public override string Update(Job job, Phase phase, string body = null, string contentType = null, string accept = null)
        {
            job.UpdateState(JobStateType.INPROGRESS, "UPDATE to " + phase.Name);
            string response;
            if (!contentType.ToLower().Equals("application/xml"))
            {
                response = "Invalid Content-Type, expecting application/xml";
                job.UpdatePhaseState(phase.Name, PhaseStateType.FAILED, response);
                throw new RejectedException(response);
            }

            LearnerPersonal data;
            try {
                data = SerialiserFactory.GetXmlSerialiser<LearnerPersonal>().Deserialise(body);
            } catch(Exception e)
            {
                response = "Error decoding xml data: " + e.Message;
                job.UpdatePhaseState(phase.Name, PhaseStateType.FAILED, response);
                throw new RejectedException(response, e);
            }

            NameType name = data.PersonalInformation.Name;
            job.UpdatePhaseState(phase.Name, PhaseStateType.COMPLETED, "UPDATE");
            response = "Got UPDATE message for " + phase.Name + "@" + job.Id + " with content type " + contentType + " and accept " + accept + ".\nGot record for learner:" + name.GivenName + " " + name.FamilyName;
            return response;
        }
Esempio n. 2
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    protected override void StateChanged() {
        switch((EntityState)prevState) {
            case EntityState.Normal:
                bodyCtrl.inputEnabled = false;
                
                ToPhase(Phase.None);
                break;
        }

        base.StateChanged();
                        
        switch((EntityState)state) {
            case EntityState.Normal:
                mNextPhase = Phase.TargetStrike;
                bodyCtrl.inputEnabled = true;
                ToPhase(Phase.Move);
                break;
                
            case EntityState.Dead:
                ToPhase(Phase.Dead);
                break;
                
            case EntityState.Invalid:
                ToPhase(Phase.None);
                break;
        }
    }
    void DisplayTexts(Phase phase)
    {
        string topTextString    = "";
        string bottomTextString = "";

        switch (phase)
        {
            case Phase.Memorizes:
                topTextString    = this.maxMonsterNumber + HIKI;
                bottomTextString = MEMORIZES_BOTTOM;
                break;

            case Phase.Player:
                topTextString = ATO + (this.maxMonsterNumber - this.killedMonster) + HIKI;;
                bottomTextString = GAME_BOTTOM;
                break;
        }

        this.topText.guiText.text    = topTextString;
        this.bottomText.guiText.text = bottomTextString;

        this.levelText.guiText.enabled  = true;
        this.topText.guiText.enabled    = true;
        this.bottomText.guiText.enabled = true;
    }
Esempio n. 4
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 public static double ClientReceive()
 {
     double t = clientBuffer;
     clientBuffer = EmptyBuffer;
     phase = Phase.Send;
     return t;
 }
Esempio n. 5
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 private void SetPhase(Phase phase)
 {
     if (this.phase != phase)
     {
         this.phase = phase;
         switch (phase)
         {
             case Phase.None:
                 PlayMusic("");
                 break;
             case Phase.Intro:
                 PlayMusic("Intro Music");
                 break;
             case Phase.Scene:
                 PlayMusic("Scene Music");
                 break;
             case Phase.EndingInfiltratorWins:
                 PlayMusic("Outro Music Good");
                 break;
             case Phase.EndingSectWins:
                 PlayMusic("Outro Music Evil");
                 break;
         }
     }
 }
Esempio n. 6
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    /// <summary>
    /// The update methods follows the flow of:
    /// Input (user enters input (swipe,touch))
    /// Player character processes input
    /// Non-player characters process input
    /// </summary>

    public void Update()
    {
        switch (gamePhase)
        {
            case Phase.INPUT:
                {

