public PlayerState(IEventManager playerEvent) { #region Player State Initialization _StateIdle = new IdleState(this); _StateWalk = new WalkState(this); _StateSprint = new SprintState(this); _StateFall = new FallState(this); _StateCrouch = new CrouchState(this); _StateJump = new JumpState(this); _StateCrouchWalk = new CrouchWalkState(this); _StateSlide = new SlideState(this); _StateCrouchJump = new CrouchJumpState(this); _StateCrouchFall = new CrouchFallState(this); _StateAirMoveCrouchFall = new AirMoveCrouchFallState(this); _StateAirMoveCrouchJump = new AirMoveCrouchJumpState(this); _StateAirMoveFall = new AirMoveFallState(this); _StateAirMoveJump = new AirMoveJumpState(this); #endregion _ActiveProxies = new HashSet <IDynamicProxy>(); _EventPlayer = playerEvent; _CurrentPlayerState = _StateIdle; #region State Proxy Initialization _MediatorToggleProxy = new ToggleProxyMediator(); _ProxySprint = new SprintProxy(this, _MediatorToggleProxy); _ProxyCrouch = new CrouchProxy(this, _MediatorToggleProxy); _MediatorToggleProxy.ProxyCrouch = _ProxyCrouch; _MediatorToggleProxy.ProxySprint = _ProxySprint; _ProxyWalk = new WalkProxy(this, _MediatorToggleProxy); _ProxyFall = new FallProxy(this); _ProxyJump = new JumpProxy(this, _MediatorToggleProxy); #endregion }
public void Handle(object command) { switch (command) { case Start_sprint cmd: { Action <object> publish = (e) => { _publish(new Event_message(cmd.SprintId.Value, e)); }; new Sprint(publish, new SprintState(_events(cmd.SprintId.Value).Select(_ => _.Payload))) .Start(); } break; case Remove_task_from_sprint cmd: { var state = new SprintState(_events(cmd.SprintId.Value).Select(_ => _.Payload)); Action <object> publish = (e) => { state.Project(e); _publish(new Event_message(cmd.SprintId.Value, e)); }; new Sprint(publish, state) .Remove_task(cmd.TaskId); } break; } }
private SprintState() { if (_instance != null) { return; } _instance = this; }
public QueryHandler(Func <List <EventMessage> > history) { _history = history; _SprintReadModel = new SprintState( _history() .Where(_ => _._source == s._sprint) .Select(_ => _._e)); }
public SprintDescriptionResultsDtoBuilder Add(int id, SprintState state = SprintState.CLOSED) { Add(new SprintDescriptionDto { Id = id, State = state }); return(this); }
public Sprint(string name, DateTime startTime, DateTime endTime, ScrumMaster scrumMaster) { backlog = new Backlog(); this.scrumMaster = scrumMaster; this.name = name; this.startTime = startTime; this.endTime = endTime; this.sprintState = new InitializedSprintState(); sprintState.setSprint(this); team = new Dictionary <User, int>(); }
public SprintDtoCollectionBuilder Add(int id, TimeSpan sprintRange, SprintState sprintState = SprintState.CLOSED) { DateTime endDate = DateTime.UtcNow; if (Models.Any()) { endDate = Models.Last().StartDate; } return(Add(id, endDate.Subtract(sprintRange), endDate, sprintState)); }
public SprintRecord(string id, bool archived, BoardRecord board, string name, SprintState state, DateTime from, DateTime to, bool @default, string?description = null) { Id = id; IsArchived = archived; Board = board; Name = name; State = state; From = from; To = to; IsDefault = @default; Description = description; }
public SprintDtoCollectionBuilder Add(int id, DateTime startDate, DateTime endDate, SprintState state = SprintState.CLOSED) { Add(new SprintDto { Id = id, StartDate = startDate, EndDate = endDate, State = state }); return(this); }
