コード例 #1
0
        public async Task <ActionResult <Playing> > PostPlaying(Playing playing)
        {
            _context.Playing.Add(playing);
            await _context.SaveChangesAsync();

            return(CreatedAtAction("GetPlaying", new { id = playing.Id }, playing));
        }
コード例 #2
0
        public async Task <IActionResult> PutPlaying(int id, Playing playing)
        {
            if (id != playing.Id)
            {
                return(BadRequest());
            }

            _context.Entry(playing).State = EntityState.Modified;

            try
            {
                await _context.SaveChangesAsync();
            }
            catch (DbUpdateConcurrencyException)
            {
                if (!PlayingExists(id))
                {
                    return(NotFound());
                }
                else
                {
                    throw;
                }
            }

            return(NoContent());
        }
コード例 #3
0
 private void StopPlayback()
 {
     foreach (NAudio.Wave.WasapiOut Playing in this.CurrentlyPlaying)
     {
         Playing.Stop();
     }
 }
コード例 #4
0
 public string History(string type)
 {
     if (type == "Chip")
     {
         return(Chiping.History());
     }
     else if (type == "DentalCare")
     {
         return(Dental.History());
     }
     else if (type == "Fitness")
     {
         return(FitnessPr.History());
     }
     else if (type == "NailTrim")
     {
         return(NailJob.History());
     }
     else if (type == "Play")
     {
         return(Playing.History());
     }
     else
     {
         return(Vaccine.History());
     }
 }
コード例 #5
0
 /// <summary>
 /// 更新回合
 /// </summary>
 public void UpdateBout()
 {
     if (playing == Playing.None)
     {
         UpdateGameData();
         playing = Playing.OnRed;
     }
     else if (playing == Playing.OnRed)
     {
         playing = Playing.RedAdding;
     }
     else if (playing == Playing.RedAdding)
     {
         UpdateGameData();
         playing = Playing.OnBlack;
     }
     else if (playing == Playing.OnBlack)
     {
         playing = Playing.BlackAdding;
     }
     else if (playing == Playing.BlackAdding)
     {
         UpdateGameData();
         playing = Playing.OnRed;
     }
 }
コード例 #6
0
ファイル: StateMachine.cs プロジェクト: rnj6620/1610Fall2018
    // Update is called once per frame
    public void Run()
    {
        switch (GameState)
        {
        case GameStates.States.Starting:
            Starting.Invoke();
            break;

        case GameStates.States.Loading:
            Loading.Invoke();
            break;

        case GameStates.States.Playing:
            Playing.Invoke();
            break;

        case GameStates.States.Dying:
            Dying.Invoke();
            break;

        case GameStates.States.Ending:
            Ending.Invoke();
            break;
        }
    }
コード例 #7
0
 void OnPlaying(ref LibVlcEventArgs eventArgs, IntPtr userData)
 {
     if (Playing != null)
     {
         Playing.Invoke(this, new EventArgs());
     }
 }
コード例 #8
0
 public void Init()
 {
     _timer.Tick += (object sender, object e) =>
     {
         Playing?.Invoke();
     };
 }
コード例 #9
0
        public async Task PlayAudioStream(Stream audioStream, CancellationToken token = default)
        {
            try
            {
                Playing?.Invoke(this, true);
                await semaphore.WaitAsync(token);

                using var pump       = new PortAudioDevicePump(OutputDevice, 2, outputFormat, OutputDevice.DefaultLowOutputLatency, 48000, ReadCallback);
                using var handle     = new ManualResetEventSlim(false);
                pump.StreamFinished += FinishedHandler;
                pump.Start();
                handle.Wait();
                pump.StreamFinished -= FinishedHandler;

                int ReadCallback(byte[] buffer, int offset, int count) => audioStream.Read(buffer, offset, count);
                void FinishedHandler(object sender, EventArgs eventArgs) => handle.Set();
            }
            catch (OperationCanceledException)
            {
            }
            finally
            {
                if (semaphore.CurrentCount == 0)
                {
                    semaphore.Release();
                }
                Playing?.Invoke(this, false);
            }
        }
コード例 #10
0
    void RunStates()      //Command will loop either state because switch is in update
    {
        switch (GameState)
        {
        case "Starting":
            Starting.Invoke();
            break;                     //stop and get out of the switch block