                    if(inputManager.TouchListener(out command))
                    {
                        gamePhase = Phase.PLAYER;
                    }
                    break;
                }
            case Phase.PLAYER:
                {
                    player.GetComponent<Player>().PhaseBehavior(command);
                    gamePhase = Phase.ENEMY;
                    break;
                }
            case Phase.ENEMY:
                {
                    foreach(GameObject e in enemies)
                    {
                        e.GetComponent<Enemy>().PhaseBehavior(command);
                    }
                    gamePhase = Phase.INPUT;
                    break;
                }
        }
    }
Esempio n. 7
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 public static void ChangePhase(Phase phase)
 {
     if (instance != null)
     {
         instance.SetPhase(phase);
     }
 }
Esempio n. 8
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        public static List<Phase> GetPhases1()
        {
            List<Phase> results = new List<Phase>();
            Phase p = new Phase();            
            p.Id = REGISTERED;
            p.Name = "REGISTERED";
            results.Add(p);
            
            p = new Phase();
            p.Id = SCANNING;
            p.Name = "SCANNING";
            results.Add(p);

            p = new Phase();
            p.Id = MANIPULATION;
            p.Name = "MANIPULATION";
            results.Add(p);

            p = new Phase();
            p.Id = PRINTING;
            p.Name = "PRINTING";
            results.Add(p);

            return results;
        }
Esempio n. 9
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        public void ExecuteTest1()
        {
            var complex = new Complex(3.1, 2.5);
            var exp = new Phase(new ComplexNumber(complex));

            Assert.Equal(complex.Phase, exp.Execute());
        }
Esempio n. 10
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    public override void onStartRide()
    {
        foreach (motor m in motors)
        {
            m.GetAxis(this.gameObject);
        }

        base.onStartRide();
        foreach (motor m in motors)
        {
            m.Enter();
        }
        if (phases.Count <= 0)
        {
            animating = false;
            return;
        }
        foreach (motor m in motors)
        {
            m.Enter();
        }

        animating = true;
        phaseNum = 0;
        currentPhase = phases[phaseNum];
        currentPhase.running = true;
        currentPhase.Enter();
        currentPhase.Run();
    }
Esempio n. 11
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 static void ResSetup(Status s)
 {
     if (s == Status.Cancelled)
     phase = Phase.Inactive;
       else
     phase = Phase.Active;
 }
Esempio n. 12
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        public void ToStringTest()
        {
            var complex = new Complex(3.1, 2.5);
            var exp = new Phase(new ComplexNumber(complex));

            Assert.Equal("phase(3.1+2.5i)", exp.ToString());
        }
        public OperationalSpeedCommand GetSpeedCommand()
        {
            OperationalVehicleState vs = Services.StateProvider.GetVehicleState();
            OperationalSpeedCommand cmd = new OperationalSpeedCommand();
            cmd.brakePressure = TahoeParams.brake_hold;
            cmd.engineTorque = 0;

            if (result != CompletionResult.Failed) {
                if (phase == Phase.Braking) {
                    // chek if we can transition to shifting
                    if (Math.Abs(vs.speed) < 0.05 && vs.brakePressure >= TahoeParams.brake_hold-1) {
                        phase = Phase.Shifting;
                    }
                }

                if (phase == Phase.Shifting) {
                    cmd.transGear = gear;

                    if (vs.transGear == gear) {
                        result = CompletionResult.Completed;
                    }
                }
            }

            return cmd;
        }
Esempio n. 14
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		internal override void OnACK_UpdateWindow(RUDPOutgoingPacket packet)
		{
			//---- Reset
			_outOfOrderCount = 0;

			//---- Check the phase
			if (CWND <= _ssthresh)
				Phase = Phase.SlowStart;
			else
				Phase = Phase.CongestionAvoidance;

			//---- Slow start
			if (Phase == Phase.SlowStart)
			{
				// Exponential grow
				CWND += _rudp.MTU;
			}

			//---- Congestion avoidance
			if (Phase == Phase.CongestionAvoidance)
			{
				// (increase of 1 packet every RTT)
				// This is a linear growth of cwnd.
				CWND += (_rudp.MTU * _rudp.MTU) / CWND;
			}

