule>(); Army = new List<Unit>(); Workers = new List<Unit>(); Battle.PlayerInformation me = info.GetBattle().GetPlayerInformationList()[playerId - 1]; SetInitialResources(me.GetResources().Wood, me.GetResources().Food, me.GetResources().Metal, me.GetResources().Gold); Battle.PlayableEntity.EntityPosition pos = me.GetBuildings()[0].position; rootBasePosition = new Vector3(pos.X, 80, pos.Y); buildPosition = rootBasePosition; Macro = new MacroManager(this); StoryMode = Macro.architect.constructionGrid.mode != AIMode.BATTLE; Micro = new MicroManager(this); modules.Add(new AIModule(Macro.MacroHigh, !StoryMode ? (39 - DifficultyLvl*3) : 1)); modules.Add(new AIModule(Macro.MacroLow, 8 - DifficultyLvl)); modules.Add(new AIModule(Micro.Micro, 4 - DifficultyLvl)); timers = new float[modules.Count]; hasStronghold = true; for (int i = 0; i < modules.Count; i++) timers[i] = 0; InstantiateBuildings(me.GetBuildings()); InstantiateUnits(me.GetUnits()); ActorSelector selector = new ActorSelector() { registerCondition = gameObject => gameObject.GetComponent<FOWEntity>().IsOwnedByPlayer, fireCondition = gameObject => true }; Subscriber<FOWEntity.Actions, FOWEntity>.get.registerForAll(FOWEntity.Actions.DISCOVERED, OnEntityFound, selector); Subscriber<FOWEntity.Actions, FOWEntity>.get.registerForAll(FOWEntity.Actions.HIDDEN, OnEntityLost, selector); if (AI_DEBUG_ENABLED) { aiDebug = AIDebugSystem.CreateComponent(gameObject, this); } missionStatus = new MissionStatus(playerId); }
public UserMissionListItemParams(UserMission userMission, MissionStatus currentStatus) { m_UserMission = userMission; m_CurrentStatus = currentStatus; }
public string IsSelected(MissionStatus status, string value) { if (status == CurrentStatus) return value; else return string.Empty; }
public void Parse(ChunkData data, ref short listOffset) { Hash = EndianessSwitchableBitConverter.ToUInt32(data[listOffset++].Data, 0); Status = (MissionStatus)data[listOffset++].Data[0]; }
public UserMissionListHeadFootParams(MissionStatus currentStatus) { m_CurrentStatus = currentStatus; }