public void ChangeStatus(PersonStatus newStatus) { if (newStatus == PersonStatus.HEALTHY) { GetComponent <Renderer>().material = healthyMaterial; } else if (newStatus == PersonStatus.SICK) { GetComponent <Renderer>().material = sickMaterial; StatisticsBehaviour.MeContagie(); } else if (newStatus == PersonStatus.TREATMENT) { GetComponent <Renderer>().material = inTreatmentMaterial; } else if (newStatus == PersonStatus.DIED) { GetComponent <Renderer>().material = diedMaterial; } else if (newStatus == PersonStatus.RECOVERED) { GetComponent <Renderer>().material = recoveredMaterial; } status = newStatus; }
void burnPerson(PersonStatus status) { FireEffect effect = new FireEffect(); effect.initialize(fireDealer); status.ActivePower = effect; }
public async Task ShouldReturn_Valid_Person(string fileName, bool invitePending, bool loginEnabled, PersonStatus status, PersonType type) { var content = GetResource(fileName); var api = GetApi <Person>(HttpMethod.Get, $"{WxTeamsConstants.PeopleUrl}/UserId", content); var user = await api.GetUserAsync("UserId"); user.Avatar.Should().Be("https://1efa7a94ed21783e352-c62266528714497a17239ececf39e9e2.ssl.cf1.rackcdn.com/V1~54c844c89e678e5a7b16a306bc2897b9~wx29yGtlTpilEFlYzqPKag==~1600"); user.Created.Should().Be(new DateTimeOffset(2015, 10, 18, 14, 26, 16, TimeSpan.Zero)); user.DisplayName.Should().Be("John Andersen"); user.Emails.First().Should().Be("*****@*****.**"); user.FirstName.Should().Be("John"); user.Id.Should().Be("Y2lzY29zcGFyazovL3VzL1BFT1BMRS9mNWIzNjE4Ny1jOGRkLTQ3MjctOGIyZi1mOWM0NDdmMjkwNDY"); user.InvitePending.Should().Be(invitePending); user.LastActivity.Should().Be(new DateTimeOffset(2015, 10, 18, 14, 26, 16, 028, TimeSpan.Zero)); user.LastModified.Should().Be(new DateTimeOffset(2015, 10, 18, 14, 26, 16, TimeSpan.Zero)); user.LastName.Should().Be("Andersen"); user.Licenses.Count.Should().Be(2); user.Licenses.Any(x => x == "Y2lzY29zcGFyazovL3VzL0xJQ0VOU0UvOTZhYmMyYWEtM2RjYy0xMWU1LWExNTItZmUzNDgxOWNkYzlh").Should().BeTrue(); user.Licenses.Any(x => x == "Y2lzY29zcGFyazovL3VzL0xJQ0VOU0UvOTZhYmMyYWEtM2RjYy0xMWU1LWIyNjMtMGY0NTkyYWRlZmFi").Should().BeTrue(); user.LoginEnabled.Should().Be(loginEnabled); user.NickName.Should().Be("John"); user.OrgId.Should().Be("Y2lzY29zcGFyazovL3VzL09SR0FOSVpBVElPTi85NmFiYzJhYS0zZGNjLTExZTUtYTE1Mi1mZTM0ODE5Y2RjOWE"); user.PhoneNumbers.Any(x => x.Type == "work" && x.Value == "+1 408 526 7209").Should().BeTrue(); user.Roles.Count.Should().Be(2); user.Roles.Any(x => x == "Y2lzY29zcGFyazovL3VzL1JPTEUvOTZhYmMyYWEtM2RjYy0xMWU1LWExNTItZmUzNDgxOWNkYzlh").Should().BeTrue(); user.Roles.Any(x => x == "Y2lzY29zcGFyazovL3VzL1JPTEUvOTZhYmMyYWEtM2RjYy0xMWU1LWIyNjMtMGY0NTkyYWRlZmFi").Should().BeTrue(); user.Status.Should().Be(status); user.Timezone.Should().Be("America/Denver"); user.Type.Should().Be(type); user.TeamsApi.Should().NotBeNull(); user.TeamsApi.TeamsClient.Should().NotBeNull(); }
//UPDATE POWER EFFECTS public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead && !started) { started = true; status.UnitStatus = PersonStatus.Status.Panicked; animator.powerEffect = (GameObject)Instantiate(particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0.9f, status.transform.position.z), Quaternion.identity); animator.powerEffect.transform.parent = animator.transform; status.Fear = Fear; } else if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead) { timer += Time.deltaTime; if (timer >= 10f) { status.Fear = 0; status.UnitStatus = PersonStatus.Status.Dead; navigator.Stop(); started = false; } } if (status.UnitStatus == PersonStatus.Status.Dead) { Destroy(animator.powerEffect, 3f); status.ActivePower = null; } }
