void Load() { // Loads the entire inventory from json _inventoryCollection = JsonUtility.FromJson <Inventory>(_json); //For each unique ownerID on each item, store those ids List <string> actorIDS = _inventoryCollection.items .Select(i => i.ownerID) .Distinct() .ToList(); //Look up the actorData associated with all the ids and cache them actorIDS.ForEach(id => _actorDatas.Add(LoadFromPlayerPrefs <ActorData>(id))); //For each actorData equip all of there items //And the actor in the scene _actorDatas.ForEach(a => { GetActorsItems(a) .ForEach(i => { EquipItem(a, i); if (i.isActor) //If the item is an actor (companion) dont spawn here { actorFactory.CreateActor <Player>(a); } else { actorFactory.CreateActor <CompanionController>(a); } }); }); }
private void addActorTypeMenu_Click(object sender, EventArgs e) { ToolStripMenuItem item = sender as ToolStripMenuItem; ObjectCreator creator = item.Tag as ObjectCreator; if (creator != null) { try { NCheckResult hit; NEMainViewport activeViewport = this.ActiveViewport; if (activeViewport != null) { activeViewport.MouseRayCheck(out hit, activeViewport.RightMouseButtenDownPosition, 512 * 1024, LineCheckType.All); Point pt = activeViewport.Viewport.Camera.WorldToScreen(hit.location); ActorFactory factory = creator.CreateInstance() as ActorFactory; factory.CreateActor(NLevelEditorEngine.Instance.MainLevel, hit.location, Vector3.Zero); } } catch (System.Exception ex) { Program.ShowException(ex, "ActorFactory Create Error!"); } } }
public async Task <ReducedData> Process(string fileName) { var appName = ActorService.Context.CodePackageActivationContext.ApplicationName; var mapActor = ActorFactory.CreateActor <IMapActor>(appName, "MapActorService", "mapper", 1); var reduceActor = ActorFactory.CreateActor <IReduceActor>(appName, "ReduceActorService", "reducer", 1); await MapWithSingleActorAsync(fileName, mapActor, reduceActor); return(await reduceActor.GetResultAsync()); }
public async Task <ForgelightActor[]> CreateActorInstances(Object objectDef) { ForgelightActor[] actors = new ForgelightActor[objectDef.Instances.Count]; for (int i = 0; i < objectDef.Instances.Count; i++) { actors[i] = await actorFactory.CreateActor(objectDef.ActorDefinition, zoneObjects.transform); PrepareInstance(actors[i], objectDef.Instances[i]); } return(actors); }
protected override void LoadContent() { base.LoadContent(); string dataXml = ""; using (StreamReader sr = new StreamReader(Path.Combine(Content.RootDirectory, "Xml", "BaseActor.xml"))) { dataXml = sr.ReadToEnd(); } ActorFactory actorFactory = new ActorFactory(); Actor actor = actorFactory.CreateActor(dataXml); }
private async Task AsyncSolution(CancellationToken cancellationToken) { var appName = Context.CodePackageActivationContext.ApplicationName; var serviceName = "MapReduceSupervisorActorService"; var file = "D:\\Temp\\stocks.json"; var actorProxy = ActorFactory.CreateActor <IMapReduceSupervisorActor>(appName, serviceName, "supervisor", 1); var stopWatch = new Stopwatch(); stopWatch.Start(); var reducedData = await actorProxy.Process(file); stopWatch.Stop(); ServiceEventSource.Current.Message("ACTOR SOLUTION: Total Processing Time: {0}, Total Records: {1}, Per Record Processing Time: {2:0.00}ms", stopWatch.Elapsed, reducedData.ProcessedRecordsCounter, (double)stopWatch.Elapsed.TotalMilliseconds / (double)reducedData.ProcessedRecordsCounter); }
public void OnBattleStart(String playerName, String enemyName, CharacterInfo playerInfo) { IsRunning = true; GameObject playerObj = ActorFactory.CreateActor(playerName, PlayerSlot); Actor player = playerObj.GetComponent <Actor>(); player.Init(playerInfo); _players.Add(player); PlayerBoard.Init(player); PlayerBoard.gameObject.SetActive(true); GameObject enemyObj = ActorFactory.CreateActor(enemyName, EnemySlot); Actor enemy = enemyObj.GetComponent <Actor>(); enemy.Init(null); _enemies.Add(enemy); EnemyBoard.Init(enemy); EnemyBoard.gameObject.SetActive(true); }