public void Execute(object command) { switch (command) { case Start_sprint s: { var state = new SprintState( _all_events() .Where(_ => _._source == s.Sprint) .Select(_ => _._e)); var sprint = new Sprint(state, (e) => { state.Apply(e); _publish(new EventMessage(s.Sprint, e)); }); sprint.Start(); } break; case Finish_task s: { var state = new SprintState( _all_events() .Where(_ => _._source == s.Sprint) .Select(_ => _._e)); var sprint = new Sprint(state, (e) => { state.Apply(e); _publish(new EventMessage(s.Sprint, e)); }); sprint.Finish_task(s.Task); } break; } }
void Start() { playerStats.AdjustInventory(); SpriteEquip(); throwablePrefab = Resources.Load("Prefabs/ThrownWeapon") as GameObject; idle = new IdleState(this); states.Add(idle.stateName, idle); move = new MoveState(this); states.Add(move.stateName, move); dodge = new DodgeState(this); states.Add(dodge.stateName, dodge); sprint = new SprintState(this); states.Add(sprint.stateName, sprint); slide = new SlideState(this); states.Add(slide.stateName, slide); combo = new ComboState(this); states.Add(combo.stateName, combo); strong_attack = new StrongRedirectState(this); states.Add(strong_attack.stateName, strong_attack); dash_attack = new DashRedirectState(this); states.Add(dash_attack.stateName, dash_attack); defense = new DefensiveRedirectState(this); states.Add(defense.stateName, defense); guard = new GuardState(this); states.Add(guard.stateName, guard); stun = new StunState(this); states.Add(stun.stateName, stun); strike = new StrikeState(this); states.Add(strike.stateName, strike); death = new DeathState(this); states.Add(death.stateName, death); currentState = idle; currentState.StartState(); }
public override void Sprint() { base.Sprint(); currentState = new SprintState(details); currentState.Sprint(); }
public void setState(SprintState sprintState) { sprintState.setSprint(this); this.sprintState = sprintState; }
public SprintDescriptionResultsDtoBuilder AddMany(int fromId, int toId, SprintState state) => For(toId - fromId, (i) => Add(fromId + i, state));
private void MakeFSM() { NormalIdleState normalIdle = new NormalIdleState(this.transform); normalIdle.AddTransition(Transition.NormalIdleTSTurnR, StateID.TurnR); // normalIdle.AddTransition(Transition.NormalIdleTSTurnL, StateID.TurnL); // normalIdle.AddTransition(Transition.NormalIdleTSNormalMove, StateID.NormalMove); // normalIdle.AddTransition(Transition.NormalIdleTSFightIdle, StateID.FightIdle); // normalIdle.AddTransition(Transition.NormalIdleTSSprint, StateID.Sprint); // normalIdle.AddTransition(Transition.NormalIdleTSCoverR, StateID.CoverR); // normalIdle.AddTransition(Transition.NormalIdleTSCoverL, StateID.CoverL); // normalIdle.AddTransition(Transition.NormalIdleTSCoverHiR, StateID.CoverHiR); normalIdle.AddTransition(Transition.NormalIdleTSCoverHiL, StateID.CoverHiL); normalIdle.AddTransition(Transition.NormalIdleTSPickUp, StateID.PickUp); // normalIdle.AddTransition(Transition.NormalIdleTSOpenDoor, StateID.OpenDoor); // normalIdle.AddTransition(Transition.NormalIdleTSUsePad, StateID.UsePad); // TurnRState turnR = new TurnRState(this.transform); turnR.AddTransition(Transition.TurnRTSTurnL, StateID.TurnL); turnR.AddTransition(Transition.TurnRTSNormalIdle, StateID.NormalIdle); turnR.AddTransition(Transition.TurnRTSNormalMove, StateID.NormalMove); TurnLState turnL = new TurnLState(this.transform); turnL.AddTransition(Transition.TurnLTSNormalIdle, StateID.NormalIdle); turnL.AddTransition(Transition.TurnLTSNormalMove, StateID.NormalMove); FightIdleState