예제 #1
0
 private void OnLevelChanged()
 {
     if (LevelChanged != null)
     {
         LevelChanged.Invoke();
     }
 }
예제 #2
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 void ConfigureEntityPropertyChanges()
 {
     OnEntityPropertyChanged(
         () => LevelChanged?.Invoke(this, EventArgs.Empty),
         e => e.WageDistrictLevelRates
         );
 }
예제 #3
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    public bool LoadLevel(string levelName)
    {
        //bool loaded;
        bool isCube = Levels.is3DLevel(levelName);

        currentData         = LevelData.Load(levelName);
        levelNameField.text = currentData.Name;
        if (isCube)
        {
            SetCubeData(currentData);
        }
        else
        {
            SetBoardData(currentData);
        }
        //if (!loaded)
        //{
        //    Debug.LogError("Didn't succed in loading the following level : " + levelName);
        //    return false;
        //}
        if (LevelChanged != null)
        {
            LevelChanged.Invoke();
        }
        return(true);
    }
예제 #4
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 private void OnLevelReceived(float level)
 {
     if (LevelChanged != null)
     {
         LevelChanged.Invoke(level);
     }
 }
예제 #5
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 void SampleChannelPreVolumeMeter(object sender, StreamVolumeEventArgs e)
 {
     if (e?.MaxSampleValues != null)
     {
         LevelChanged?.Invoke(this, new LevelChangedEventArgs(e.MaxSampleValues));
     }
 }
예제 #6
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    private void Awake()
    {
        LoadProgress();

        LevelChanged?.Invoke(_currentLevel);
        _levelGenerator.StartLevel(_currentLevel);
    }
예제 #7
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        public static void SetActiveLevel(Level level)
        {
            if (CurrentLevel != null)
            {
                // Unsubscribe
                CurrentLevel.TurnCompleted        -= OnLevelTurnCompleted;
                CurrentLevel.TurnRollbackSucceeds -= OnLevelTurnRolledBack;
                CurrentLevel.StateChanged         -= OnLevelStateChanged;
                CurrentLevel.StarCollected        -= OnLevelStarCollected;
                CurrentLevel.EntitySpawned        -= OnLevelEntitySpawned;
                CurrentLevel.EntityKilled         -= OnLevelEntityKilled;
            }

            CurrentLevel = level;

            // Subscribe
            CurrentLevel.TurnCompleted        += OnLevelTurnCompleted;
            CurrentLevel.TurnRollbackSucceeds += OnLevelTurnRolledBack;
            CurrentLevel.StateChanged         += OnLevelStateChanged;
            CurrentLevel.StarCollected        += OnLevelStarCollected;
            CurrentLevel.EntitySpawned        += OnLevelEntitySpawned;
            CurrentLevel.EntityKilled         += OnLevelEntityKilled;

            // Notify about level change
            LevelChanged?.Invoke(CurrentLevel);
        }
예제 #8
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 void UpdateScore(bool winner)
 {
     if (winner)
     {
         if (!isBonusLevel)
         {
             _playerScore++;
             if (_playerScore == _requireToWin)
             {
                 playerWinsCount++;
                 PlayerPrefs.SetInt("playerWins", playerWinsCount);
                 LastGoal?.Invoke();
                 LevelChanged?.Invoke(true);
             }
         }
         else
         {
             _playerScore += 3;
         }
         scoreChanged?.Invoke(winner, _playerScore);
     }
     else
     {
         _enemyScore++;
         scoreChanged?.Invoke(winner, _enemyScore);
         if (_enemyScore == _requireToWin)
         {
             LastGoal?.Invoke();
             LevelChanged?.Invoke(false);
         }
     }
 }
예제 #9
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파일: Block.cs 프로젝트: FloppyDr/RandomTD
    public void LevelUp()
    {
        _player.AddScore(_level * _scoreMultiplier);
        _level++;
        LevelChanged?.Invoke(_level);

        ChangeBlockColor();
    }
예제 #10
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        private void refreshTimer_Tick(object sender, EventArgs e)
        {
            levelName = EngineFunctions.GetCurrentLevelName.Call();
            if (levelName != previousLevelName)
            {
                LevelChanged?.Invoke(levelName);
                previousLevelName   = levelName;
                levelNameLabel.Text = levelName;
            }

            RefreshData?.Invoke();
        }
        public void SetXP(ulong guildId, ulong userId, int xp, ulong?channelId = null)
        {
            var lm = GetOrCreate(guildId, userId);

            var oldLevel = lm.Level;

            lm.TotalXP = xp;

            if (oldLevel != lm.Level)
            {
                LevelChanged?.Invoke(new LevelChangedArgs(guildId, userId, oldLevel, lm.Level, channelId));
            }
        }
예제 #12
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    private void WinLevel()
    {
        _objectThrower.ProhibitThrow();
        _menu.HideGameplayBars();
        _playerMoney.AddMoney(_totalReward);