public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead) { timer = 0; status.UnitStatus = PersonStatus.Status.Raged; navigator.Stop(); animator.powerEffect = (GameObject)Instantiate(particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0.9f, status.transform.position.z), Quaternion.identity); animator.powerEffect.transform.parent = animator.transform; status.Fear = Fear; } else { timer += Time.deltaTime; if (timer >= 10f) { status.UnitStatus = PersonStatus.Status.Concerned; status.Fear = 0; Destroy(animator.powerEffect); status.ActivePower = null; navigator.SetNewPatrolDestination(navigator.Type); navigator.target = null; } } if (status.UnitStatus == PersonStatus.Status.Dead) { if (animator.powerEffect != null) { Destroy(animator.powerEffect); } } }
public async Task <PersonStatus> AddPersonStatusAsync(string userId, string eventId, AddPersonStatus addPersonStatus) { Person person = await _personService.GetPersonAsync(userId, addPersonStatus.PersonId); if (person == null) { return(null); } var @event = await _eventService.GetEventAsync(userId, eventId); if (@event == null) { return(null); } string personStatusId = GetNextId((await _eventService.GetEveryonesEventsAsync()).SelectMany(e => e.PersonStatuses).Select(s => s.Id)); PersonStatus personStatus = new PersonStatus { Id = personStatusId, PersonId = addPersonStatus.PersonId, Status = addPersonStatus.Status }; @event.PersonStatuses.Add(personStatus); await _apiContext.SaveChangesAsync(); return(personStatus); }
private TopicNode CreateTopicNode(string topic, PersonStatus validStatus = PersonStatus.Any, PersonStatus changeToStatus = PersonStatus.Any) { var n = new TopicNode(topic, validStatus, changeToStatus); _nodes.Add(n); return(n); }
public void OnWaitingAreaEnter(WaitingArea waitingAreaEnterred) { WaitingArea desiredWaitingArea = (myTargetTimetableItem != null && myTargetTimetableItem.platform != null) ? myTargetTimetableItem.platform.waitingArea : GameManager.instance.foyer; if (waitingAreaEnterred == desiredWaitingArea) { if (status == PersonStatus.BoardingTrain) //for any people that fall out of train while boarding just register them as passing through { waitingAreaEnterred.RegisterNonWaitingPerson(this); } else if (status == PersonStatus.MovingToPlatform) { status = PersonStatus.ReadyToBoard; if (myTargetTimetableItem != null && myTargetTimetableItem.train != null && myTargetTimetableItem.train.status == Train.TrainStatus.BoardingTime) //if we have entered a platform whilst train is boarding already then call OnTrainBoarding and just register that we are passing through { waitingAreaEnterred.RegisterNonWaitingPerson(this); OnTrainBoardingTime(); } else { SetMovingToWaitLocationInWaitingArea(waitingAreaEnterred); } } else if (status == PersonStatus.MovingToFoyer) { status = PersonStatus.AtFoyer; SetMovingToWaitLocationInWaitingArea(waitingAreaEnterred); } } else { waitingAreaEnterred.RegisterNonWaitingPerson(this); } }
public override IEnumerable <ValidationResult> Validate(ValidationContext validationContext) { List <ValidationResult> errors = new List <ValidationResult>(); // Validate GivenName if (string.IsNullOrWhiteSpace(GivenName)) { errors.Add(new ValidationResult("A given name must be provided", new string[] { "GivenName" })); } // Validate FamilyName if (string.IsNullOrWhiteSpace(FamilyName)) { errors.Add(new ValidationResult("A family name must be provided", new string[] { "FamilyName" })); } // Set the value of CommonName if not present if (string.IsNullOrWhiteSpace(CommonName)) { CommonName = $"{GivenName} {FamilyName}"; } // Correct invalid status if the person has passed away if (DeathDate.HasValue && Status != PersonStatus.Deceased) { Status = PersonStatus.Deceased; } // Call the base method errors.AddRange(base.Validate(validationContext)); return(errors); }