        case "Loading":
            Loading.Invoke();
            break;                     //stop and get out of the switch block

        case "Dying":
            Dying.Invoke();
            break;                     //stop and get out of the switch block

        case "Playing":
            Playing.Invoke();
            break;                     //stop and get out of the switch block

        case "Ending":
            Ending.Invoke();
            break;                     //stop and get out of the switch block
        }
    }
コード例 #11
0
        public async Task <IActionResult> Edit(int id, [Bind("PlayingId,TimeSlotId,PlayingDate,MovieId,RoomId")] Playing playing)
        {
            if (id != playing.PlayingId)
            {
                return(NotFound());
            }

            if (ModelState.IsValid)
            {
                try
                {
                    _context.Update(playing);
                    await _context.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!PlayingExists(playing.PlayingId))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }
                return(RedirectToAction(nameof(Index)));
            }
            ViewData["MovieId"]    = new SelectList(_context.Movie, "MovieId", "MovieId", playing.MovieId);
            ViewData["RoomId"]     = new SelectList(_context.Room, "RoomId", "RoomId", playing.RoomId);
            ViewData["TimeSlotId"] = new SelectList(_context.TimeSlot, "TimeSlotId", "TimeSlotId", playing.TimeSlotId);
            return(View(playing));
        }
コード例 #12
0
        public Task Play(MediaItem channel)
        {
            if (!(channel is AtscMedia))
            {
                return(Task.CompletedTask);
            }
            var atsc          = channel as AtscMedia;
            var tuningSpaces2 = new SystemTuningSpaces();
            var tuningSpaces  = (ITuningSpaceContainer) new SystemTuningSpaces();

            var atscTuningSpace = new ATSCTuningSpace
            {
                NetworkType     = "{0DAD2FDD-5FD7-11D3-8F50-00C04F7971E2}",
                CountryCode     = 1,
                MaxChannel      = 999,
                MaxMinorChannel = 99,
                UniqueName      = "ATSC"
            };
            var tuneRequest = (IATSCChannelTuneRequest)atscTuningSpace.CreateTuneRequest();

            var locator = new ATSCLocator {
                PhysicalChannel = 19
            };

            tuneRequest.Channel      = 19;
            tuneRequest.MinorChannel = 1;

            tuneRequest.Locator = (Locator)locator;
            var objTuneRequest = (object)tuneRequest;

            video.axMSVidCtl1.View(ref objTuneRequest);
            video.axMSVidCtl1.Run();
            Playing?.Invoke(this, null);
            return(Task.CompletedTask);
        }
コード例 #13
0
ファイル: Music.cs プロジェクト: LexouDuck/Emblem-Magic
        public void PlayAudio(byte instrument, byte note)
        {
            if (Samples[instrument] == null)
            {
                return;
            }
            Audio audio = Samples[instrument][note];

            if (audio == null)
            {
                return;
            }
            audio.Cancel   = false;
            audio.State    = Audio.ADSR.Attack;
            audio.Position = 0;

            if (!Playing.Contains(audio))
            {
                Playing.Add(audio);
            }
            if (Player == null)
            {
                Player = new Thread(RunAudioThread);
                Player.Start();
            }
        }
コード例 #14
0
// Update is called once per frame
    public void Run()
    {
        switch (GameState)
        {
        case "Starting":
            Starting.Invoke();
            break;

        case "Dying":
            Dying.Invoke();
            break;

        case "Playing":

