public void Add(AppStates state, DateTime?date = null) { this.LogInfo($"{DateTime.Now}, {state}"); var key = date.HasValue ? date.Value : DateTime.Now; History = History.Add(key, state); }
///////////////////////////////////// // Background thread stuff: ///////// //////////////////////////////////// /// <summary> /// The possible states of the app are: /// /// Processing -- in the process of importing data from VESTA reports, /// or creating label or list documents using the imported data. /// /// Viewing -- The startup state. Present a list of label and list files /// to the user, along with buttons to perform various operations. /// /// Showing Work -- Exhibiting the results of the Processing stage. /// /// </summary> /// <param name="newState"></param> private void SetAppState(AppStates newState) { CurrentState = newState; switch (CurrentState) { case AppStates.Processing: this.Hide(); break; case AppStates.Viewing: this.Show(); if (this.Context.IsEmpty) { ShowNothingImportedMessage(); } else if (this.FileListManager.IsEmpty) { ShowNoFilesMessage(); } break; case AppStates.ShowingWork: ProgressForm.Done = true; break; } }
//protected SimpleDialog finishScanningdialog; void Start() { State = AppStates.Loading; StartCoroutine(DisplayLoadingMessage()); //StartCoroutine(DisplayScanningMessage()); TextureMappingManager.Instance.SpatialMappingCreated += SpatialMappingCreated; UnityEngine.XR.WSA.Input.InteractionManager.OnTapped += TappedCallBack; }
protected void SpatialMappingCreated() { if (State == AppStates.Loading) { State = AppStates.Scanning; Debug.Log("Start Scanning"); StartCoroutine(DisplayScanningMessage()); } }
public InfoTabViewItem(AppStates appStates) { switch (appStates) { case AppStates.Awaiting: Message = "Заполните данные и проверьте соединение!"; Image = "/Images/info.png"; AppState = AppStates.Awaiting; break; case AppStates.Connected: Message = "Соединение прошло успешно, выберите операцию!"; Image = "/Images/ok.png"; AppState = AppStates.Connected; break; case AppStates.ConnectionError: Message = "Соединение прошло неудачно, ошибка скопирована в буфер обмена!"; Image = "/Images/error.png"; AppState = AppStates.ConnectionError; break; case AppStates.SuccessfullyBackuped: Message = "Резервное копирование завершено успешно!"; Image = "/Images/good.png"; AppState = AppStates.SuccessfullyBackuped; break; case AppStates.SuccessfullyRestored: Message = "Восстановление из копии выполнено успешно!"; Image = "/Images/good.png"; AppState = AppStates.SuccessfullyRestored; break; case AppStates.BackupError: Message = "Копирование прошло неудачно, ошибка скопирована в буфер обмена!"; Image = "/Images/error.png"; AppState = AppStates.BackupError; break; case AppStates.RestoreError: Message = "Восстановление прошло неудачно, ошибка скопирована в буфер обмена!"; Image = "/Images/error.png"; AppState = AppStates.RestoreError; break; case AppStates.IsBusy: Message = "Пожалуйста, ждите..."; IsProgressVisible = true; IsUIActive = false; AppState = AppStates.IsBusy; break; } }
/************************************************************* *************************************************************/ private void HandleDetecting(AppStims theAppStims) { switch (theAppStims) { case AppStims.KEYS_LOADED: break; case AppStims.DRIVE_DETECTED: theAppState = AppStates.AUTHENTICATING; break; } }
private static AppStates GetAppStates() { var appStatesRepository = UnitOfWork.AppStates; var appStates = appStatesRepository.GetById(AppStates.AppStatesId); if (appStates == null) { appStates = new AppStates(); appStatesRepository.Insert(appStates); } return(appStates); }
/************************************************************* *************************************************************/ private void HandleError(AppStims theAppStims) { switch (theAppStims) { case AppStims.DRIVE_PRESENT: break; case AppStims.DRIVE_ABSENT: AddEvent("Drive Removed"); theAppState = AppStates.DETECTING; break; } }
private void SetAppState(AppStates newState, string filename) { switch (newState) { case AppStates.Idle: this.SetFileReadWidgetsVisible(false); this.StatusBox.Visible = true; this.ProgressBar.Visible = false; break; case AppStates.ParsingLog: this.SetFileReadWidgetsVisible(true); this.ProgressBar.Text = string.Format("Reading file: {0}", filename); this.StatusBox.Visible = false; break; } }
/************************************************************* *************************************************************/ private void HandleAuthenticating(AppStims theAppStims) { switch (theAppStims) { case AppStims.KEYS_LOADED: AuthenticateDrive(); break; case AppStims.DRIVE_AUTH_FAILED: //keys.Enabled = true; theAppState = AppStates.ERROR; break; case AppStims.DRIVE_AUTH_PASSED: //keys.Enabled = true; theAppState = AppStates.DISK_DETECTING; break; } }