        _currentLevel++;
        SaveProgress();
        LevelChanged?.Invoke(_currentLevel);

        _movieProducer.StartMovie();
        StartCoroutine(CompleteLevelAfterMovie());
    }
예제 #13
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        private void OnLevelInputChanged(string value)
        {
            var level = 1;

            try
            {
                level = int.Parse(value);
            }
            catch (Exception exception)
            {
                // ignored
            }

            LevelChanged?.Invoke(level);
        }
        public void SetXp(ulong guildId, ulong userId, int xp, ulong?channelId = null)
        {
            var lm       = GetOrCreate(guildId, userId);
            var oldLevel = GetLevel(guildId, userId);

            lm.TotalXP = xp;
            _set.Update(lm);
            _context.SaveChanges();
            var newLevel = GetLevel(guildId, userId);

            if (oldLevel != newLevel)
            {
                LevelChanged?.Invoke(new LevelChangedArgs(guildId, userId, oldLevel, newLevel, channelId));
            }
        }
예제 #15
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    public void GainExp()
    {
        exp += level;
        ExpChanged?.Invoke(exp);

        if (exp < expToLevel)
        {
            return;
        }

        exp %= expToLevel;
        level++;
        expToLevel *= level;
        LevelChanged?.Invoke(level);
        ExpChanged?.Invoke(exp);
    }
예제 #16
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    private IEnumerator IncreaseLevel()
    {
        while (_cardDistributer.Cards.All(x => x.IsOpen == false) == false)
        {
            yield return(null);
        }

        Level++;
        if (Level >= 10)
        {
            _lastTries++;
        }

        _tryCounter.SetTries(_lastTries);
        LevelChanged?.Invoke();

        _cardDistributer.AddCards(1);
    }
예제 #17
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        private void waveIn_DataAvailable(object sender, WaveInEventArgs e)
        {
            try
            {
                if (!_monitoring)
                {
                    switch (_format)
                    {
                    case "mp3":
                        ((LameMP3FileWriter)_writer).Write(e.Buffer, 0, e.BytesRecorded);
                        break;

                    case "wav":
                        ((WaveFileWriter)_writer).Write(e.Buffer, 0, e.BytesRecorded);
                        break;
                    }
                }



                //Console.WriteLine(_device.AudioMeterInformation .MasterPeakValue);
                if (waveIn.WaveFormat.Channels == 2)
                {
                    LevelChanged?.Invoke(this, new LevelChangedEventArgs((int)(Math.Round(_device.AudioMeterInformation.PeakValues[0] * 100)), (int)(Math.Round(_device.AudioMeterInformation.PeakValues[1] * 100))));
                }
                else
                {
                    LevelChanged?.Invoke(this, new LevelChangedEventArgs((int)(Math.Round(_device.AudioMeterInformation.PeakValues[0] * 100)), (int)(Math.Round(_device.AudioMeterInformation.PeakValues[0] * 100))));
                }
            }
            catch (Exception ex)
            {
                //Console.WriteLine(ex.Message);
                StopRecord();
                ChangeStatus("Error", ex.Message);
            }
        }
예제 #18
0
 void ChangeLevelWhenTimeIsUp()
 {
     if (!isBonusLevel)
     {
         if (_playerScore > _enemyScore)
         {
             playerWinsCount++;
             PlayerPrefs.SetInt("playerWins", playerWinsCount);
             LevelChanged?.Invoke(true);
         }
         else
         {
             LevelChanged?.Invoke(false);
         }
     }
     else
     {
         _playerMoney += _playerScore;
         PlayerPrefs.SetInt("Money", _playerMoney);
         playerWinsCount = 0;
         PlayerPrefs.SetInt("playerWins", playerWinsCount);
         BonusLevelEnded?.Invoke();
     }
 }
예제 #19
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 private void RaiseLevelChanged(ESoundGroup soundGroup, int level)
 {
     LevelChanged?.Invoke(this, new LevelChangedEventArgs(soundGroup, level));
 }
예제 #20
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        public async Task GoTo(int level, int lvl)
        {
            //int min;
            //int nam = 0;

            //minlvl.Add(level);
            //int count = minlvl.Count;
            //min = Math.Abs(minlvl[0] - lvl);
            //for (int i = 0; i < count; i++)
            //{

            //    if (Math.Abs(minlvl[i] - lvl) <= min)
            //    {
            //        min = Math.Abs(minlvl[i] - lvl);
            //        nam = i;
            //    }
            //}

            //int lvl1 = minlvl[nam];

            //int coun = minlvl.Count;
            if (lvl < level)
            {
                State = States.EmptyClimbingUp;
                StateChanged?.Invoke(this, this.State);

                for (int i = lvl; i <= level; i++)
                {
                    await Task.Delay(1000);

                    Level = i;
                    LevelChanged?.Invoke(this, this.Level);
                }
                await Task.Delay(1000);