//UPDATE POWER EFFECTS public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead && !started) { if (animator.powerEffect) { Object.Destroy(animator.powerEffect); } started = true; status.UnitStatus = PersonStatus.Status.Panicked; BasePowerDealer fireDealer = (BasePowerDealer)GameObject.Find("Fire").GetComponent <BasePowerDealer>(); Debug.Log(fireDealer.particleEffect); animator.powerEffect = (GameObject)Object.Instantiate(owner.particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0.9f, status.transform.position.z), Quaternion.identity); animator.powerEffect.transform.parent = animator.transform; status.Fear = owner.Fear; status.UnitStatus = PersonStatus.Status.Dead; } if (status.UnitStatus == PersonStatus.Status.Dead) { Object.Destroy(animator.powerEffect, 1f); status.ActivePower = null; } }
public void OnTrainDeparture() { Component.Destroy(rb); transform.parent = myTargetTimetableItem.train.transform; status = PersonStatus.SatDown; totalApprovalRating += 50; }
public async Task <IActionResult> Edit(int id, [Bind("Id,PersonStatusName")] PersonStatus personStatus) { if (id != personStatus.Id) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(personStatus); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!PersonStatusExists(personStatus.Id)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(personStatus)); }
public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { if (status.UnitStatus != PersonStatus.Status.Dead && timer == 0) { status.Fear = 0; navigator.Stop(); status.UnitStatus = PersonStatus.Status.Idle; if (animator.powerEffect) { Object.Destroy(animator.powerEffect); } animator.powerEffect = (GameObject)Object.Instantiate(owner.particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0f, status.transform.position.z), Quaternion.identity); animator.powerEffect.transform.parent = animator.transform; } timer += Time.deltaTime; status.Fear = 0; if (timer >= 10) { Object.Destroy(animator.powerEffect); status.UnitStatus = PersonStatus.Status.Calm; navigator.SetNewPatrolDestination(navigator.Type); status.ActivePower = null; } }
//COLLISION public override void OnTriggerEnter(Collider other) { //#if !UNITY_WINRT && UNITY_EDITOR string effectName = this.gameObject.name + "Effect"; //Type type = Type.GetType(effectName); #if UNITY_WINRT && !UNITY_EDITOR //PowerEffect effect = (PowerEffect)typeof(BasePowerDealer).GetTypeInfo().Assembly.CreateInstance(effectName); //PowerEffect effect = (PowerEffect)Activator.CreateInstance(typeof(BasePowerDealer).GetTypeInfo().Assembly.ToString(), effectName); PowerEffect powerEffect = getEffectFromName(effectName); //PowerEffect effect = (PowerEffect)Activator.CreateInstance(typeof(FireEffect)); #else PowerEffect powerEffect = (PowerEffect)Assembly.GetAssembly(this.GetType()).CreateInstance(effectName); #endif powerEffect.initialize(this); if (!powerEffect.OnTriggerEnterOverride(other, this)) { if (other.tag == GlobalManager.npcsTag) { PersonStatus person = other.GetComponent <PersonStatus> (); if (person.UnitStatus != PersonStatus.Status.Dead && person.IsAValidTarget) { person.ActivePower = powerEffect; } } } //#endif }
public Person(int id, string name, string remark, PersonStatus status) { Id = id; Name = name; Remark = remark; Status = status; }
public void UpdateSpeaker(PersonStatus changeToStatus) { // Update Speaker if (changeToStatus != PersonStatus.Any) { Speaker.Status = changeToStatus; } }
