public Quest(IReciver reciver) { Step = QuestStep.StartDialogCommand; State = QuestState.NotStarted; _observers = new List <ICustomObserver <Quest> >(); _reciver = reciver; }
/// <summary> /// registering recivers that gets a specific message /// </summary> /// <param name="reciver"> reciver to register </param> /// <param name="messages"> a message to reciver </param> public void Register(IReciver reciver,string[] messages) { foreach (string message in messages) { ReciversList.AddValue(message, reciver); } }
/// <summary> /// 构造函数 /// </summary> /// <param name="teamMate">队友对象</param> /// <param name="enemy">敌人对象</param> /// <param name="commander">命令下达者</param> /// <param name="reciver">命令接收者</param> protected AiStrategy(BattleObjects[] teamMate, BattleObjects[] enemy, BattleObjects commander, IReciver reciver) { TeamMate = teamMate; Enemy = enemy; Commander = commander; Reciver = reciver; }
public Dictionary <int, SwitchDevice> Subscribe(string address) { ChannelFactory <IReciver> factory = new ChannelFactory <IReciver>(new NetTcpBinding(), new EndpointAddress(address)); IReciver proxy = factory.CreateChannel(); proxyDict.Add(address, proxy); return(dictSwitches); }
/// <summary> /// 构造函数 /// </summary> /// <param name="sender">命令发出者</param> /// <param name="reciver">命令接收者</param> /// <param name="value">作用值</param> /// <param name="valueEffectNum">作用值数量</param> /// <param name="name">命令名称</param> /// <param name="index">作用对象索引</param> /// <param name="buffType">Buff类型</param> /// <param name="effectGroup">作用对象</param> public BattleCommand(IReciver sender, IReciver reciver, int value, int valueEffectNum, string name, BuffType buffType, EffectGroup effectGroup, int index) : base(reciver) { Value = value; ValueEffectNum = valueEffectNum; Name = name; Sender = sender; Index = index; BuffType = buffType; EffectGroup = effectGroup; }
public StartDialogCommand(IReciver player) { _state = ActionState.NotStarted; _player = player; }
public BuildingTechCommand(IReciver reciver) : base(reciver) { }
public BuildingUpgradeCommand(IReciver reciver) : base(reciver) { }
public GoCmd(uint _processId, IReciver _target) : base(_processId, "go", _target) { }
public GetValueCmd(uint _processId, uint _threadID, PARAMETER _param, IReciver _target) : base(_processId, "value", _target) { m_ThreadID = _threadID; m_Param = _param; }
public GetMembersCmd(uint _processId, uint _threadID, PARAMETER _param ,IReciver _target) : base(_processId, "members", _target) { m_ThreadID = _threadID; m_Param = _param; }
public GetArgumentsCmd(uint _processId, uint _threadID ,IReciver _target) : base(_processId, "arguments", _target) { m_ThreadID = _threadID; }
public AppDomainCmd(uint _processId, IReciver _target) : base(_processId, "appdomains",_target) { }
public EnableExceptionCatcherCmd(uint _processId, IReciver _target, INotification _notification) : base(_processId, "exception", _target) { m_Target = _target; m_Notification = _notification; }
public EnableAssemblyEventsCmd(uint _processId, IReciver _target, INotification _notification) : base(_processId, "assemblyloadevent", _target) { m_Notification = _notification; }
public FightCommand(IReciver player) { _state = ActionState.NotStarted; _player = player; }
public CallStackCmd(uint _processId,uint _ThreadID, IReciver _target) : base(_processId, "callstack",_target) { m_ThreadID = _ThreadID; }
public InteruptCommand(uint _processId, string command,IReciver _target) : base(_processId, "detach", _target) { }
public BuildingTrainCommand(IReciver reciver) : base(reciver) { }
public LoadedAssembliesCmd(uint _processId, string _appName, IReciver _target) : base(_processId, "assemblies",_target) { m_AppDomainName = _appName; }
public BuildingShowDetailCommand(IReciver reciver) : base(reciver) { }
public RemoveBreakPointCmd( uint _processID, string _module, string _class, string _method, uint _line, IReciver _target) : base(_processID, "removebreakpoint", _target) { m_ModuleName = _module; m_ClassName = _class; m_MethodName = _method; m_Line = _line; }
/// <summary> /// 构造函数 /// </summary> /// <param name="teamMate">队友对象</param> /// <param name="enemy">敌人对象</param> /// <param name="commander">命令下达者</param> /// <param name="reciver">命令接收者</param> public GoblinSoldierAi(BattleObjects[] teamMate, BattleObjects[] enemy, BattleObjects commander, IReciver reciver) : base(teamMate, enemy, commander, reciver) { }
public AttachCmd(uint _processId, IReciver _target) : base(_processId,"attach",_target) { }
/// <summary> /// 构造函数 /// </summary> /// <param name="reciver">命令的接收者</param> protected ConcreateCommand(IReciver reciver) { Reciver = reciver; }
public SetBreakPointCmd( uint _processID, string _module, string _class, string _method, uint _line, IReciver _target, INotification _listen) : base(_processID, "setbreakpoint", _target) { m_ModuleName = _module; m_ClassName = _class; m_MethodName = _method; m_Line = _line; m_Listen = _listen; }
protected Command(uint _pid,string _name, IReciver _reciver) { m_ProcessID = _pid; m_Name = _name; m_Reciver = _reciver; }
public StateLessCommand(uint _processId, string _name, IReciver _target) : base(_processId, _name, _target) { }
public ReceiveRewardCommand(IReciver player) { _state = ActionState.NotStarted; _player = player; }
public ThreadsCmd(uint _processId, IReciver _target) : base(_processId, "getthreads", _target) { m_Target = _target; }
public ThreadsCmd(uint _processId, IReciver _target,INotification _notifer ) : base(_processId, "getthreads", _target) { m_Target = _target; m_Notification = _notifer; }
public SelectLocationCommand(IReciver player) { _state = ActionState.NotStarted; _player = player; }