public void Init(State state, StateTypes type) { State = state; Type = type; switch (type) { case StateTypes.Start: StartStateElement.Visibility = Visibility.Visible; BackgroundEllipse.Fill = new SolidColorBrush(Colors.DeepSkyBlue); break; case StateTypes.Final: FinalStateElement.Visibility = Visibility.Visible; BackgroundEllipse.Fill = new SolidColorBrush(Colors.SlateBlue); break; case StateTypes.Normal: BackgroundEllipse.Fill = new SolidColorBrush(Colors.SteelBlue); break; case StateTypes.StartAndFinal: BackgroundEllipse.Fill = new SolidColorBrush(Colors.DeepSkyBlue); StartStateElement.Visibility = Visibility.Visible; FinalStateElement.Visibility = Visibility.Visible; break; default: throw new ArgumentOutOfRangeException(); } DataLabel.Content = State.ToString(); }
public CollectorDialogState T(StateTypes newState) { switch (newState) { case StateTypes.stIdle: return(CollectorDialogState.IDLE); case StateTypes.stGoodBiometric: return(CollectorDialogState.GOOD_BIOMETRICS); case StateTypes.stBadBiometric: return(CollectorDialogState.BAD_BIOMETRICS); case StateTypes.stBadBiometricUser: return(CollectorDialogState.BAD_BIOMETRICS_USER); case StateTypes.stBadUserLoggedIn: return(CollectorDialogState.BAD_USER_LOGGED_IN); case StateTypes.stShowFileList: return(CollectorDialogState.SHOW_FILE_LIST); case StateTypes.stNotIdentifiedAsCurrentUser: return(CollectorDialogState.NOT_IDENTIFIED_AS_CURRENT_USER); default: log.Info("Unknown StateTypes state " + newState); return(CollectorDialogState.IDLE); } }
// When hit something: void OnCollisionEnter(Collision collision) { Vector3 temp = transform.position - collision.gameObject.transform.position; temp.Normalize(); // dot2: 0 means touching with side, +value direct hit // dot: 0 means direct hit, +value touching with side: float dot2 = Mathf.Abs(Vector3.Dot(transform.forward, temp)); float dot = 1 - dot2; // Push away from hit rock: additionalSpeed = temp * (pushForceMultiplier * movementSpeed * dot2 + pushForceConstant); if (state != StateTypes.BeforeLightSpeed && state != StateTypes.LightSpeed && state != StateTypes.Landing && state != StateTypes.Landed) { state = StateTypes.Bounced; timer = stunTime; } movementSpeed = movementSpeed * dot * 1f; //movementSpeed = movementSpeed / 2f; if (audioHit != null) { audioHit.Play(); } }
public void EnterDockingMode() { state = StateTypes.Landing; timer = 0; //enteringLightSpeed = 0; }
void OnChangeGameState(StateTypes type) { switch (type) { case StateTypes.WaitingForPlay: break; case StateTypes.Playing: _playerController.StartPlayer(); break; case StateTypes.LevelUp: _playerController.LevelUp(); LevelUp(); break; case StateTypes.Failed: ResetLevel(); CreateTheScene(); _playerController.PlayerFailed(); break; default: break; } }
public MissionState(MissionState other, StateTypes type) { Mission = other.Mission; sys = other.sys; body = other.body; State = type; }
/// <summary> /// 播放一个动画,默认过渡时间为0.3s,如果在此期间再次播放,则会从头开始 /// </summary> /// <param name="stateTypes"></param> /// <param name="fadeDuration">动画过渡时间</param> /// <returns></returns> public AnimancerState PlayAnimFromStart(StateTypes stateTypes, float fadeDuration = 0.3f, float speed = 1.0f) { AnimancerState animancerState = AnimancerComponent.CrossFadeFromStart(this.AnimationClips[RuntimeAnimationClips[stateTypes]], fadeDuration); animancerState.Speed = speed; return(animancerState); }
private void TriggerStateChange(StateTypes state) { if (OnStateChange != null) { OnStateChange(state); } }
public void EnterLightSpeedMode() { state = StateTypes.BeforeLightSpeed; timer = 0; //engineSoundTargetPitch = engineSoundLightSpeed; //enteringLightSpeed = 1; }
public MissionState(MissionState other, StateTypes type, DateTime?endtime) // changed to another state.. { Mission = other.Mission; State = type; MissionEndTime = (endtime != null) ? endtime.Value : other.MissionEndTime; sys = other.sys; body = other.body; }