fightIdle = new FightIdleState(this.transform); fightIdle.AddTransition(Transition.FightIdleTSFightMove, StateID.FightMove); // fightIdle.AddTransition(Transition.FightIdleTSNormalMove, StateID.NormalMove); // fightIdle.AddTransition(Transition.FightIdleTSNormalIdle, StateID.NormalIdle); // NormalMoveState normalMove = new NormalMoveState(this.transform); normalMove.AddTransition(Transition.NormalMoveTSFightMove, StateID.FightMove); // normalMove.AddTransition(Transition.NormalMoveTSNormalIdle, StateID.NormalIdle); // normalMove.AddTransition(Transition.NormalMoveTSSprint, StateID.Sprint); // normalMove.AddTransition(Transition.NormalMoveTSRoll, StateID.Roll); // normalMove.AddTransition(Transition.NormalMoveTSCoverR, StateID.CoverR); // normalMove.AddTransition(Transition.NormalMoveTSCoverL, StateID.CoverL); // normalMove.AddTransition(Transition.NormalMoveTSCoverHiR, StateID.CoverHiR); normalMove.AddTransition(Transition.NormalMoveTSCoverHiL, StateID.CoverHiL); normalMove.AddTransition(Transition.NormalMoveTSOpenDoor, StateID.OpenDoor); // normalMove.AddTransition(Transition.NormalMoveTSUsePad, StateID.UsePad); // FightMoveState fightMove = new FightMoveState(this.transform); fightMove.AddTransition(Transition.FightMoveTSFightIdle, StateID.FightIdle); // fightMove.AddTransition(Transition.FightMoveTSNormalMove, StateID.NormalMove); // RollState roll = new RollState(this.transform); roll.AddTransition(Transition.RollTSNormalIdle, StateID.NormalIdle); // roll.AddTransition(Transition.RollTSNormalMove, StateID.NormalMove); // SprintState sprint = new SprintState(this.transform); sprint.AddTransition(Transition.SprintTSNormalIdle, StateID.NormalIdle); // sprint.AddTransition(Transition.SprintTSNormalMove, StateID.NormalMove); // sprint.AddTransition(Transition.SprintTSCoverR, StateID.CoverR); // sprint.AddTransition(Transition.SprintTSCoverL, StateID.CoverL); // sprint.AddTransition(Transition.SprintTSRoll, StateID.Roll); // sprint.AddTransition(Transition.SprintTSCoverHiR, StateID.CoverHiR); sprint.AddTransition(Transition.SprintTSCoverHiL, StateID.CoverHiL); sprint.AddTransition(Transition.SprintTSOpenDoor, StateID.OpenDoor); // sprint.AddTransition(Transition.SprintTSUsePad, StateID.UsePad); // CoverJumpState coverJump = new CoverJumpState(this.transform); coverJump.AddTransition(Transition.CoverJumpTSNormalIdle, StateID.NormalIdle);// CoverRState coverR = new CoverRState(this.transform); coverR.AddTransition(Transition.CoverRTSCoverL, StateID.CoverL); // coverR.AddTransition(Transition.CoverRTSRoll, StateID.Roll); // coverR.AddTransition(Transition.CoverRTSNormalMove, StateID.NormalMove); // coverR.AddTransition(Transition.CoverRTSCoverJump, StateID.CoverJump); // coverR.AddTransition(Transition.CoverRTSCoverLoRShootIdle, StateID.CoverLoRShootIdle); // coverR.AddTransition(Transition.CoverRTSCoverRReload, StateID.CoverRReload); // coverR.AddTransition(Transition.CoverRTSNormalIdle, StateID.NormalIdle); // CoverLoRShootIdleState coverLoRShootIdle = new CoverLoRShootIdleState(this.transform); coverLoRShootIdle.AddTransition(Transition.CoverLoRShootIdleTSCoverLoRShootBeforeDown, StateID.CoverLoRShootBeforeDown); // coverLoRShootIdle.AddTransition(Transition.CoverLoRShootIdleTSFightIdle, StateID.FightIdle); // coverLoRShootIdle.AddTransition(Transition.CoverLoRShootIdleTSCoverR, StateID.CoverR); // CoverLoRShootBeforeDownState coverLoRShootBeforeDown = new