			//---- Check boundaries
			CWND = Math.Max(Math.Min(_awnd, _cwnd), _rudp._mtu);

			//---- Update slow start threshold
			if (_ssthresh < CWND)
				_ssthresh = Math.Min(64 * 1024, CWND);
		}
Esempio n. 15
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 static void Calibrate()
 {
     double data = double.Parse(buffer);
     // compute with data (not shown)
     phase = Phase.WaitForEvent;
     //    CalRequested = false;
 }
Esempio n. 16
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        public ActionResult delete(int id)
        {
            PhaseRepository phase_rep = new PhaseRepository();
            Phase phase = new Phase();

            //GET PHASE
            try
            {
                phase = phase_rep.getPhase(id);
            }
            catch (Exception exception)
            {
                //IF THERE IS A MESS UP, RETURN ERROR TO FRONT
                TempData["flash"] = "Unable to retrieve phase: " + exception.Message;
                return RedirectToAction("Index");
            }

            //DELETE PHASE
            try
            {
               phase_rep.delete(phase);
               TempData["flash"] = "Deleted phase.";
               return RedirectToAction("Index");
            }
            catch (Exception exception)
            {
                TempData["flash"] = "Unable to delete phase: " + exception.Message;
                return RedirectToAction("Index");
            }
        }
Esempio n. 17
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        public LoginSocket(long s, uint addr, int port)
            : base(s, addr, port)
        {
            phase = Phase.Seed;
            PredefinedPacketSizes = new int[] { 4, 62 };

            Trace.WriteLine("Login socket created.", "Communication");
        }
Esempio n. 18
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	public void lowerRoof(){
		if( m_Phase == Phase.Wait ) {
			m_Tweener.Play(true);
			m_Phase = Phase.InMotion;
		} else {
			Debug.Log("Error! Invalid tween state of the roof");
		}
	}
Esempio n. 19
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	public void startDone(){
		if( m_Phase == Phase.InMotion ){
			m_Tweener.tweenGroup = 1;
			m_Phase = Phase.Wait;
		} else {
			Debug.Log("Error! Invalid tween state of the roof");
		}
	}
Esempio n. 20
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 public static void Calibrate()
 {
     Console.WriteLine(" Calibrate '" + buffer + "'");
     double data = double.Parse(buffer);
     // compute with data (not shown)
     phase = Phase.WaitForEvent;
     //    CalRequested = false;
 }
Esempio n. 21
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 /// <summary>
 /// Servo smoothly from the joint's present position to a new target position and stay there.
 /// Do this in a constant period (i.e. large movements happen more quickly).
 /// This is a good way to move a head towards a target of interest.
 /// </summary>
 /// <param name="target">Target position of joint</param>
 /// <param name="period">Time over which the movement should take place</param>
 public void ServoWithinPeriod(float target, float period)
 {
     begin = state;						// start from where you are now
     end = target;						// end at target
     attackPeriod = period;				// in this many seconds' time
     sustainPeriod = float.MaxValue;		// stay there indefinitely
     phase = Phase.Transition;
 }
Esempio n. 22
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 public static void UpdatePhase(Phase phase)
 {
     CurrentPhase = phase;
     PlayerTurn.GetInstance().UpdatePhase(phase);
     TilingGrid.GetInstance().EntityPhase = phase;
     MenuContainer.GetInstance().UpdatePhase(phase);
     LogoPanel.GetInstance().EntityPhase = phase;
 }
Esempio n. 23
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 /// <summary>
 /// Servo smoothly from the joint's present position to a new target position and stay there.
 /// Do this at a roughly constant rate (i.e. large movements take longer than small ones).
 /// This is good for heavy, ponderous heads.
 /// </summary>
 /// <param name="target">Target position of joint</param>
 /// <param name="rate">Speed (e.g. 0.5 will move through the whole range of the joint in 0.5 seconds
 /// or half the range in 0.25 sec) </param>
 public void ServoAtRate(float target, float rate)
 {
     begin = state;						// start from where you are now
     end = target;						// end at target
     sustainPeriod = float.MaxValue;		// stay there indefinitely
     attackPeriod = (end-begin) * rate;	// move in appropriate fraction of the total period
     phase = Phase.Transition;
 }
Esempio n. 24
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 void ChangePhase(Phase phase)
 {
     Phase p = (Phase)Instantiate(phase);
     currentPhase.SetInactive();
     p.previousPhase = currentPhase;
     currentPhase = p;
     currentPhase.SetActive();
     elapsedTime = 0.0f;
 }
Esempio n. 25
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 internal void reset()
 {
     evaluationFunction = null;
     factor = new ushort[Color.COLOR_NB];
     gamePhase = Phase.PHASE_ENDGAME;
     key = 0;
     scalingFunction = new EndgameScaleFactor[Color.COLOR_NB];
     value = 0;
 }
Esempio n. 26
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 public ActionResult create()
 {
     //Generate new phase object
     PhaseRepository phase_rep = new PhaseRepository();
     Phase phase = new Phase();
     ViewData["edit"] = false;
     ViewData["phase"] = phase;
     return View();
 }
Esempio n. 27
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		internal override void Reset()
		{
			base.Reset();

