public void UpdatePriority() { priority.gameObject.SetActive(true); int priorityValue = 0; NetworkScheduler networkScheduler = GameObject.Find("NetworkScheduler").GetComponent <NetworkScheduler>(); try { priorityValue = Int32.Parse(priorityInput.text); } catch (Exception) { return; } networkScheduler.ChangeShipPriority(shipController, priorityValue); //shipListController.UpdateAllPriorityInput(); }
private int GetEntryYPos() { NetworkScheduler networkScheduler = GameObject.Find("NetworkScheduler").GetComponent <NetworkScheduler>(); if (isGreenSignal) { int priorityValue = shipController.GetShipPriority(); return(-30 * priorityValue); } else { int priorityQueueSize = networkScheduler.PriorityQueueLength(); int positionInWaitList = networkScheduler.ShipPositionInWaitList(shipController); return(-30 * (priorityQueueSize + positionInWaitList) - 10); } }
public void ToggleSignal() { if (inDecisionMode) { isGreenSignal = !isGreenSignal; NetworkScheduler networkScheduler = GameObject.Find("NetworkScheduler").GetComponent <NetworkScheduler> (); if (isGreenSignal) { networkScheduler.MoveShipToPriorityQueue(shipController); GameObject.Find("BasicLoggerManager").GetComponent <VistaLightsLogger> ().LogRedGreenSignal(shipController.Ship, "green signal"); } else { networkScheduler.MoveShipToWaitList(shipController); GameObject.Find("BasicLoggerManager").GetComponent <VistaLightsLogger> ().LogRedGreenSignal(shipController.Ship, "red signal"); } shipListController.UpdateAllPriorityInput(); } else { NotificationSystem notificationSystem = GameObject.Find("NotificationSystem").GetComponent <NotificationSystem> (); notificationSystem.Notify(NotificationType.Warning, "Signal to ship can only be set in decision phase"); } }
public int GetShipPriority() { NetworkScheduler networkScheduler = GameObject.Find("NetworkScheduler").GetComponent <NetworkScheduler>(); return(networkScheduler.priorityQueue.GetPriority(this)); }