protected virtual void EnqueueDownstream(T item) { if (NextElement != null && item != null) { NextElement.Enqueue(item); } }
void Start() { CommonData.Play = true; CommonData.Logo_GameOver = Logo_Game_Over; CommonData.Logo_GameOver.SetActive(false); CommonData.Logo_Tetris = Logo_Tetris; CommonData.Logo_Tetris.SetActive(false); CommonData.Logo_Pause = logo_Pause; CommonData.Logo_Pause.SetActive(false); CommonData.timestep_Go = false; CommonData.Tetris_Logo_bool = false; CommonData.animation_1_active = false; CommonData.animation_2_active = false; CommonData.compressactive = false; CommonData.stepafteranimation = true; CommonData.CommonArr = new int[CommonData.Height, CommonData.Lenght]; CommonData.PoolCubes = new GameObject[CommonData.Height, CommonData.Lenght]; Parent_lines = new GameObject(); for (int i = 0; i < CommonData.Height; i++) { for (int k = 0; k < CommonData.Lenght; k++) { CommonData.CommonArr[i, k] = 0; CommonData.PoolCubes[i, k] = Instantiate(CubePrefab); } } nextElement = new NextElement(); blockController = new BlockController(nextElement.GeneretedSBT(CommonData.hint.NumberElement)); ResetPosition(); TimeLevelCount = 1; }
override public void OutAct() { base.OutAct(); CreateQuantity++; base.TNext = base.TCurr + base.GetDelay(); PatientType patientType = FindPatientType(); Patient patient = new Patient() { Index = CreateQuantity, startTime = TCurr, PatientType = new PatientType { AvRegisterTime = patientType.AvRegisterTime, Name = patientType.Name, Frequency = patientType.Frequency } }; NextElement.CurrentPatient = patient; NextElement.InAct(); }
protected virtual bool _IsClosed(AbstractElement beginningElement = null) { var goToNext = NextElement != null; var reachedClosure = beginningElement == this; if (reachedClosure) { return(true); } return(goToNext && NextElement._IsClosed(beginningElement ?? this)); }
protected void HandleNext(object context = null) { if (NextElement != null) { NextElement.Handle(context); } else { HandleFinished(); } }
public void Cancel() { lock (this) { if (processing) { canceled = true; } if (NextElement != null) { NextElement.Cancel(); } } }
private void HandleNextAction(object sender, TextView.EditorActionEventArgs e) { e.Handled = false; if (e.ActionId == ImeAction.Next && NextElement != null) { NextElement?.Focus(); e.Handled = true; } if (!e.Handled) { Element.PressEnter(); } }
void ResetGame(BlockController bc) { CommonData.Play = true; CommonData.CommonArr = new int[CommonData.Height, CommonData.Lenght]; for (int i = 0; i < CommonData.Height; i++) { for (int k = 0; k < CommonData.Lenght; k++) { CommonData.CommonArr[i, k] = 0; } } NextElement nextElement = new NextElement(); bc.stateBlockTetris = nextElement.GeneretedSBT(CommonData.hint.NumberElement); Line_table = 0; Score_table = 0; CommonData.Line = 0; CommonData.Score = 0; }
protected virtual void GiveProperties() { var listOfConnectedElements = NextElement == null ? null : NextElement.GetListOfConnectedElements(this); if (listOfConnectedElements == null) { Debug.Log("No connected elements."); return; } Debug.Log(string.Format("Connected elements: {0}", listOfConnectedElements.GetReadableList())); var batteries = listOfConnectedElements.OfType <Battery>(); var batteryU = (from battery in batteries select battery.Properties.Current).ToList <double>().Sum(); var circuitR = (from element in listOfConnectedElements where !(element is BranchEndElement) select element.Properties.Resistance).ToList <double>().Sum(); var amperage = batteryU / circuitR; foreach (var connectedElement in listOfConnectedElements) { //connectedElement.Properties.SetIR(batteryU / circuitR, connectedElement.Properties.Resistance); connectedElement.SetAmperage(amperage); } }
public override void OutAct() { base.OutAct(); int index = 0; if (PatientsTypes.Count > 0) { index = patientType.ChooseProbability(PatientsTypes) - 1; foreach (var t in PatientsTypes) { if (index + 1 == t.Index) { t.Quantity++; } } } TNext = TCurrent + GetDelay(); NextElement.AverageDelay = PatientsTypes[index].AvgTimeOfRegistration; NextElement.InAct(PatientsTypes[index].Index); }
private void NextButtonPressed(object sender, EventArgs e) { NextElement?.Focus(); }
public override void OutAct() { base.OutAct(); TNext = TCurrent + GetDelay(); NextElement.InAct(1); }