            Playing.Invoke();
            break;

        case "Ending":
            Ending.Invoke();
            break;

        case "Winning":
            Winning.Invoke();
            break;
        }
    }
コード例 #15
0
ファイル: RogueLike.cs プロジェクト: HStocker/RogueLike
 public void changeGameState(string newState)
 {
     switch (newState)
     {
         case "playing":
             {
                 playing = new Playing(spriteBatch, this);
                 state.leaving();
                 state = playing;
                 state.entering();
                 break;
             }
         case "initialize":
             {
                 init = new Initializer(spriteBatch, this);
                 state.leaving();
                 state = init;
                 state.entering();
                 break;
             }
         case "title":
             {
                 title = new TitleCard(spriteBatch, this);
                 state.leaving();
                 state = title;
                 state.entering();
                 break;
             }
     }
 }
コード例 #16
0
ファイル: Classifier.cs プロジェクト: BraweGit/ID3
        public List <PieceOfData> Classify(List <PieceOfData> data)
        {
            foreach (var d in data)
            {
                var playing    = false;
                var notPlaying = false;

                if (Playing.Any(item => item.Compare(d)))
                {
                    playing = true;
                }
                else if (NotPlaying.Any(item => item.Compare(d)))
                {
                    notPlaying = true;
                }

                if ((playing && notPlaying) || (!playing && !notPlaying))
                {
                    d.Play = "unknown";
                }
                else if (playing)
                {
                    d.Play = "yes";
                }
                else if (notPlaying)
                {
                    d.Play = "no";
                }
            }


            return(data);
        }
        public void StateObjectTransitionEnumStateMachineEngineTest_HandleStateTransition_PlayingStop_ReturnsStopped()
        {
            var currentState      = new Playing();
            var transition        = Transitions.Stop;
            var expectedStateType = typeof(Stopped);

            this.AssertHandleStateTransitionResult(currentState, transition, expectedStateType);
        }
コード例 #18
0
 /// <summary>
 /// 重置游戏数据
 /// </summary>
 public static void ResetGame()
 {
     IsBattle   = false;
     step       = 0;
     gameStatus = GameStatus.NotBegin;
     playing    = Playing.None;
     GameCache.ClearCache();
 }
コード例 #19
0
 /// <summary>
 /// 复盘模式时游戏处理
 /// </summary>
 public static void ReplayModeGame()
 {
     IsBattle   = false;
     step       = 0;
     gameStatus = GameStatus.Replay;
     playing    = Playing.None;
     CreateManager.Instance.InitChessBoard();
 }
コード例 #20
0
ファイル: Video.razor.cs プロジェクト: weiplanet/Blazorise
        public Task NotifyPlaying()
        {
            if (Playing != null)
            {
                return(Playing.Invoke());
            }

            return(Task.CompletedTask);
        }
コード例 #21
0
ファイル: Event.cs プロジェクト: HStocker/RogueLike
 public Event(Scene scene, Playing playing, TextBox textBox, int id, string tag, string command)
 {
     this.scene = scene;
     this.playing = playing;
     this.textBox = textBox;
     this.id = id;
     this.tag = tag;
     this.command = command;
 }
コード例 #22
0
ファイル: Transition.cs プロジェクト: HStocker/RogueLike
 public Transition(Playing playing, Scene scene, SpriteBatch spriteBatch, SpriteFont symbols,Texture2D topFade, Texture2D bottomFade)
 {
     this.bottomFade = bottomFade;
     this.topFade = topFade;
     this.symbols = symbols;
     this.spriteBatch = spriteBatch;
     this.playing = playing;
     this.scene = scene;
 }
コード例 #23
0
ファイル: ArenaEvents.cs プロジェクト: SofieVV/Deathmatch
 protected virtual void OnPlaying(Hero playerOne, Hero playerTwo, double playerOneAT, double playerTwoDF)
 {
     Playing?.Invoke(this, new PlayingEventArgs()
     {
         PlayerOne   = playerOne,
         PlayerTwo   = playerTwo,
         PlayerOneAT = playerOneAT,
         PlayerTwoDF = playerTwoDF
     });
 }
コード例 #24
0
 /// <summary>
 /// コマンド・バッファーから1行読取り。
 /// </summary>
 public void ReadCommandBuffer(Playing playing, StringBuilder hyoji)
 {
     if (0 < playing.commandBuffer.Count)
     {
         commandline = playing.commandBuffer[0];
         caret       = 0;
         playing.commandBuffer.RemoveAt(0);
         hyoji.AppendLine(commandline);
     }
 }
コード例 #25
0
        private void OnPlaying()
        {
            if (_playingHandler != null)
            {
                if (_schedule?.NowPlaying != null)
                {
                    Playing?.Invoke(this, EventArgs.Empty);
                }