CoverLoRShootBeforeDownState(this.transform); coverLoRShootBeforeDown.AddTransition(Transition.CoverLoRShootBeforeDownTSCoverR, StateID.CoverR); // coverLoRShootBeforeDown.AddTransition(Transition.CoverLoRShootBeforeDownTSCoverLoRShootIdle, StateID.CoverLoRShootIdle); // coverLoRShootBeforeDown.AddTransition(Transition.CoverLoRShootBeforeDownTSNormalIdle, StateID.NormalIdle); // CoverLState coverL = new CoverLState(this.transform); coverL.AddTransition(Transition.CoverLTSCoverR, StateID.CoverR); // coverL.AddTransition(Transition.CoverLTSRoll, StateID.Roll); // coverL.AddTransition(Transition.CoverLTSNormalMove, StateID.NormalMove); // coverL.AddTransition(Transition.CoverLTSCoverJump, StateID.CoverJump); // coverL.AddTransition(Transition.CoverLTSCoverLoLShootIdle, StateID.CoverLoLShootIdle); // coverL.AddTransition(Transition.CoverLTSCoverLReload, StateID.CoverLReload); // coverL.AddTransition(Transition.CoverLTSNormalIdle, StateID.NormalIdle); // CoverLoLShootIdleState coverLoLShootIdle = new CoverLoLShootIdleState(this.transform); coverLoLShootIdle.AddTransition(Transition.CoverLoLShootIdleTSCoverLoLShootBeforeDown, StateID.CoverLoLShootBeforeDown); // coverLoLShootIdle.AddTransition(Transition.CoverLoLShootIdleTSFightIdle, StateID.FightIdle); // coverLoLShootIdle.AddTransition(Transition.CoverLoLShootIdleTSCoverL, StateID.CoverL); // CoverLoLShootBeforeDownState coverLoLShootBeforeDown = new CoverLoLShootBeforeDownState(this.transform); coverLoLShootBeforeDown.AddTransition(Transition.CoverLoLShootBeforeDownTSCoverL, StateID.CoverL); // coverLoLShootBeforeDown.AddTransition(Transition.CoverLoLShootBeforeDownTSCoverLoLShootIdle, StateID.CoverLoLShootIdle); // coverLoLShootBeforeDown.AddTransition(Transition.CoverLoLShootBeforeDownTSNormalIdle, StateID.NormalIdle); // CoverHiRState coverHiR = new CoverHiRState(this.transform); coverHiR.AddTransition(Transition.CoverHiRTSCoverHiL, StateID.CoverHiL); coverHiR.AddTransition(Transition.CoverHiRTSNormalMove, StateID.NormalMove); coverHiR.AddTransition(Transition.CoverHiRTSCoverHiRightIdle, StateID.CoverHiRightIdle); coverHiR.AddTransition(Transition.CoverHiRTSNormalIdle, StateID.NormalIdle); CoverHiRightIdleState coverHiRightIdle = new CoverHiRightIdleState(this.transform); coverHiRightIdle.AddTransition(Transition.CoverHiRightIdleTSCoverHiR, StateID.CoverHiR); coverHiRightIdle.AddTransition(Transition.CoverHiRightIdleTSRoll, StateID.Roll); coverHiRightIdle.AddTransition(Transition.CoverHiRightIdleTSCoverHiRShootIdle, StateID.CoverHiRShootIdle); coverHiRightIdle.AddTransition(Transition.CoverHiRightIdleTSNormalIdle, StateID.NormalIdle); CoverHiRShootIdleState coverHiRShootIdle = new CoverHiRShootIdleState(this.transform); coverHiRShootIdle.AddTransition(Transition.CoverHiRShootIdleTSCoverHiRShootBeforeDown, StateID.CoverHiRShootBeforeDown); coverHiRShootIdle.AddTransition(Transition.CoverHiRShootIdleTSCoverHiRightIdle, StateID.CoverHiRightIdle); coverHiRShootIdle.AddTransition(Transition.CoverHiRShootIdleTSFightIdle, StateID.FightIdle); CoverHiRShootBeforeDownState coverHiRShootBeforeDown = new CoverHiRShootBeforeDownState(this.transform); coverHiRShootBeforeDown.AddTransition(Transition.CoverHiRShootBeforeDownTSCoverHiRightIdle, StateID.CoverHiRightIdle); coverHiRShootBeforeDown.AddTransition(Transition.CoverHiRShootBeforeDownTSCoverHiRShootIdle, StateID.CoverHiRShootIdle); coverHiRShootBeforeDown.AddTransition(Transition.CoverHiRShootBeforeDownTSNormalIdle, StateID.NormalIdle); CoverHiLState