void OnTriggerExit(Collider other) { if (other.tag == GlobalManager.npcsTag) { PersonStatus status = other.gameObject.GetComponent <PersonStatus>(); status.IsAValidTarget = true; } }
public async Task<IActionResult> GetPersonStatus(string eventId, string id) { PersonStatus personStatus = await _personStatusService.GetPersonStatusAsync(User.Identity.Name, eventId, id); if (personStatus == null) return NotFound(); return Ok(personStatus); }
//might be better to actually do all of this on a switch(on status) at the base level actually- it is getting hard to read void FixedUpdate() { //only the four following statuses need to be handled in fixed update... if (status == PersonStatus.FindingSeat || status == PersonStatus.ReadyToBoard || status == PersonStatus.MovingToTrainDoor || status == PersonStatus.BoardingTrain) { if (myTargetTimetableItem != null && myTargetTimetableItem.train != null && myTargetTimetableItem.train.status == Train.TrainStatus.BoardingTime) { if (status == PersonStatus.FindingSeat) { if (rb.mass == 10f && Vector3.Angle(transform.up, Vector3.up) < 30f) //if this is a light person and they are standing then add up force for crowd surfing { rb.AddForce(Vector3.up, ForceMode.Acceleration); } return; } //handle boarding situations (getting to door using force/velocity, getting into train using force) Vector3 boardingVector = trainTarget - transform.position; boardingVector.y = 0f; Vector3 boardingVectorNormalized = boardingVector.normalized; if (status == PersonStatus.MovingToTrainDoor && Time.time > nextCheckTime) { boardUsingForce = !IsDirectionClear(boardingVectorNormalized); //check proximity periodically to set boarding by velocity or by force nextCheckTime = Time.time + checkingInterval; } if (status == PersonStatus.BoardingTrain || boardUsingForce) { rb.AddForce(boardingForce * boardingVectorNormalized, ForceMode.Acceleration); //TODO: VERY LOW PRIORITY use the below but apply at transform.position at start of push and at transform.position + rb.centerOfMass at the end of the pushing... this will mean people are not flopping over at the start of pushing //rb.AddForceAtPosition (boardingForce*boardingVector.normalized,transform.position,ForceMode.Acceleration); } else { rb.velocity = nmAgent.speed * boardingVectorNormalized; } } else //catches all other TRAIN statuses when train is not boarding { if (status == PersonStatus.MovingToTrainDoor || status == PersonStatus.BoardingTrain) //pick up anyone who failed to board train { status = PersonStatus.ReadyToBoard; //TODO: URGENT I do not think this is required now that in CheckForTimetableChanges it will send people back to foyer } if (status == PersonStatus.ReadyToBoard) //TODO: URGENT turning physics on for people waiting seems to drastically derease performance... why? // could add an interval to this check if this is too heavy on performance (i.e. 'if (Time.time > nextCheckTime) {') { toWaitingTarget.x = waitingTarget.x - transform.position.x; toWaitingTarget.z = waitingTarget.z - transform.position.z; atWaitingTarget = toWaitingTarget.sqrMagnitude < sqrTargetThreshold; //<0.1^2 if (atWaitingTarget && nmAgent.enabled) //if under agent control and close to target: turn off agent { SetAgentControl(false); } else if (!atWaitingTarget && !nmAgent.enabled) //else under physics control and not close: nudge towards target { rb.AddForce(toWaitingTarget.normalized * nudgeForce, ForceMode.Acceleration); //TODO VERY LOW PRIORITY could improve performance further by setting direction just once? (normalized is heavy) } } } } }