/// <summary> /// 处理播放动画 /// </summary> /// <param name="stateTypes">动画对应StateType</param> private void HandlePlayAnim(StateTypes stateTypes, float fadeDuration = 0.3f) { //在播放完成后,每帧都会调用OnEnd委托,由于行为树中的FixedUpdate与Unity的Update频率不一致,所以需要作特殊处理 m_AnimancerState = this.TheUnitBelongTo.GetComponent <AnimationComponent>() .PlayAnim(stateTypes, fadeDuration); m_AnimancerState.OnEnd = this.m_OnAnimFinished; }
public void SetGameState(StateTypes type) { GameState = type; if (OnChangeGameState != null) { OnChangeGameState(type); } }
public MissionState(MissionState other, StateTypes type, DateTime?endtime) // changed to another state.. { Mission = other.Mission; Redirected = other.Redirected; // no completed, since we can't be State = type; MissionEndTime = (endtime != null) ? endtime.Value : other.MissionEndTime; sys = other.sys; body = other.body; }
public void SetRepelStateOn() { myState = StateTypes.eRepel; if(tag == "SmallEnemy") { SmallEnemy help = (SmallEnemy)this; help.myController.NotifyStateChange(myState, null); } }
public StateManager(StateTypes startState) { currentState = startState; DaggerfallUI.UIManager.OnWindowChange += UIManager_OnWindowChangeHandler; StartGameBehaviour.OnStartMenu += StartGameBehaviour_OnStartMenuHandler; StartGameBehaviour.OnStartGame += StartGameBehaviour_OnStartGameHandler; SaveLoadManager.OnLoad += SaveLoadManager_OnLoadHandler; PlayerDeath.OnPlayerDeath += PlayerDeath_OnPlayerDeathHandler; }
/// <summary> /// A call to transition to the nextState passed in. /// </summary> /// <param name="nextState"> the desired state to transition to. </param> public void TransitionToState(StateTypes nextState) { IBaseState battleState = GetNextState(nextState); currentState.OnExit(); currentState = battleState; currentState.OnEnter(); }
/// <summary> /// News the property. /// </summary> /// <param name="name">The name.</param> /// <param name="type">The types.</param> /// <param name="access">The access.</param> /// <returns> /// A new property /// </returns> private static CodeMemberProperty NewProperty(string name, StateTypes type, MemberAttributes access = MemberAttributes.Public) { var newProperty = new CodeMemberProperty { Name = name, Attributes = access | MemberAttributes.Final, Type = GetTypeReference(type) }; return(newProperty); }
/// <summary> /// News the field. /// </summary> /// <param name="name">The name.</param> /// <param name="type">The type.</param> /// <param name="access">The access.</param> /// <returns> /// A private field /// </returns> private static CodeMemberField NewField(string name, StateTypes type, MemberAttributes access = MemberAttributes.Private) { var fieldName = string.Concat(name.Select((c, i) => i == 0 ? char.ToLower(c) : c)); var fieldType = GetTypeReference(type); var field = new CodeMemberField(fieldType, fieldName) { Attributes = access }; return(field); }
void OnChangeGameState(StateTypes type) { if (type == StateTypes.Playing) { canMove = true; } else { canMove = false; } }
public MissionState(MissionState other, StateTypes type, DateTime?endtime) // changed to another state.. { Mission = other.Mission; Redirected = other.Redirected; // no completed, since we can't be - abandoned, failed, died, resurrected CargoDepot = other.CargoDepot; State = type; MissionEndTime = (endtime != null) ? endtime.Value : other.MissionEndTime; sys = other.sys; body = other.body; }
/// <summary> /// 是否包含某个状态_通过状态类型判断,需要包含targetStateTypes的超集才会返回true /// </summary> /// <param name="targetStateTypes"></param> /// <returns></returns> public bool ContainsState(StateTypes targetStateTypes) { foreach (var state in this.m_States) { if ((targetStateTypes & state.Key) == targetStateTypes && state.Value.Count > 0) { return(true); } } return(false); }
/// <summary> /// 是否完全包含某个状态,需要包含targetStateTypes一致的时候才会返回true /// </summary> /// <param name="targetStateTypes"></param> /// <returns></returns> public bool HasAbsoluteEqualsState(StateTypes targetStateTypes) { foreach (var state in this.m_States) { if (targetStateTypes == state.Key && state.Value.Count > 0) { return(true); } } return(false); }