coverHiL = new CoverHiLState(this.transform); coverHiL.AddTransition(Transition.CoverHiLTSCoverHiR, StateID.CoverHiR); coverHiL.AddTransition(Transition.CoverHiLTSNormalMove, StateID.NormalMove); coverHiL.AddTransition(Transition.CoverHiLTSCoverHiLeftIdle, StateID.CoverHiLeftIdle); coverHiL.AddTransition(Transition.CoverHiLTSNormalIdle, StateID.NormalIdle); CoverHiLeftIdleState coverHiLeftIdle = new CoverHiLeftIdleState(this.transform); coverHiLeftIdle.AddTransition(Transition.CoverHiLeftIdleTSCoverHiL, StateID.CoverHiL); coverHiLeftIdle.AddTransition(Transition.CoverHiLeftIdleTSRoll, StateID.Roll); coverHiLeftIdle.AddTransition(Transition.CoverHiLeftIdleTSCoverHiLShootIdle, StateID.CoverHiLShootIdle); coverHiLeftIdle.AddTransition(Transition.CoverHiLeftIdleTSNormalIdle, StateID.NormalIdle); CoverHiLShootIdleState coverHiLShootIdle = new CoverHiLShootIdleState(this.transform); coverHiLShootIdle.AddTransition(Transition.CoverHiLShootIdleTSCoverHiLShootBeforeDown, StateID.CoverHiLShootBeforeDown); coverHiLShootIdle.AddTransition(Transition.CoverHiLShootIdleTSCoverHiLeftIdle, StateID.CoverHiLeftIdle); coverHiLShootIdle.AddTransition(Transition.CoverHiRShootIdleTSFightIdle, StateID.FightIdle); CoverHiLShootBeforeDownState coverHiLShootBeforeDown = new CoverHiLShootBeforeDownState(this.transform); coverHiLShootBeforeDown.AddTransition(Transition.CoverHiLShootBeforeDownTSCoverHiLeftIdle, StateID.CoverHiLeftIdle); coverHiLShootBeforeDown.AddTransition(Transition.CoverHiLShootBeforeDownTSCoverHiLShootIdle, StateID.CoverHiLShootIdle); coverHiLShootBeforeDown.AddTransition(Transition.CoverHiLShootBeforeDownTSNormalIdle, StateID.NormalIdle); CoverRReloadState coverRReloadState = new CoverRReloadState(this.transform); coverRReloadState.AddTransition(Transition.CoverRReloadTSCoverR, StateID.CoverR);// CoverLReloadState coverLReloadState = new CoverLReloadState(this.transform); coverLReloadState.AddTransition(Transition.CoverLReloadTSCoverL, StateID.CoverL);// PickUpState pickUpState = new PickUpState(this.transform); pickUpState.AddTransition(Transition.PickUpTSNormalIdle, StateID.NormalIdle);// OpenDoorState openDoorState = new OpenDoorState(this.transform); openDoorState.AddTransition(Transition.OpenDoorTSNormalIdle, StateID.NormalIdle);// UsePadState usePadState = new UsePadState(this.transform); usePadState.AddTransition(Transition.UsePadTSNormalIdle, StateID.NormalIdle);// fsm = new FSMSystem(); fsm.AddState(normalIdle); fsm.AddState(normalMove); fsm.AddState(roll); fsm.AddState(sprint); fsm.AddState(fightIdle); fsm.AddState(fightMove); fsm.AddState(coverR); fsm.AddState(coverL); fsm.AddState(coverJump); fsm.AddState(turnR); fsm.AddState(turnL); fsm.AddState(coverHiR); fsm.AddState(coverHiL); fsm.AddState(coverHiRightIdle); fsm.AddState(coverHiLeftIdle); fsm.AddState(coverHiRShootIdle); fsm.AddState(coverHiRShootBeforeDown); fsm.AddState(coverHiLShootIdle); fsm.AddState(coverHiLShootBeforeDown); fsm.AddState(coverLoRShootIdle); fsm.AddState(coverLoRShootBeforeDown); fsm.AddState(coverLoLShootIdle); fsm.AddState(coverLoLShootBeforeDown); fsm.AddState(coverRReloadState); fsm.AddState(coverLReloadState); fsm.AddState(pickUpState); fsm.AddState(openDoorState); fsm.AddState(usePadState); }
public SprintDtoCollectionBuilder AddMany(int fromId, int toId, TimeSpan sprintRange, SprintState state = SprintState.CLOSED) => For(toId - fromId, (i, b) => Add(fromId + i, sprintRange, state));