public static BsonDocument RefreshSessions( this IMongoClient mongoClient, IEnumerable <Guid> sessionIds) { ObjectCommand <BsonDocument> command = CreateRefreshCommand(sessionIds); return(mongoClient .GetDatabase("admin") .RunCommand(command)); }
/// <summary> /// Отправка команды всем выделенным объектам игрока /// </summary> public void SendCommand(ObjectCommand command, object value) { if (_player.ObjectSelector.SelectedObjectsIsBelongsThePlayer()) { foreach (SelectedObject selectedObj in _player.ObjectSelector.SelectedObjectList) { selectedObj.Transform.SendMessage(command.ToString(), value, SendMessageOptions.DontRequireReceiver); } } }
public static Task <BsonDocument> RefreshSessionsAsync( this IMongoClient mongoClient, IEnumerable <Guid> sessionIds, CancellationToken cancellationToken) { ObjectCommand <BsonDocument> command = CreateRefreshCommand(sessionIds); return(mongoClient .GetDatabase("admin") .RunCommandAsync(command, cancellationToken: cancellationToken)); }
private void Awake() { objCommand = FindObjectOfType <ObjectCommand>(); if (objCommand == null) { Destroy(gameObject); } values = new Dictionary <string, string>(); foreach (SValues v in inspectorValues) { values.Add(v.key /*+ (keyId++)*/, v.value); } }
public override void EnterState() { base.EnterState(); cmd = aiCharacter.lastCmd; activeSkill = GetAttr().GetComponent <SkillInfoComponent>().GetActiveSkill(); skillStateMachine = SkillLogic.CreateSkillStateMachine(GetAttr().gameObject, activeSkill.skillData, GetAttr().transform.position); var time = Util.FrameToFloat(aiCharacter.lastCmd.skillAction.RunFrame); var dir = cmd.skillAction.Dir; var physics = aiCharacter.GetAttr().GetComponent <IPhysicCom>(); physics.TurnToDir(dir); holdTime = time; aiCharacter.PlayAniInTime("creep_attack1", time); }
public override void EnterState() { base.EnterState(); cmd = aiCharacter.lastCmd; activeSkill = GetAttr().GetComponent <SkillInfoComponent>().GetActiveSkill(); var target = cmd.skillAction.Target; var targetPlayer = ObjectManager.objectManager.GetPlayer(target); skillStateMachine = SkillLogic.CreateSkillStateMachine(GetAttr().gameObject, activeSkill.skillData, GetAttr().transform.position, targetPlayer); var time = Util.FrameToFloat(aiCharacter.lastCmd.skillAction.RunFrame); var dir = cmd.skillAction.Dir; var physics = aiCharacter.GetAttr().GetComponent <IPhysicCom>(); physics.TurnToDir(dir); holdTime = time; var config = aiCharacter.GetAttr().npcConfig; var atype = config.GetAction(ActionType.Attack); aiCharacter.PlayAniInTime(atype.aniName, time); }
public CustomerSqlDataReader(ObjectCommand objectCommand) : this(objectCommand.ExecuteReader()) { }
public ObjectSqlDataReader(ObjectCommand objectCommand) { SqlDataReader = objectCommand.ExecuteReader(); }
public CatalogItemSqlDataReader(ObjectCommand objectCommand) : this(objectCommand.ExecuteReader()) { }
public NotificationSqlDataReader(ObjectCommand objectCommand) : this(objectCommand.ExecuteReader()) { }
public InventoryItemSqlDataReader(ObjectCommand objectCommand) : this(objectCommand.ExecuteReader()) { }
public AddressSqlDataReader(ObjectCommand objectCommand) : this(objectCommand.ExecuteReader()) { }
public PersonSqlDataReader(ObjectCommand objectCommand) : this(objectCommand.ExecuteReader()) { }
public UserAccessSqlDataReader(ObjectCommand objectCommand) : this(objectCommand.ExecuteReader()) { }