コード例 #1
0
 protected virtual void Reset()
 {
     currentHealthPoints = maxHealthpoints;
     entityState         = EntityStateEnum.Alive;
     currentLevel        = 1;
     infoBar.Show();
     infoBar.UpdateBar();
     infoBar.Hide();
 }
コード例 #2
0
ファイル: ManagedIdentity.cs プロジェクト: lulzzz/sierra
        /// <summary>
        /// update current instance
        /// </summary>
        /// <param name="newState">new state</param>
        public void Update(ManagedIdentity newState)
        {
            if (newState == null)
            {
                return;
            }

            State      = newState.State;
            IdentityId = newState.IdentityId;
        }
コード例 #3
0
        /// <summary>
        /// update current instance
        /// </summary>
        /// <param name="newState">new state</param>
        public void Update(ResourceGroup newState)
        {
            if (newState == null)
            {
                return;
            }

            State      = newState.State;
            ResourceId = newState.ResourceId;
        }
コード例 #4
0
 protected void SetEntityState <T>(T entity, EntityStateEnum state) where T : class, IEntityWithState
 {
     if (entity.EntityState == state)
     {
         return;
     }
     _db.GetTable <T>().Where(p => p.ID == entity.ID)
     .Set(p => p.EntityState, state)
     .Update();
     entity.EntityState = state;
 }
コード例 #5
0
 private void Reset()
 {
     currentDebuff       = DebuffTypeEnum.None;
     debuffImage.enabled = false;
     if (defaultMoney != 0)
     {
         moneyToAdd = defaultMoney;
     }
     currentLevel               = 1;
     healthpoints               = defaultHealthpoints;
     currentHealthpoints        = healthpoints;
     entityState                = EntityStateEnum.Alive;
     ownRenderer.material.color = Color.white;
     damagedFromTower           = null;
     anim.enabled               = true;
 }
コード例 #6
0
 private void Die(bool fromPlayer)
 {
     entityState = EntityStateEnum.Dead;
     EventManager.Instance.EnemyDeath(this, fromPlayer);
     if (damagedFromTower != null)
     {
         damagedFromTower.RemoveEnemyFromList(this);
     }
     if (fromPlayer)
     {
         PoolHolder.Instance.GetObject(ParentObjectNameEnum.DeathObject).GetComponent <DeathObject>().Activate(dieSoundData, transform.position);
     }
     infoBar.UpdateBar();
     infoBar.Hide();
     moveSpeed = defaultSpeed;
     gameObject.SetActive(false);
 }
コード例 #7
0
        public void ValidateAndSetState(Car entity, EntityStateEnum newstate)
        {
            if (newstate == EntityStateEnum.Preparing)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Preparing");
            }
            else if (newstate == EntityStateEnum.Active)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Active");
            }
            else if (newstate == EntityStateEnum.Unused)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Unused");
            }
            else if (newstate == EntityStateEnum.Deleted)
            {
                entity.ValidateAndThrow <CarValidator, Car>("Deleted");
            }

            SetEntityState(entity, newstate);
        }
コード例 #8
0
 public EntitySaveData(OwnerEnum owner, ParentObjectNameEnum objectName, EntityStateEnum entityState, int maxLevel, int currentLevel, float maxHealthpoints, float currentHealthPoints, int buildCost, int buildTime, float armor, EntityActionStateEnum entityActionState, EntityBehaviourEnum entityBehaviour, float baseDamage, float movementSpeed, float viewDistance, float attackRange, float attackDelay, int foodValue, SoundHolder dieSoundHolder, SoundHolder fightSoundHolder, int experience)
 {
     this.owner               = owner;
     this.objectName          = objectName;
     this.entityState         = entityState;
     this.maxLevel            = maxLevel;
     this.currentLevel        = currentLevel;
     this.maxHealthpoints     = maxHealthpoints;
     this.currentHealthPoints = currentHealthPoints;
     this.buildCost           = buildCost;
     this.buildTime           = buildTime;
     this.armor               = armor;
     this.entityActionState   = entityActionState;
     this.entityBehaviour     = entityBehaviour;
     this.baseDamage          = baseDamage;
     this.movementSpeed       = movementSpeed;
     this.viewDistance        = viewDistance;
     this.attackRange         = attackRange;
     this.attackDelay         = attackDelay;
     this.foodValue           = foodValue;
     this.dieSoundHolder      = dieSoundHolder;
     this.fightSoundHolder    = fightSoundHolder;
     this.experience          = experience;
 }
コード例 #9
0
ファイル: VstsBuildDefinition.cs プロジェクト: lulzzz/sierra
 /// <summary>
 /// update instance with vsts information when available
 /// </summary>
 /// <param name="vstsDefinitionId">vsts build definition id</param>
 public void UpdateWithVstsDefinition(int vstsDefinitionId)
 {
     VstsBuildDefinitionId = vstsDefinitionId;
     State = EntityStateEnum.Created;
 }
コード例 #10
0
ファイル: VstsBuildDefinition.cs プロジェクト: lulzzz/sierra
 /// <summary>
 /// update <see cref="VstsBuildDefinition"/> and its state with new state as received
 /// </summary>
 /// <param name="newState">new logical state of the entity</param>
 public void Update(VstsBuildDefinition newState)
 {
     VstsBuildDefinitionId = newState.VstsBuildDefinitionId;
     State = newState.State;
 }
コード例 #11
0
ファイル: Common.cs プロジェクト: kozandser/CarWashNetFree
 public EntityWithState()
 {
     EntityState = EntityStateEnum.Active;
 }