public void AddPersonStatus(PersonStatus ps) { if (!_calcParameters.IsSet(CalcOption.PersonStatus)) { return; } _personStatus.Add(ps); }
public ActionResult Edit([Bind(Include = "Id,Name")] PersonStatus personStatus) { if (ModelState.IsValid) { _psm.Update(personStatus); return(RedirectToAction("Index")); } return(View(personStatus)); }
public TopicNode(string name, PersonStatus validStatus, PersonStatus changeToStatus) : base(validStatus, changeToStatus) { Name = name; CurrentDepth = 1; _children = new Dictionary <int, IList <BaseNode> > { { 0, new List <BaseNode>() } }; }
void powerDeActivated(PersonStatus person) { activatedPowers--; if (activatedPowers <= 0) { souls = souls; // will update souls number and cause the gamestate to be set to defeat } //Debug.Log(activatedPowers); }
public async Task<IActionResult> AddPersonStatus(string eventId, [FromBody] AddPersonStatus addPersonStatus) { if (addPersonStatus == null) return BadRequest(); PersonStatus personStatus = await _personStatusService.AddPersonStatusAsync(User.Identity.Name, eventId, addPersonStatus); if (personStatus == null) return BadRequest(); return CreatedAtRoute("GetPersonStatus", new { id = personStatus.Id }, personStatus); }
public Person(string inName, string inSurname, string inNick, string inPassword, string inEmail, string inPhoneNumber, PersonStatus inStatus) { this.name = inName; this.surname = inSurname; this.nick = inNick; this.password = inPassword; this.email = inEmail; this.phoneNumber = inPhoneNumber; this.status = inStatus; }
public Person() { this.name = "N/A"; this.surname = "N/A"; this.nick = "N/A"; this.password = "******"; this.email = "N/A"; this.phoneNumber = "N/A"; this.status = PersonStatus.User; }
public UpdatePerson(int currentUserID, Person selectedPerson, PersonStatus personStatus) { InitializeComponent(); dataBaseConnection = new DataBaseConnection(); mainWindow = new MainWindow(); this.currentUserID = currentUserID; this.selectedPerson = selectedPerson; this.personStatus = personStatus; FillFields(selectedPerson); }
public override void OnTriggerEnter(Collider other) { if (other.tag == GlobalManager.npcsTag) { PersonStatus person = other.GetComponent <PersonStatus>(); //if(person.UnitStatus != PersonStatus.Status.Dead) //person.ActivePower = null; } }
public void OnTrainBoardingTime() //called 'optimistically' on EVERYONE at platform... some people may be passing through which is why we have the check here { if (status == PersonStatus.ReadyToBoard) { SetAgentControl(false); SetDoorTarget(); transform.LookAt(trainTarget); //maybe look at random target? or smoother status = PersonStatus.MovingToTrainDoor; } }
public async Task <IActionResult> Create([Bind("Id,PersonStatusName")] PersonStatus personStatus) { if (ModelState.IsValid) { _context.Add(personStatus); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(personStatus)); }
public void OnHitTrain() { if (status != PersonStatus.Compromised) { status = PersonStatus.Compromised; SetAgentControl(false); rb.ResetCenterOfMass(); rb.constraints = RigidbodyConstraints.None; totalApprovalRating -= 50; } }
public BaseNode(PersonStatus validStatus, PersonStatus changeToStatus) { ValidStatuses = new List <PersonStatus> { validStatus }; ChangeToStatus = changeToStatus; Conditions = new List <ICondition>(); Effects = new List <IEffect>(); LastParent = null; }
public async Task UpdatePersonStatusWithElseConditionAsync() { try { var personStatus = new PersonStatus { GangwayLocation = "Gangway Location", MachineName = Environment.MachineName, PersonId = "1", PersonTypeId = "1", PersonEvent = new PersonEvent { AddedBy = "Test" }, Port = "port", ShipId = "5", Status = "True", StatusChangedBy = "Me", StatusChangedDate = DateTime.Now, StatusTypeId = "1", VoyageId = "1" }; var result = await this.repository.UpdatePersonStatusAsync(personStatus, false); } finally { this.Dispose(); } }