/// <summary> /// 是否会发生状态互斥,只要包含了conflictStateTypes的子集,就返回true /// </summary> /// <param name="conflictStateTypes">互斥的状态</param> /// <returns></returns> public bool CheckConflictState(StateTypes conflictStateTypes) { foreach (var state in this.m_States) { if ((conflictStateTypes & state.Key) == state.Key && state.Value.Count > 0) { return(true); } } return(false); }
/// <summary> /// 是否存在某个状态_通过状态类型获取 /// </summary> /// <param name="stateTypes"></param> /// <returns></returns> public bool HasState(StateTypes stateTypes) { foreach (var fsmStateBase in this.m_FsmStateBases) { if (fsmStateBase.StateTypes == stateTypes) { return(true); } } return(false); }
public static NDbResult <List <TSBExchangeGroup> > GetTSBExchangeGroups(TSB tsb, StateTypes state, FinishedFlags flag, DateTime reqBegin, DateTime reqEnd) { var result = new NDbResult <List <TSBExchangeGroup> >(); SQLiteConnection db = Default; if (null == db) { result.DbConenctFailed(); return(result); } if (null == tsb) { result.ParameterIsNull(); return(result); } lock (sync) { MethodBase med = MethodBase.GetCurrentMethod(); try { string cmd = string.Empty; cmd += "SELECT * "; cmd += " FROM TSBExchangeGroupView "; cmd += " WHERE TSBId = ? "; cmd += " AND FinishFlag = ? "; if (state != StateTypes.None) { cmd += " AND State = ? "; } if (reqBegin != DateTime.MinValue) { cmd += " AND RequestDate >= ? "; if (reqEnd != DateTime.MinValue) { cmd += " AND RequestDate <= ? "; } } var rets = NQuery.Query <FKs>(cmd, tsb.TSBId, flag, state, reqBegin, reqEnd).ToList(); var results = rets.ToModels(); result.Success(results); } catch (Exception ex) { med.Err(ex); result.Error(ex); } return(result); } }
/// <summary> /// Validates the transition from the current state to the nextBattleState passed in. /// </summary> /// <param name="nextBattleState"> The desired next battle state. </param> /// <returns> Returns the next state or null depending on the validity of the state transition requested. </returns> private IBaseState ValidateStateTransition(StateTypes nextBattleState) { IBaseState nextState = null; StateTransition transition = new StateTransition(currentState.StateType, nextBattleState); if (!transitions.TryGetValue(transition, out nextState)) { UnityEngine.Debug.LogError("Invalid Transition"); } return(nextState); }
public static async Task <IStateItems> GetStateAsync(StateTypes type, string key = null) { key = key ?? string.Empty; switch (type) { case StateTypes.Session: return(await StateItems.LoadAsync(key, type)); case StateTypes.Frame: return(await StateItems.LoadAsync(key, type)); case StateTypes.Page: return(await StateItems.LoadAsync(key, type)); default: throw new NotSupportedException(type.ToString()); } }
public ReturnTypes UpdateState(StateTypes newState) { log.Info("call"); if (!IsConnected) { log.Fatal("Not connected to IZService"); return(ReturnTypes.rtErrorUnknown); } var res = collectorService.UpdateState(T(newState)); log.InfoFormat("result {0}", res); return(T(res)); }
/// <summary> /// 切换状态,如果当前已存在,说明需要把它提到同优先级状态的前面去,让他先执行,切换成功返回成功,切换失败返回失败 /// 这里的切换成功是指目标状态来到链表头部,插入到链表中或者插入失败都属于切换失败 /// </summary> /// <param name="stateTypes">状态类型</param> /// <param name="stateName">状态名称</param> /// <param name="priority">状态优先级</param> public bool ChangeState <T>(StateTypes stateTypes, string stateName, int priority) where T : AFsmStateBase, new() { AFsmStateBase aFsmStateBase = this.GetState(stateName); if (aFsmStateBase != null) { this.InsertState(aFsmStateBase, true); return(CheckIsFirstState(aFsmStateBase)); } aFsmStateBase = ReferencePool.Acquire <T>(); aFsmStateBase.SetData(stateTypes, stateName, priority); this.InsertState(aFsmStateBase); return(CheckIsFirstState(aFsmStateBase)); }
