/// <summary> /// Processes all incoming commands from user console. /// </summary> /// <param name="userInput">The user input to parse.</param> private void ProcessCommand(string userInput) { var executionResult = _commandsManager.Execute(userInput); switch (executionResult) { case ExecutionResult.Success: { break; } case ExecutionResult.EmptyCommand: { WriteEmptyCommandMessage(); break; } case ExecutionResult.CommandNotFound: { WriteCommandNotFoundMessage(); break; } case ExecutionResult.InvalidCommandFormat: { WriteInvalidCommandFormatMessage(); break; } } }
public void OnLeftClick() { switch (_actionName) { case "attack": CommandsManager.SelectCommand(new AttackCommand(HommGame.Instance.GetCurrentBattle().GetCurrentStack())); break; case "wait": CommandsManager.Execute(new WaitCommand(HommGame.Instance.GetCurrentBattle().GetCurrentStack())); break; case "defend": CommandsManager.Execute(new DefendCommand(HommGame.Instance.GetCurrentBattle().GetCurrentStack())); break; case "surrender": CommandsManager.Execute(new SurrenderCommand(HommGame.Instance.GetCurrentBattle().GetCurrentArmy())); break; case "use_skill": CommandsManager.SelectCommand(new UseSkillCommand(HommGame.Instance.GetCurrentBattle().GetCurrentStack(), _skillName)); break; default: break; } }
static void Main(string[] args) { CommandsManager.onMessage += Console.WriteLine; CommandsManager.onExceptionThrown += exception => Console.WriteLine(exception.Message); Configuration configuration = new Configuration(true, "Test", "CommandSystem-Unity"); manager = new CommandsManager(configuration); manager.LoadCommands(); Func <float, float, float> action = (a, b) => { if (a > b) { return(a); } else { return(b); } }; manager.Add(command = new FuncCommand <float, float, float>(action)); manager.Add(command = new FuncCommand <float[], float>(Max)); manager.Add(command = new FuncCommand <int[], float>(Max)); Console.WriteLine(manager.Execute("Max \"(int[])2 3\"")); }
public object ExecuteAsync(Type type, object key) { StartWait(); object r = commandsManager.Execute(type, key); WaitBroadcasting(); return(r); }
public void AddGroup(string name) { Group group = new Group(name); ICommand command = new AddGroupCommand(university, group); commandsManager.Execute(command); uiManager.UpdateUI(); }
public void AddUniversityMember(IUniversityMember member) { ICommand command = new AddUniversityMemberCommand(university, member); commandsManager.Execute(command); uiManager.UpdateUI(); }
/// <summary> /// Processes message (done in derived class) and prepares a response. /// </summary> /// <param name="command">The command to process.</param> public override void ProcessCommand(Command command) { CommandsManager.Execute(command); }