public IEnumerator Rise(bool checkIn) { while (checkIn) { if (ath.stuck) { checkIn = false; break; currentState = FSM_STATE.MOVING; } } yield return(null); }
public DHCP_FAILOVER_RELATIONSHIP_Managed(DHCP_IP_ADDRESS primaryServer, DHCP_IP_ADDRESS secondaryServer, DHCP_FAILOVER_MODE mode, DHCP_FAILOVER_SERVER serverType, FSM_STATE state, FSM_STATE prevState, int mclt, int safePeriod, string relationshipName, string primaryServerName, string secondaryServerName, IntPtr scopesPointer, byte percentage, string sharedSecret) { PrimaryServer = primaryServer; SecondaryServer = secondaryServer; Mode = mode; ServerType = serverType; State = state; PrevState = prevState; Mclt = mclt; SafePeriod = safePeriod; RelationshipName = relationshipName; PrimaryServerName = primaryServerName; SecondaryServerName = secondaryServerName; ScopesPointer = scopesPointer; Percentage = percentage; SharedSecret = sharedSecret; }
/// <summary> /// Constructor to support DhcpV4FailoverAddScopeToRelationship /// </summary> public DHCP_FAILOVER_RELATIONSHIP_Managed(string relationshipName, DHCP_IP_ARRAY_Managed scopes) { PrimaryServer = (DHCP_IP_ADDRESS)0; SecondaryServer = (DHCP_IP_ADDRESS)0; Mode = (DHCP_FAILOVER_MODE)(-1); ServerType = (DHCP_FAILOVER_SERVER)(-1); State = (FSM_STATE)(-1); PrevState = (FSM_STATE)(-1); Mclt = -1; SafePeriod = -1; RelationshipName = relationshipName; PrimaryServerName = null; SecondaryServerName = null; Percentage = 0xFF; SharedSecret = null; ScopesPointer = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(DHCP_IP_ARRAY_Managed))); Marshal.StructureToPtr(scopes, ScopesPointer, false); }
public DHCP_FAILOVER_RELATIONSHIP_Managed(DHCP_IP_ADDRESS primaryServer, DHCP_IP_ADDRESS secondaryServer, DHCP_FAILOVER_MODE mode, DHCP_FAILOVER_SERVER serverType, FSM_STATE state, FSM_STATE prevState, int mclt, int safePeriod, string relationshipName, string primaryServerName, string secondaryServerName, DHCP_IP_ARRAY_Managed scopes, byte percentage, string sharedSecret) { PrimaryServer = primaryServer; SecondaryServer = secondaryServer; Mode = mode; ServerType = serverType; State = state; PrevState = prevState; Mclt = mclt; SafePeriod = safePeriod; RelationshipName = relationshipName; PrimaryServerName = primaryServerName; SecondaryServerName = secondaryServerName; Percentage = percentage; SharedSecret = sharedSecret; ScopesPointer = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(DHCP_IP_ARRAY_Managed))); Marshal.StructureToPtr(scopes, ScopesPointer, false); }
public IEnumerator Moving(bool checkIn) { while (checkIn) { if (ath.collide) { if (ath.Energy > 0) { checkIn = false; ath.position = true; break; currentState = FSM_STATE.DEAD; } else { checkIn = false; currentState = FSM_STATE.GAMEOVER; } } } yield return(null); }
// Start is called before the first frame update void Start() { currentState = FSM_STATE.RISE; ath = GetComponent <FPSAthlete>(); }