                _playingHandler.PostDelayed(OnPlaying, 500);
            }
        }
コード例 #26
0
 public string Play(string name, int procedureTime)
 {
     if (Hotel.Animals.ContainsKey(name))
     {
         Playing.DoService(Hotel.Animals[name], procedureTime);
         return($"{name} was playing for {procedureTime} hours");
     }
     else
     {
         throw new ArgumentException($"ArgumentException: Animal {name} does not exist");
     }
 }
コード例 #27
0
        /// <summary>
        /// 次の入力を促す表示をしてるだけだぜ☆(^~^)
        /// </summary>
        public void ShowPrompt(Playing playing, FenSyurui f, StringBuilder hyoji)
        {
            if (0 < playing.commandBuffer.Count)
            {
                // コマンド・バッファーの実行中だぜ☆(^▽^)
                hyoji.Append($"{playing.commandBufferName }> ");
                Logger.Flush(hyoji);
            }
            else if (GameMode.Game == PureAppli.gameMode)
            {
                // 表示(コンソール・ゲーム用) 局面、あれば勝敗☆(^~^)
                {
                    if (this.isKyokumenEcho1)
                    {
                        SpkBan_1Column.Setumei_NingenGameYo(PureMemory.kifu_endTeme, hyoji);

                        //#if DEBUG
                        //                        CommandK.Ky(isSfen, "ky fen", gky, syuturyoku);// 参考:改造FEN表示
                        //                        CommandS.Move_cmd(isSfen, "move", gky, syuturyoku);// 参考:指し手表示
                        //                        if (false){
                        //                            SpkShogiban.HyojiKomanoIbasho(gky.ky.shogiban, syuturyoku);// 参考:駒の表示
                        //                            SpkShogiban.HyojiKomanoKikiSu(gky.ky.shogiban, syuturyoku);// 参考:利きの数
                        //                        }
                        //                        CommandS.Move_cmd(isSfen, "move seisei", gky, syuturyoku);// 参考:指し手表示 詳細
                        //                        Util_Machine.Flush(syuturyoku);
                        //#endif

                        playing.Result(hyoji, CommandMode.NingenYoConsoleGame);
                    }
                    Logger.Flush(hyoji);
                }

                if (!playing.isMultipleLineCommand // 複数行コマンド読み取り中はプロンプトを出さないぜ☆(^~^)
                    &&
                    (PureMemory.kifu_teban == Taikyokusya.T1 && !PureSettei.p1Com)
                    ||
                    (PureMemory.kifu_teban == Taikyokusya.T2 && !PureSettei.p2Com)
                    )
                {
                    // 人間の手番が始まるところで☆
                    hyoji.Append(@"指し手を入力してください。一例 do B3B2 ※ do b3b2 も同じ
> ");
                    Logger.Flush(hyoji);
                }
            }
            else
            {
                // 表示(コンソール・ゲーム用)
                hyoji.Append("> ");
                Logger.Flush(hyoji);
            }
        }
コード例 #28
0
ファイル: PlayerInfo.cs プロジェクト: Aurekaen/Class-Wars-V2
 internal int GetPlayerIndex(string player)
 {
     if (!Players.Contains(player))
     {
         Players.Add(player);
         ClassEdit.Add("none");
         Arenas.Add("none");
         Playing.Add("none");
         Preview.Add(false);
         Backups.Add(null);
     }
     return(Players.FindIndex(p => p == player));
 }
コード例 #29
0
        public void Run()
        {
            Player      p  = new Player();
            PlayerState ps = new Playing(p);