                State = States.OpenDoorsWaiting;
                StateChanged?.Invoke(this, this.State);

                await Task.Delay(1000);

                State = States.EmptyWaiting;
                StateChanged?.Invoke(this, this.State);
            }
            else
            if (lvl > level)
            {
                State = States.EmptyClimbingDown;
                StateChanged?.Invoke(this, this.State);

                for (int i = lvl; i >= level; i--)
                {
                    await Task.Delay(1000);

                    Level = i;
                    LevelChanged?.Invoke(this, this.Level);
                }
                await Task.Delay(1000);

                State = States.OpenDoorsWaiting;
                StateChanged?.Invoke(this, this.State);

                await Task.Delay(1000);

                State = States.EmptyWaiting;
                StateChanged?.Invoke(this, this.State);
            }
        }
예제 #21
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 public static void OnLevelChanged(int oldValue, int newValue)
 => LevelChanged?.Invoke(oldValue, newValue);
예제 #22
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파일: Block.cs 프로젝트: FloppyDr/RandomTD
 private void Start()
 {
     LevelChanged?.Invoke(_level);
 }
예제 #23
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 public LevelManager()
 {
     SceneManager.sceneLoaded += (scene, mode)
                                 => LevelChanged?.Invoke(scene.name);
 }
 void OnLevelChanged(BatteryLevelChangedEventArgs e)
 {
     LevelChanged?.Invoke(this, e);
 }
예제 #25
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 public static void InvokeLevelChanged(LevelInfo level, LevelInfo previous)
 {
     LevelChanged?.Invoke(level, previous);
 }
예제 #26
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 /// <summary> Sets the <see cref="Level"/> to the specified <paramref name="value"/>. </summary>
 public LogConfiguration SetLevel(ELogLevel value)
 {
     Level = value ?? ELogLevel.None;
     LevelChanged?.Invoke(this);
     return(this);
 }
예제 #27
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        //public async Task AddF( int l)
        //{
        //    await Task.Delay(500);
        //    minlvl.Add(l);
        //}
        public async Task GoTo(int level)
        {
            int min;
            int nam = 0;

            //Data.minlvl.Add(2);
            //Data.minlvl.Add(3);
            //var s = Data.minlvl.ElementAt(2);
            //var level = minlvl.ElementAt(0) ;


            //////int count = minlvl.Count;
            //////// min = Math.Abs(minlvl[0] - lvl);
            //////min = Data.Cfloor;
            //////for (int i = 0; i < count; i++)
            //////{

            //////    if (Math.Abs(minlvl.ElementAt(i) - m) <= min)
            //////    {
            //////        min = Math.Abs(minlvl.ElementAt(i) - m);
            //////        nam = i;
            //////    }
            //////}

            //var lvl1 = minlvl.ElementAt(nam);
            //minlvl.RemoveAt(nam);
            //var lvl1 = 1;
            //level = minlvl[nam];
            if (m < level)
            {
                State = States.EmptyClimbingUp;
                StateChanged?.Invoke(this, this.State);

                for (int i = m; i <= level; i++)
                {
                    await Task.Delay(1000);

                    Level = i;
                    LevelChanged?.Invoke(this, this.Level);
                    Butt?.Invoke(this, this.Level);
                }

                await Task.Delay(1000);

                State = States.OpenDoorsWaiting;
                StateChanged?.Invoke(this, this.State);

                await Task.Delay(1000);

                State = States.EmptyWaiting;
                StateChanged?.Invoke(this, this.State);
            }
            else
            if (m > level)
            {
                State = States.EmptyClimbingDown;
                StateChanged?.Invoke(this, this.State);

                for (int i = m; i >= level; i--)
                {
                    await Task.Delay(1000);

                    Level = i;
                    LevelChanged?.Invoke(this, this.Level);
                    Butt?.Invoke(this, this.Level);
                }

                await Task.Delay(1000);

                Butt?.Invoke(this.Level, this.Level);
                State = States.OpenDoorsWaiting;
                StateChanged?.Invoke(this, this.State);

                await Task.Delay(1000);

                State = States.EmptyWaiting;
                StateChanged?.Invoke(this, this.State);
            }
        }
예제 #28
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 protected virtual void OnLevelChanged()
 {
     LevelChanged?.Invoke(this, EventArgs.Empty);
 }
예제 #29
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 protected virtual void OnLevelChanged()
 {
     LevelChanged?.Invoke(this, new EventArgs());
 }
예제 #30
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 /// <summary>
 /// Raises the LevelChanged event
 /// </summary>
 /// <param name="levelNum"></param>
 /// <param name="level"></param>
 protected virtual void OnLevelChanged(int levelNum, ILevel <Board> level)
 {
     LevelNumChanged?.Invoke(this, levelNum);
     LevelChanged?.Invoke(this, level);
 }