public IEnumerator StartMappingTexture() { if (State == AppStates.Scanning) { State = AppStates.MappingTexture; SpatialUnderstanding.Instance.RequestFinishScan(); while (SpatialUnderstanding.Instance.ScanState != SpatialUnderstanding.ScanStates.Done) { yield return(null); } TextureMappingManager.Instance.StartTextureMapping(); MiniatureRoom.GenerateMesh(); ClearDialog(); SimpleDialog.ButtonTypeEnum buttons = SimpleDialog.ButtonTypeEnum.OK; dialog = SimpleDialog.Open(DialogPrefab, buttons, "Camera Mapping", "Move around and do AirTap."); } }
private async void btnCancel_Click(object sender, EventArgs e) { cancellation.Cancel(); AddEvent("Cancelling..."); // We should wait for the tasks to finish here btnCancel.Enabled = false; if (currentTask != null) { await currentTask; } AddEvent("Current task cancelled"); StateMachine(AppStims.CANCEL); ReportProgress(0); // Reset progressbar theAppState = AppStates.READY; TaskComplete(); }
/************************************************************* *************************************************************/ private void HandleReady(AppStims theAppStims) { switch (theAppStims) { case AppStims.DISK_PRESENT: btnRipGame.Enabled = true; btnEject.Enabled = true; break; case AppStims.NO_DISK_PRESENT: AuthenticateDrive(); /* Wait for user to swap disks */ btnRipGame.Enabled = false; btnEject.Enabled = false; theAppState = AppStates.DISK_DETECTING; break; case AppStims.DRIVE_ABSENT: theAppState = AppStates.DETECTING; break; } }
/************************************************************* *************************************************************/ private void HandleDiskDetecting(AppStims theAppStims) { switch (theAppStims) { case AppStims.DRIVE_PRESENT: DiskDetectionWorker.RunWorkerAsync(); break; case AppStims.DRIVE_ABSENT: AddEvent("Drive Removed"); theAppState = AppStates.DETECTING; break; case AppStims.DISK_PRESENT: theAppState = AppStates.DISK_TYPE_DETECTING; break; case AppStims.NO_DISK_PRESENT: /* Wait for user to swap disks */ break; } }
//Called by the buttons public void TerrainDone() { appState = AppStates.GAME_RENDERING; }
private void OnImageTrackableFoundFirstTime() { appState = AppStates.INIT_ANIMATION; }
public bool Exists(AppStates state) => History.Any(x => x.Value == state);
private void OnStateChanged(AppStates state) { updatableState = appStateMachine.CurrentState as IUpdatable; }
public void ResetAll() { appState = AppStates.RESET_ALL; }
void Update() { //We declare the bool values here because we want them to be set to false, unless the state is correct //This saves us from setting the values to false in each state. bool showDoneButton = false; bool showResetButton = false; switch (appState) { //Detection phase case AppStates.OVERLAY_OUTLINE: instructionsText.text = pointDeviceText; surfaceBehaviour.GetComponent <Renderer>().enabled = false; break; // The animation that is played when the trackable is found for the first time case AppStates.INIT_ANIMATION: appState = AppStates.SCANNING; break; // Scanning phase case AppStates.SCANNING: ShowWireFrame(true); instructionsText.text = pullBackText; showDoneButton = true; break; // When the user taps done. This happens before the game can be played case AppStates.GAME_RENDERING: if ((reconstructionBehaviour != null) && (reconstructionBehaviour.Reconstruction != null)) { ShowWireFrame(false); surfaceBehaviour.GetComponent <Renderer>().enabled = false; imageTarget.ToggleOnStateChange = true; reconstructionBehaviour.Reconstruction.Stop(); OnStartGame.Invoke(); appState = AppStates.GAME_PLAY; } break; //This is where the user can shoot the ball case AppStates.GAME_PLAY: instructionHolder.gameObject.SetActive(false); showResetButton = true; break; //User taps on [RESET] button - Re-loads the level case AppStates.RESET_ALL: //Reloads this scene UnityEngine.SceneManagement.SceneManager.LoadScene(0); appState = AppStates.NONE; break; // Just a placeholder state, to make sure that the previous state runs for just one frame. case AppStates.NONE: break; } if (doneButton != null && showDoneButton != doneButton.enabled) { doneButton.enabled = showDoneButton; doneButton.image.enabled = showDoneButton; doneButton.gameObject.SetActive(showDoneButton); } if (resetButton != null && showResetButton != resetButton.enabled) { resetButton.enabled = showResetButton; resetButton.image.enabled = showResetButton; resetButton.gameObject.SetActive(showResetButton); } }
//------------------------------------------------------------------ private void ChangeAppState(AppStates in_newState) { m_appState = in_newState; }