            p.Next();
            p.Next();
            p.Prev();
            p.StopPlay();
            // p.StartPlay();
            // p.Lock();
            // p.Play();
        }
コード例 #30
0
        public async Task <IActionResult> Create([Bind("PlayingId,TimeSlotId,PlayingDate,MovieId,RoomId")] Playing playing)
        {
            if (ModelState.IsValid)
            {
                _context.Add(playing);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            ViewData["MovieId"]    = new SelectList(_context.Movie, "MovieId", "MovieId", playing.MovieId);
            ViewData["RoomId"]     = new SelectList(_context.Room, "RoomId", "RoomId", playing.RoomId);
            ViewData["TimeSlotId"] = new SelectList(_context.TimeSlot, "TimeSlotId", "TimeSlotId", playing.TimeSlotId);
            return(View(playing));
        }
コード例 #31
0
ファイル: Ping.cs プロジェクト: chrisworld/shovelnaut
    private void OnTriggerExit2D(Collider2D collision)
    {
        if (collision.CompareTag("Player"))
        {
            pingSound.Stop();

            pingCount--;

            if (pingCount == 0)
            {
                playing = Playing.None;
            }
        }
    }
コード例 #32
0
ファイル: Player.cs プロジェクト: thielepaul/Schafkopf
 public void Reset()
 {
     HandCards                     = new List <Card>();
     _Balance                      = 0;
     _IsPlaying                    = Playing.Undecided;
     _WantToPlay                   = false;
     _WantToPlayAnswered           = false;
     _AnnouncedGameType            = GameType.Ramsch;
     _AnnouncedColor               = Color.None;
     Spectators                    = new List <PlayerState>();
     _SpectatorsWaitingForApproval = new Queue <PlayerState>();
     IsRunaway                     = false;
     _HasBeenAskedToOfferMarriage  = false;
     _HasAnsweredMarriageOffer     = false;
 }
コード例 #33
0
        private async Task Start(string id)
        {
            await Queue.AddSongToQueue(Context, id);

            if (Database.Read("Music", "Server_ID", Context.Guild.Id.ToString(), "Playing") != "True")
            {
                IAudioClient AudioClient = await Channel.ConnectAsync();

                Playing.StartPlaying(AudioClient, Context, Channel);
            }
            else
            {
                await Context.Channel.SendMessageAsync("The bot is already playing something but i added your song to the Queue");
            }
        }
コード例 #34
0
ファイル: PlayStates.cs プロジェクト: HStocker/RogueLike
 public ingameMenu(RogueLike ingame, SpriteFont output, Playing playing)
 {
     this.playing = playing; this.ingame = ingame; this.output = output;
 }
コード例 #35
0
ファイル: Scene.cs プロジェクト: HStocker/RogueLike
        public Scene(Playing playing, TextBox textBox)
        {
            this.textBox = textBox;
            this.playing = playing;
            this.constructor = new Constructor(string.Format("Level{0}.csv", level));
            dimensions = constructor.getDimensions();

            string[] ioArray = File.ReadAllText(string.Format("Content//Level{0}Event.csv", level)).Split('\n');
            triggerArray = new int[(ioArray[0].Length + 1) / 2, ioArray.GetLength(0)];
            for (int i = 0; i < ioArray.Length; i++)
            {
                string[] lineSplit = ioArray[i].Split(',');
                for (int j = 0; j < lineSplit.Length; j++)
                {
                    triggerArray[j, i] = Convert.ToInt16(lineSplit[j]);
                }
            }
            processXML("jail", level);
        }
コード例 #36
0
ファイル: PlayStates.cs プロジェクト: HStocker/RogueLike
 public Paused(Playing playing, ingameMenu menu)
 {
     this.playing = playing;
     this.menu = menu;
     this.tag = "Paused";
 }
コード例 #37
0
ファイル: Entity.cs プロジェクト: HStocker/RogueLike
        public Enemy(int[] coords, Scene scene, int health, string drop, int eventId, string tag, Playing playing, bool aggressive, string uniVal, int speed)
        {
            //Debug.Print(uniVal);