			_cwnd = _rudp._mtu;

			Phase = Phase.SlowStart;
			_ssthresh = _MaxSSthresh;
		}
Esempio n. 28
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 public Timer(float duration, int timerId, TimerType type = TimerType.Once, int times = -1)
 {
     countDown = 0.0f;
     this.duration = duration;
     this.timerId = timerId;
     this.type = type;
     state = Phase.NeverStart;
     this.times = times;
 }
Esempio n. 29
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    public void SetPhase(PhaseController.Phase p)
    {
        phase = p;

        if(phase == Phase.End || phase == Phase.Read)
            ObjectSpawnController.instance.spawning = true;
        else
            ObjectSpawnController.instance.spawning = false;
    }
Esempio n. 30
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 /// <summary>
 /// The constructor of DataManager class.
 /// </summary>
 /// <param name="commandData">The ExternalCommandData</param>
 public DataManager(ExternalCommandData commandData)
 {
     m_commandData = commandData;
     m_levels = new List<Level>();
     Initialize();
     m_currentLevel = m_levels[0];
     Parameter para = commandData.Application.ActiveUIDocument.Document.ActiveView.get_Parameter(Autodesk.Revit.DB.BuiltInParameter.VIEW_PHASE);
     Autodesk.Revit.DB.ElementId phaseId = para.AsElementId();
     m_defaultPhase = commandData.Application.ActiveUIDocument.Document.get_Element(phaseId) as Phase;
 }
Esempio n. 31
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        private Series GetSeriesInfo(Meter meter, ChannelKey channelKey, SeriesKey seriesKey)
        {
            Series dbSeries = meter.Channels
                              .SelectMany(channel => channel.Series)
                              .FirstOrDefault(series => seriesKey.Equals(new SeriesKey(series)));

            if ((object)dbSeries == null)
            {
                using (AdoDataConnection connection = meter.ConnectionFactory())
                {
                    Channel dbChannel = meter.Channels
                                        .FirstOrDefault(channel => channelKey.Equals(new ChannelKey(channel)));

                    if ((object)dbChannel == null)
                    {
                        TableOperations <Channel>                   channelTable                   = new TableOperations <Channel>(connection);
                        TableOperations <MeasurementType>           measurementTypeTable           = new TableOperations <MeasurementType>(connection);
                        TableOperations <MeasurementCharacteristic> measurementCharacteristicTable = new TableOperations <MeasurementCharacteristic>(connection);
                        TableOperations <Phase> phaseTable = new TableOperations <Phase>(connection);

                        MeasurementType           measurementType           = measurementTypeTable.GetOrAdd(channelKey.MeasurementType);
                        MeasurementCharacteristic measurementCharacteristic = measurementCharacteristicTable.GetOrAdd(channelKey.MeasurementCharacteristic);
                        Phase phase = phaseTable.GetOrAdd(channelKey.Phase);

