public bool Resolve() { var ent = EntityManager.GetEntiy <GameObject>(EntID); var valCom = ent.GetComponent <IValueCom <T> >(ToWatchAlais); return(Triggers.All(i => i.Resolve(valCom.Value))); }
/// <summary> /// Determines whether the specified <see cref="System.Object"/>, is equal to this instance. /// </summary> /// <param name="obj">The <see cref="System.Object"/> to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="System.Object"/> is equal to this instance; /// otherwise, <c>false</c>. /// </returns> public override bool Equals(object obj) { return((obj is Table Item) && Columns.All(x => Item.Columns.Contains(x)) && Name == Item.Name && Constraints.All(x => Item.Constraints.Contains(x)) && Triggers.All(x => Item.Triggers.Contains(x))); }
protected override IObservable <float> Observe(IObservable <long> onTick) { var source = onTick .Where(_ => Triggers.All(t => t.Up)) .Throttle(TimeSpan.FromSeconds(0.25)); return(source .Buffer(source) .Where(xs => xs.Count > 1) .Select(xs => (float)xs.Count)); }
// Fire and forget public async Task CheckAndExecute(IEnumerable <Job> jobs) { var job = jobs.FirstOrDefault(j => j.Id == JobId); if (job == null) { return; } try { // Check the status of triggers on the current job if (Triggers.All(t => t.CheckStatus(job))) { Executions++; IsExecuting = true; foreach (var action in Actions) { // Try to execute action on current job or any of the other jobs try { await action.Execute(JobId, jobs); } catch { // Something went bad with actions } } } } catch { // Something went bad with triggers (maybe the job isn't there anymore) } finally { IsExecuting = false; } }
public bool HaveAllTriggersFired() { return(Triggers.All(trigger => trigger.HasFired(_triggerParameters))); }
protected override IObservable <float> Observe(IObservable <long> onTick) { return(onTick.Where(_ => Triggers.All(t => t.Down)).Select(_ => 1f)); }
protected override IObservable <float> Observe(IObservable <long> onTick) { return(onTick .Select(_ => Triggers.All(t => t.Hold)) .Select(state => state ? 1f : 0f)); }