            this.speed = speed;
            this.setTag(tag);
            this.coords = coords;
            this.scene = scene;
            this.playing = playing;
            this.color = Playing.getColor("White");
            this.health = health;
            this.uniVal = char.ConvertFromUtf32(Convert.ToInt32(uniVal));
            this.drop = drop;
            this.eventId = eventId;
            this.aggressive = aggressive;
            dying = false;
        }
コード例 #38
0
ファイル: Entity.cs プロジェクト: HStocker/RogueLike
 public Player(int[] coords, Scene scene, Playing playing)
 {
     this.playing = playing;
     this.color = Playing.getColor("White");
     inventory.Add("fist");
     this.coords = coords;
     this.scene = scene;
 }
コード例 #39
0
ファイル: Entity.cs プロジェクト: HStocker/RogueLike
 //9604 , 9607 , 9749 (table?
 public StaticObject(int[] coords, string icon, string type, string collision, string particles, int frequency, string color, Playing playing, int[] pixMod, bool destructible, bool solid, int particleLife)
 {
     this.particleLife = particleLife;
     this.solid = solid;
     this.destructible = destructible;
     this.pixMod = pixMod;
     this.coords = coords;
     this.icon = char.ConvertFromUtf32(Convert.ToInt32(icon));
     this.playing = playing;
     this.color = Playing.getColor(color);
     //this.icon = "\u25B2";
     this.type = type;
     this.collision = collision == "true";
     this.particles = particles;
     this.frequency = frequency;
 }
コード例 #40
0
ファイル: Player.cs プロジェクト: Weerly/VKPlugin_V2
        private static void PlayNew()
        {
            DisposeAudio();
            Option = Playing.Init;

            if (FileExists)
            {
                _gFile = new GetFile();
                _gFile.Loaded +=_gFile_Loaded;
                _waveStream = _gFile.Wave(FilePath);
                _audioChannel32 = new WaveChannel32(_waveStream) {PadWithZeroes = false};
                _iWavePlayer.Init(_audioChannel32);
                _iWavePlayer.PlaybackStopped += _waveOut_PlaybackStopped;

            }
            else
            {
                _gStream = new GetStream();
                _gStream.EnoughDataToPlay +=_gStream_EnoughDataToPlay;
                _waveStream = _gStream.Wave(Url);
                _audioChannel32 = new WaveChannel32(_waveStream) {PadWithZeroes = false};
                _iWavePlayer.Init(_audioChannel32);
                _iWavePlayer.PlaybackStopped += _waveOut_PlaybackStopped;
            }

            _audioChannel32.Volume = DefaultDevice.AudioEndpointVolume.MasterVolumeLevelScalar;

            _iWavePlayer.Play();
        }
コード例 #41
0
ファイル: Player.cs プロジェクト: Weerly/VKPlugin_V2
 private static void _gFile_Loaded(object sender, EventArgs e)
 {
     Option = Playing.Ready;
 }
コード例 #42
0
ファイル: PlayStates.cs プロジェクト: HStocker/RogueLike
 public Unpaused(Playing playing, Scene scene, Player player, List<Enemy> enemies, List<Item> items, List<Particle> particles, List<Projectile> projectiles, TextBox textBox, List<Box> boxes, List<StaticObject> staticObjects)
 {
     this.playing = playing;
     this.player = player;
     this.enemies = enemies;
     this.projectiles = projectiles;
     this.items = items;
     this.particles = particles;
     this.scene = scene;
     this.textBox = textBox;
     this.boxes = boxes;
     this.staticObjects = staticObjects;
     this.tag = "Unpaused";
 }
コード例 #43
0
ファイル: Player.cs プロジェクト: Weerly/VKPlugin_V2
 private static void _gStream_EnoughDataToPlay(object sender, EventArgs e)
 {
     Option = Playing.Ready;
 }