public override void ConfirmAction() { switch (CurrentState) { case PlayState.PlayCards: CurrentState = PlayState.AssignDamage; break; case PlayState.AssignDamage: CurrentState = PlayState.TakeDamage; break; case PlayState.TakeDamage: CurrentState = PlayState.DrawBuy; break; case PlayState.DrawBuy: CurrentState = PlayState.PlayCards; break; default: CurrentState = PlayState.PlayCards; break; } UIController.Warn(currentState.ToString()); if (CurrentState == PlayState.TakeDamage) { StartCoroutine(TimedNextState()); } }
/// <summary> /// Called when the playstate changes, except for the Error state (see OnError) /// </summary> /// <param name="player">The BackgroundAudioPlayer</param> /// <param name="track">The track playing at the time the playstate changed</param> /// <param name="playState">The new playstate of the player</param> /// <remarks> /// Play State changes cannot be cancelled. They are raised even if the application /// caused the state change itself, assuming the application has opted-in to the callback. /// /// Notable playstate events: /// (a) TrackEnded: invoked when the player has no current track. The agent can set the next track. /// (b) TrackReady: an audio track has been set and it is now ready for playack. /// /// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks. /// </remarks> protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState) { System.Diagnostics.Debug.WriteLine("AGENT PLAY STATE CHANGED: " + playState.ToString()); switch (playState) { case PlayState.TrackEnded: player.Track = GetNextTrack(); break; case PlayState.TrackReady: player.Play(); break; case PlayState.Shutdown: SaveTrackAndTime(player, track); break; case PlayState.Unknown: break; case PlayState.Stopped: break; case PlayState.Paused: break; case PlayState.Playing: break; case PlayState.BufferingStarted: break; case PlayState.BufferingStopped: break; case PlayState.Rewinding: break; case PlayState.FastForwarding: break; } NotifyComplete(); }
private void UpdatePresence(string song, string duration, int position, PlayState state) { DiscordRPC.RichPresence presence = new DiscordRPC.RichPresence(); //presence.state = state; song = Utility.Utf16ToUtf8(song); presence.details = song.Substring(0, song.Length - 1); presence.largeImageKey = "musicbee"; long now = (long)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds; if (state == PlayState.Playing) { presence.state = "Listening to music"; presence.startTimestamp = now - position; } else if (state == PlayState.Paused || state == PlayState.Stopped) { presence.state = state.ToString(); presence.startTimestamp = 0; } // string[] durations = duration.Split(':'); // long end = now + System.Convert.ToInt64(durations[0]) * 60 + System.Convert.ToInt64(durations[1]); // presence.endTimestamp = end; DiscordRPC.UpdatePresence(ref presence); }
public SetPlayStateCommand(int playerId, PlayState playState) : base($"player/set_play_state?pid={playerId}&state={playState.ToString().ToLower()} ") { PlayerId = playerId; PlayState = playState; }
/// <summary> /// Called when the playstate changes, except for the Error state (see OnError) /// </summary> /// <param name="player">The BackgroundAudioPlayer</param> /// <param name="track">The track playing at the time the playstate changed</param> /// <param name="playState">The new playstate of the player</param> /// <remarks> /// Play State changes cannot be cancelled. They are raised even if the application /// caused the state change itself, assuming the application has opted-in to the callback. /// /// Notable playstate events: /// (a) TrackEnded: invoked when the player has no current track. The agent can set the next track. /// (b) TrackReady: an audio track has been set and it is now ready for playack. /// /// Call NotifyComplete() only once, after the agent request has been completed, including async callbacks. /// </remarks> protected override void OnPlayStateChanged(BackgroundAudioPlayer player, AudioTrack track, PlayState playState) { System.Diagnostics.Debug.WriteLine("AGENT PLAY STATE CHANGED: " + playState.ToString()); switch (playState) { case PlayState.TrackEnded: player.Track = GetNextTrack(); break; case PlayState.TrackReady: player.Play(); break; case PlayState.Shutdown: SaveTrackAndTime(player, track); break; case PlayState.Unknown: break; case PlayState.Stopped: break; case PlayState.Paused: break; case PlayState.Playing: break; case PlayState.BufferingStarted: break; case PlayState.BufferingStopped: break; case PlayState.Rewinding: break; case PlayState.FastForwarding: break; } NotifyComplete(); }
public async Task <Client> Connect() { if (state == PlayState.CONNECTING) { // Logger.Debug("it is connecting..."); return(null); } if (state != PlayState.INIT && state != PlayState.DISCONNECT) { throw new PlayException(PlayExceptionCode.StateError, string.Format("You cannot call Connect() on {0} state", state.ToString())); } try { state = PlayState.CONNECTING; lobbyConn = await ConnectLobby(); state = PlayState.LOBBY; Logger.Debug("connected at: {0}", Thread.CurrentThread.ManagedThreadId); lobbyConn.OnMessage += OnLobbyConnMessage; lobbyConn.OnClose += OnLobbyConnClose; return(this); } catch (Exception e) { state = PlayState.INIT; throw e; } }
public void OnStateChange(PlayState NewState) { GetComponent <Text>().text = NewState.ToString(); }
public static String PlayStateToString(PlayState currentPlayState) { return("PLAY_STATE|" + currentPlayState.ToString()); }