public static bool Prefix(ItemActionEntryRepair __instance, StateTypes ___state, string ___lblReadBook, string ___lblNeedMaterials) { // Check if this feature is enabled. if (!Configuration.CheckFeatureStatus(AdvFeatureClass, Feature)) { return(true); } StateTypes stateTypes = ___state; if (stateTypes == StateTypes.RecipeLocked) { GameManager.ShowTooltip(__instance.ItemController.xui.playerUI.entityPlayer, ___lblReadBook); return(false); } if (stateTypes != StateTypes.NotEnoughMaterials) { return(false); } GameManager.ShowTooltip(__instance.ItemController.xui.playerUI.entityPlayer, ___lblNeedMaterials); List <ItemStack> stack = new List <ItemStack>(); ItemClass forId = ItemClass.GetForId(((XUiC_ItemStack)__instance.ItemController).ItemStack.itemValue.type); if (forId.Properties.Classes.ContainsKey("RepairItems")) { DynamicProperties dynamicProperties3 = forId.Properties.Classes["RepairItems"]; stack = ItemsUtilities.ParseProperties(dynamicProperties3); ItemsUtilities.CheckIngredients(stack, __instance.ItemController.xui.playerUI.entityPlayer); return(false); } else if (forId.Properties.Contains("RepairItems")) // to support <property name="RepairItems" value="resourceWood,10,resourceForgedIron,10" /> { string strData = forId.Properties.Values["RepairItems"].ToString(); stack = ItemsUtilities.ParseProperties(strData); ItemsUtilities.CheckIngredients(stack, __instance.ItemController.xui.playerUI.entityPlayer); return(false); } else if (forId.RepairTools == null || forId.RepairTools.Length <= 0) { Recipe recipe = ItemsUtilities.GetReducedRecipes(forId.GetItemName(), 2); ItemsUtilities.CheckIngredients(recipe.ingredients, __instance.ItemController.xui.playerUI.entityPlayer); return(false); } return(true); }
/// <summary> /// Gets the type reference. /// </summary> /// <param name="type">The type.</param> /// <returns>A CodeTypeReference</returns> private static CodeTypeReference GetTypeReference(StateTypes type) { CodeTypeReference returnValue = null; switch (type) { case StateTypes.Number: returnValue = new CodeTypeReference(typeof(int)); break; case StateTypes.Text: returnValue = new CodeTypeReference(typeof(string)); break; } return(returnValue); }
public StateManager(StateTypes startState = StateTypes.None) { if(startState == StateTypes.None) { if (SceneControl.StartupSceneLoaded()) startState = StateTypes.Setup; else startState = StateTypes.Start; } ChangeState(startState); DaggerfallUI.UIManager.OnWindowChange += UIManager_OnWindowChangeHandler; StartGameBehaviour.OnStartMenu += StartGameBehaviour_OnStartMenuHandler; StartGameBehaviour.OnStartGame += StartGameBehaviour_OnStartGameHandler; SaveLoadManager.OnLoad += SaveLoadManager_OnLoadHandler; PlayerDeath.OnPlayerDeath += PlayerDeath_OnPlayerDeathHandler; }
/// <summary> /// Changes state to specified state /// </summary> /// <param name="nextState">desired state</param> /// <returns></returns> public bool ChangeState(StateTypes nextState) { if (nextState == CurrentState) return false; else { Debug.Log(string.Format("StateManager changing state...previous state: {0} new state: {1}", CurrentState, nextState)); lastState = CurrentState; currentState = nextState; TriggerStateChange(nextState); if (CurrentState == StateTypes.Start) gameInProgress = false; else if (CurrentState == StateTypes.Game) gameInProgress = true; return true; } }
private void TriggerStateChange(StateTypes state) { if (OnStateChange != null) OnStateChange(state); }
private bool LoadState(StateRows stateRows, StateTypes stateType) { var source = DataTableGet(Table.TableSecSource.Name); if (source == null) return false; if (stateRows == null) return false; var rows = new List<DataRow>(); foreach (var row in stateRows.Rows) { try { DataRow dataRow = source.Rows.Find(new object[] { row.Item, row.Loc }); var fieldsValues = stateType == StateTypes.Undo ? row.FieldsValuesPrevious : row.FieldsValuesNext; foreach (var field in fieldsValues) { dataRow[field.Field] = field.Value; } rows.Add(dataRow); if (rows.Count > 0) ((OracleDataAdapter)_adapters[Table.TableSecSource.Name]).Update(rows.ToArray()); } catch (Exception ex) { Error = ex.Message; return false; } } return true; }