コード例 #1
0
 public void ForeachNode(LoopFunc loopFunc)
 {
     foreach (GraphNode node in this._nodes)
     {
         loopFunc(node);
     }
 }
コード例 #2
0
 /*
  * перебор пикселей в зоне
  */
 public void ZoneLoop(LoopFunc loopFunc)
 {
     for (int x = minX; x <= maxX; x++)
     {
         for (int y = minY; y <= maxY; y++)
         {
             loopFunc(x, y);
         }
     }
 }
コード例 #3
0
ファイル: ModePlay.cs プロジェクト: jimkberry/BeamBackend
        // Loopfuncs

        protected void _SetState(int newState, object startParam = null)
        {
            _curStateSecs = 0;
            _curState     = newState;
            _loopFunc     = _DoNothingLoop; // default
            switch (newState)
            {
            case kCreatingGame:
                logger.Verbose($"{(ModeName())}: SetState: kCreatingGame");
                appl.CreateNetworkGame((BeamGameNet.GameCreationData)startParam);
                // Wait for OnGameCreatedEvt()
                break;

            case kJoiningGame:
                logger.Verbose($"{(ModeName())}: SetState: kJoiningGame");
                appl.JoinNetworkGame((string)startParam);
                // Wait for OnGameJoinedEvt()
                break;

            case kCheckingForGroups:
                logger.Verbose($"{(ModeName())}: SetState: kCheckingForGroups");
                announcedGroups.Clear();
                appl.GroupAnnounceEvt += OnGroupAnnounceEvt;
                appl.ListenForGroups();
                _loopFunc = _GroupListenLoop;
                break;

            case kJoiningGroup:
                logger.Verbose($"{(ModeName())}: SetState: kJoiningGroup");
                _JoinGroup();
                break;

            case kWaitingForMembers:
                logger.Verbose($"{(ModeName())}: SetState: kWaitingForMembers");
                break;

            case kPlaying:
                logger.Verbose($"{(ModeName())}: SetState: kPlaying");
                SpawnPlayerBike();
                for (int i = 0; i < settings.aiBikeCount; i++)
                {
                    SpawnAiBike();
                }
                _loopFunc = _PlayLoop;
                break;

            case kFailed:
                logger.Error($"{(ModeName())}: SetState: kFailed  Reason: {(string)startParam}");
                break;

            default:
                logger.Error($"ModeConnect._SetState() - Unknown state: {newState}");
                break;
            }
        }
コード例 #4
0
ファイル: ModeConnect.cs プロジェクト: jimkberry/BeamBackend
        protected void _SetState(int newState, object startParam = null)
        {
            _curStateSecs = 0;
            _curState     = newState;
            _loopFunc     = _DoNothingLoop; // default
            switch (newState)
            {
            case kCreatingGame:
                logger.Info($"{(ModeName())}: SetState: kCreatingGame");
                appl.gameNet.CreateGame(startParam);
                break;

            case kJoiningGame:
                logger.Info($"{(ModeName())}: SetState: kJoiningGame");
                appl.JoinNetworkGame((string)startParam);
                break;

            case kWaitingForUnknownBikes:
                logger.Info($"{(ModeName())}: SetState: kWaitingForRemoteBikes");
                _loopFunc = _WaitForRemoteBikesLoop;
                break;

            case kCreatingBikes:
                logger.Info($"{(ModeName())}: SetState: kCreatingBike");
                _CreateLocalBike(settings.localPlayerCtrlType);
                for (int i = 0; i < settings.aiBikeCount; i++)
                {
                    _CreateADemoBike();
                }
                _loopFunc = _WaitForLocalBikesLoop;
                break;

            case kReadyToPlay:
                logger.Info($"{(ModeName())}: SetState: kReadyToPlay");
                game.RaiseReadyToPlay();
                break;

            default:
                logger.Error($"ModeConnect._SetState() - Unknown state: {newState}");
                break;
            }
        }
コード例 #5
0
 public CompiledLoopInstruction(LoopFunc compiledLoop)
 {
     Assert.NotNull(compiledLoop);
     _compiledLoop = compiledLoop;
 }
コード例 #6
0
 public CompiledLoopInstruction(LoopFunc compiledLoop) {
     Assert.NotNull(compiledLoop);
     _compiledLoop = compiledLoop;
 }