//现在用PlayerKillLeader代替,应该没有使用 public void Killed() { if (((this.LocationArchitecture != null) && !this.IsCaptive) && (this.BelongedFaction == null)) { if (this.OnBeKilled != null) { this.OnBeKilled(this, this.LocationArchitecture); } this.Alive = false; this.ArrivingDays = 0; this.Status = PersonStatus.None; this.LocationArchitecture = null; } else if ((this.TargetArchitecture != null) && (this.BelongedFaction == null)) { if (this.OnBeKilled != null) { this.OnBeKilled(this, this.TargetArchitecture); } this.Alive = false; this.ArrivingDays = 0; this.status = PersonStatus.None; base.Scenario.AvailablePersons.Remove(this); } }
/// <summary> /// Updates the person status asynchronous. /// </summary> /// <param name="personStatus">The person status.</param> /// <param name="isOnlineMode">if set to <c>true</c> [is on line mode].</param> /// <returns> /// status string /// </returns> private async Task<string> UpdatePersonStatus(PersonStatus personStatus, bool isOnlineMode) { try { await DIContainer.Instance.Resolve<PersonStatusClientRepository>().UpdatePersonStatusAsync(personStatus); if (isOnlineMode && personStatus.PersonEvent != null) { await this.personEventClientRepository.CreateAsync(personStatus.PersonEvent); } return SuccessStatus; } catch (Exception exception) { LogManager.Write(exception); return FailureStatus; } }
public async Task UpdatePersonStatusAsync() { try { DIContainer.Instance.RegisterType<IPersonStatusesClient, PersonStatusesClient>(); DIContainer.Instance.RegisterType<IPersonStatusTypesClient, PersonStatusTypesClient>(); DIContainer.Instance.Resolve<IApplicationSetting>().PersonStatusServiceBaseAddress = "http://Localhost/"; var personStatus = new PersonStatus { GangwayLocation = "Gangway Location", MachineName = Environment.MachineName, PersonId = "1", PersonTypeId = "1", Port = "port", ShipId = "5", Status = "True", StatusChangedBy = "Me", StatusChangedDate = DateTime.Now, StatusTypeId = "1", VoyageId = "1", PersonEvent = new PersonEvent { }, StatusChangedDateGMT = System.DateTime.Now }; var result = await this.repository.UpdatePersonStatusAsync(personStatus, true); } finally { this.Dispose(); } }
/// <summary> /// Updates person status /// </summary> /// <param name="personStatus">person Status object</param> /// <returns>Task instance containing string.</returns> public async Task<string> UpdatePersonStatusAsync(PersonStatus personStatus) { return await this.personStatusesClient.CreatePersonStatusAsync(JsonConvert.SerializeObject(personStatus)); }
//现在用PlayerKillLeader代替,应该没有使用 public void Killed() { if (((this.LocationArchitecture != null) && !this.IsCaptive) && (this.BelongedFaction == null)) { if (this.OnBeKilled != null) { this.OnBeKilled(this, this.LocationArchitecture); } if ((this.LocationArchitecture.BelongedFaction != null) && (this.LocationArchitecture.BelongedFaction.Leader != null)) { foreach (Person person in base.Scenario.AvailablePersons) { if ((person != this) && (((person.Father >= 0) && (person.Father == base.ID)) || ((person.Brother >= 0) && (person.Brother == this.Brother)))) { person.ProhibitedFactionID = this.LocationArchitecture.BelongedFaction.Leader.ID; } } } this.Alive = false; this.ArrivingDays = 0; this.Status = PersonStatus.None; this.LocationArchitecture = null; } else if ((this.TargetArchitecture != null) && (this.BelongedFaction == null)) { if (this.OnBeKilled != null) { this.OnBeKilled(this, this.TargetArchitecture); } if ((this.TargetArchitecture.BelongedFaction != null) && (this.TargetArchitecture.BelongedFaction.Leader != null)) { foreach (Person person in base.Scenario.AvailablePersons) { if ((person != this) && (((person.Father >= 0) && (person.Father == base.ID)) || ((person.Brother >= 0) && (person.Brother == this.Brother)))) { person.ProhibitedFactionID = this.TargetArchitecture.BelongedFaction.Leader.ID; } } } this.Alive = false; this.ArrivingDays = 0; this.status = PersonStatus.None; base.Scenario.AvailablePersons.Remove(this); } }
/// <summary> /// Updates the person status asynchronous. /// </summary> /// <param name="personStatus">The person status.</param> /// <param name="isOnlineMode">if set to <c>true</c> [is on line mode].</param> /// <returns> /// status string /// </returns> public async Task<string> UpdatePersonStatusAsync(PersonStatus personStatus, bool isOnlineMode) { if (!isOnlineMode) { /*Code for handle BT Sync duplicate records*/ var response = await this.personEventClientRepository.CreateAsync(personStatus.PersonEvent); var result = response != null ? JsonConvert.DeserializeObject<bool>(response) : default(bool); if (result) { return await this.UpdatePersonStatus(personStatus, isOnlineMode); } return SuccessStatus; } return await this.UpdatePersonStatus(personStatus, isOnlineMode); }
/// <summary> /// Setups the retrieve person status list asynchronous. /// </summary> private void SetupRetrievePersonStatusListAsync() { var personStatusList = new ListResult<PersonStatus>(); var personStatus = new PersonStatus { GangwayLocation = "GangwayLocation", Status = "True", MachineName = Environment.MachineName, Port = "Port", StatusChangedDate = DateTime.Now, StatusTypeId = "1", PersonId = "212", PersonTypeId = "1" }; var personStatus1 = new PersonStatus { GangwayLocation = "GangwayLocation", Status = "True", MachineName = Environment.MachineName, Port = "Port", StatusChangedDate = DateTime.Now, StatusTypeId = "2", PersonId = "600001", PersonTypeId = "2" }; var personStatus2 = new PersonStatus { GangwayLocation = "GangwayLocation", Status = "True", MachineName = Environment.MachineName, Port = "Port", StatusChangedDate = DateTime.Now, StatusTypeId = "1", PersonId = "600001", PersonTypeId = "2" }; var personStatus3 = new PersonStatus { GangwayLocation = "GangwayLocation", Status = "True", MachineName = Environment.MachineName, Port = "Port", StatusChangedDate = DateTime.Now, PersonId = "22", PersonTypeId = "3" }; personStatusList.Items.Add(personStatus); personStatusList.Items.Add(personStatus1); personStatusList.Items.Add(personStatus2); personStatusList.Items.Add(personStatus3); this.personRepository.Setup(a => a.RetrievePersonStatusListAsync(It.IsAny<string>(), It.IsAny<string>(), It.IsAny<string>(), It.IsAny<string>(), It.IsNotNull<PersonSearchParameter>(), It.IsAny<int?>(), It.IsAny<int?>())).Returns(Task.FromResult(personStatusList)); }
/// <summary> /// Maps the person status. /// </summary> /// <param name="dataReader">The data reader.</param> /// <returns>Person Status List.</returns> internal static async Task<List<PersonStatus>> MapPersonStatus(SqlDataReader dataReader) { var personStatusList = new List<PersonStatus>(); if (dataReader != null) { while (await dataReader.ReadAsync()) { var personStatus = new PersonStatus(); personStatus.PersonId = dataReader.Int32Field(PersonId); personStatus.Status = dataReader.StringField(Status); personStatus.StatusChangedDate = dataReader.DateTimeNullableField(StatusChangedDate); personStatusList.Add(personStatus); } if (!dataReader.IsClosed) { dataReader.Close(); } } return personStatusList; }