                        dbChannel = new Channel()
                        {
                            MeterID                     = meter.ID,
                            LineID                      = channelKey.LineID,
                            MeasurementTypeID           = measurementType.ID,
                            MeasurementCharacteristicID = measurementCharacteristic.ID,
                            PhaseID                     = phase.ID,
                            Name           = channelKey.Name,
                            SamplesPerHour = 0,
                            Description    = string.Concat(channelKey.MeasurementCharacteristic, " ", channelKey.MeasurementType, " ", channelKey.Phase),
                            Enabled        = true
                        };

                        channelTable.AddNewRecord(dbChannel);
                        dbChannel.ID   = connection.ExecuteScalar <int>("SELECT @@IDENTITY");
                        meter.Channels = null;
                    }
                    TableOperations <Series>     seriesTable     = new TableOperations <Series>(connection);
                    TableOperations <SeriesType> seriesTypeTable = new TableOperations <SeriesType>(connection);
                    SeriesType seriesType = seriesTypeTable.GetOrAdd(seriesKey.SeriesType);

                    dbSeries = new Series()
                    {
                        ChannelID     = dbChannel.ID,
                        SeriesTypeID  = seriesType.ID,
                        SourceIndexes = string.Empty
                    };

                    seriesTable.AddNewRecord(dbSeries);
                    dbSeries.ID      = connection.ExecuteScalar <int>("SELECT @@IDENTITY");
                    dbChannel.Series = null;

                    dbSeries = meter.Channels
                               .SelectMany(channel => channel.Series)
                               .First(series => seriesKey.Equals(new SeriesKey(series)));
                }
            }

            return(dbSeries);
        }
Esempio n. 32
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    // Update is called once per frame
    public override void Update()
    {
        base.Update();
        switch (phase)
        {
        case Phase.MOVE:
            if (Mathf.Abs(transform.position.x - (iTargetX - TileManager.width / 2 + 0.5f)) > 0.1f)
            {
                // Walk to target
                transform.localPosition += new Vector3(Time.deltaTime * fSpeed * (bFlip ? -1.0f : 1.0f), 0.0f, 0.0f);
            }
            else
            {
                transform.localPosition = new Vector3(iTargetX - TileManager.width / 2 + 0.45f, 0.625f, -3.0f);
                SetAnim(unloadAnim);
                fTimeUntilNextPhase = 5.0f;
                phase = Phase.UNLOAD;
            }
            break;

        case Phase.UNLOAD:
            fTimeUntilNextPhase -= Time.deltaTime;
            if (fTimeUntilNextPhase <= 0.0f)
            {
                SetAnim(drillAnim);
                phase = Phase.DRILL;
                // Redo based on player depth and duration of game so far
                iTargetDepth = Random.Range(1, 7);

                // Spawn plans
                for (int i = 0; i < iTargetDepth; i++)
                {
                    Transform plans = Instantiate <Transform>(drillPlansPrefab);
                    plans.SetParent(transform);
                    plans.localPosition = new Vector3(0.05f, -1.03125f - i, 0.2f);

                    drillPlans.Add(plans);
                }

                Transform end = Instantiate <Transform>(drillPlansEndPrefab);
                end.SetParent(transform);
                end.localPosition = new Vector3(0.05f, -1.03125f - iTargetDepth, 0.2f);

                drillPlans.Add(end);

                drillBit = Instantiate <Transform>(drillBitEndPrefab);
                drillBit.SetParent(transform);
                drillBit.localPosition = new Vector3(0.05f, -0.625f, 0.1f);

                drillPlans.Add(drillBit);

                // Warn!
                for (int i = 0; i < iTargetDepth; i++)
                {
                    TileBase tb = Core.theTM.GetTileBase(iTargetX, i);

                    if (!tb.IsLizardy() && tb.Type() != TileBase.TileType.FILLED)
                    {
                        // Something solid is in the way
                        iTargetDepth = i + 1;
                    }

                    tb.bWarning = true;
                    if (tb.IsLizardy())
                    {
                        TextTicker.AddLine("Warning: Humans are about to drill into our " + tb.printName);
                    }
                }
            }
            break;

        case Phase.DRILL:

            // Do some drilling
            fDrillProgress += fDrillSpeed * Time.deltaTime;

            int   iDrillProgress = Mathf.FloorToInt(fDrillProgress);
            float fRemainder     = fDrillProgress - iDrillProgress;
            if (iDrillProgress >= drills.Count)
            {
                drills.Add(Instantiate <SpriteRenderer>(drillBitPrefab));
                topDrill = drills[drills.Count - 1];
                topDrill.transform.SetParent(transform);

                // We just hit a new spot.

                if (iDrillProgress >= 1)
                {
                    if (!Core.theTM.HumanDigTile(iTargetX, iDrillProgress - 1))
                    {
                        CeaseDrilling();
                    }
                }

                if (iDrillProgress > iTargetDepth)
                {
                    CeaseDrilling();
                }
            }

            for (int i = 0; i < drills.Count; i++)
            {
                drills[i].transform.localPosition = new Vector3(0.05f, -0.03125f - i - fRemainder, 0.1f);
            }

            drillBit.localPosition = new Vector3(0.05f, -0.625f - fDrillProgress, 0.1f);

            break;

        case Phase.LEAVE:
            transform.localPosition += new Vector3(Time.deltaTime * fSpeed * (bFlip ? -1.0f : 1.0f), 0.0f, 0.0f);
            if (transform.position.x > 12.0f || transform.position.x < -12.0f)
            {
                Destroy(gameObject);
            }
            break;
        }
    }
    // Update is called once per frame
    void Update()
    {
        time = Time.time;
        if (Application.targetFrameRate != target)
        {
            Application.targetFrameRate = target;
        }
        if (Time.time >= targetTime)
        {
            switch (currentPhase)
            {
            case Phase.ENTRY:
                targetTime   = Time.time + pictureCooldown;
                currentPhase = Phase.PICTURE;
                rend1.material.mainTexture = textures[order[pos]];
                rend2.material.mainTexture = textures[order[pos]];
                AppendLog("PICTURE");
                break;

            case Phase.PICTURE:
                targetTime   = Time.time + pauseCooldown;
                currentPhase = Phase.PAUSE;

                rend1.material.mainTexture = blackTexture;
                rend2.material.mainTexture = blackTexture;
                AppendLog("PAUSE");
                break;

            case Phase.PAUSE:
                subPhase++;
                if (subPhase < subPhasesCount)
                {
                    targetTime = Time.time + pictureCooldown;
                    rend1.material.mainTexture = textures[order[pos]];
                    rend2.material.mainTexture = textures[order[pos]];
                    currentPhase = Phase.PICTURE;
                    AppendLog("PICTURE");
                }
                else
                {
                    pos++;
                    if (pos < order.Length)
                    {
                        subPhase   = 0;
                        targetTime = Time.time + entryCooldown;
                        rend1.material.mainTexture = blackTexture;
                        rend2.material.mainTexture = blackTexture;
                        currentPhase = Phase.ENTRY;
                        AppendLog("ENTRY");
                    }
                    else
                    {
                        rend1.material.mainTexture = endTexture;
                        rend2.material.mainTexture = endTexture;

                        if (!endShow)
                        {
                            AppendLog("END");
                            endShow = true;
                        }
                    }
                }
                break;
            }
        }
    }
Esempio n. 34
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 public void SetPhase(Phase phase)
 {
     m_phase = phase;
     Debug.Log("Phase = " + phase);
 }
Esempio n. 35
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 // Start is called before the first frame update
 async void Start()
 {
     phase = Phase.Start;
     //await Test();
     //await StartPouring();
 }