private void Sets() { canAttack = false; currentTrigger = TriggerStates.None; animEvents.SetAgent(agent); me = new returnableObject(gameObject, GetComponent <Rigidbody>(), GetComponent <NavMeshAgent>()); }
void InitTriggerStates() { triggerStates = new TriggerStates[numberOfControllers]; for (int i = 0; i < triggerStates.Length; i++) { triggerStates[i] = new TriggerStates(); } }
public async Task SetStopTriggerState(bool armed) { await SetStopTriggerStateCore(armed).ConfigureAwait(false); if (armed) { _triggerState |= TriggerStates.Stop; } else { _triggerState &= ~TriggerStates.Stop; } }
void CheckState(int controllerNum) { TriggerStates triggerState = TriggerState(controllerNum); bool lastHeldRight = triggerState.rightTriggerHeld; triggerState.rightTriggerHeld = RightTriggerAbove(controllerNum, buttonMinimum); triggerState.rightTriggerDown = !lastHeldRight && triggerState.rightTriggerHeld; triggerState.rightTriggerUp = lastHeldRight && !triggerState.rightTriggerHeld; bool lastHeldLeft = triggerState.leftTriggerHeld; triggerState.leftTriggerHeld = LeftTriggerAbove(controllerNum, buttonMinimum); triggerState.leftTriggerDown = !lastHeldLeft && triggerState.leftTriggerHeld; triggerState.leftTriggerUp = lastHeldLeft && !triggerState.leftTriggerHeld; }
//Finds how far player is from the enmy and does something with the information public IEnumerator getTrigger() { while (true) { float TargetDistance = Mathf.Abs(Target.position.x - transform.position.x); if (TargetDistance >= enemyRangedRange || transform.position.x > MaxXBounds || transform.position.x < minXBounds) { currentTrigger = TriggerStates.None; } else if (TargetDistance < enemyRangedRange && TargetDistance >= meleeRange) { currentTrigger = TriggerStates.Ranged; } else { currentTrigger = TriggerStates.MustMelee; } yield return(wait); } }
/// <summary> /// Set up the system for sweep /// </summary> /// <param name="startFrequencyIndex">Starting frequency index</param> /// <param name="endFrequencyIndex">Final frequency index</param> /// <param name="repeats">Number of repeats of the whole sweep, repeat indefinitely if null</param> public void SetupSweep(int startFrequencyIndex, int endFrequencyIndex, int?repeats) { if ((startFrequencyIndex >= 0) && (endFrequencyIndex >= 0)) { if (TriggerState == TriggerStates.Sweep) // sweep already running, cancel it and run new sweep { CancelSweep(); } triggerStateBeforeSweep = TriggerState; // save device state TriggerState = TriggerStates.Sweep; if (TriggerState == TriggerStates.Sweep) { RemainingRepeats = repeats; frequencyIndexBeforeSweep = device.FrequencyIndex; // save the currently selected frequency RunSweep(startFrequencyIndex, endFrequencyIndex); port.TransactionQueueEmpty += () => CleanAfterSweep(startFrequencyIndex, endFrequencyIndex); } } }
void Update() { // Hammer if ( Input.GetKeyDown(KeyCode.E) ){ if ( hammerState == HammerStates.Rest ){ hammerState = HammerStates.Cocked; } } // Trigger if ( Input.GetKeyDown(KeyCode.F) && hammerState == HammerStates.Cocked ){ if ( triggerState == TriggerStates.Reset ){ triggerState = TriggerStates.Pulled; } else { triggerState = TriggerStates.Reset; } } // Handle Bullet Chamber Status for( int i=0; i<chambers.Count; i++ ){ if ( chambers[i] == ChamberStates.Empty ){ liveBullets[i].SetActive(false); spentBullets[i].SetActive(false); } if ( chambers[i] == ChamberStates.LoadedLive ){ liveBullets[i].SetActive(true); spentBullets[i].SetActive(false); } if ( chambers[i] == ChamberStates.LoadedSpent ){ liveBullets[i].SetActive(false); spentBullets[i].SetActive(true); } } // if you died if ( dead ){ locked = true; Camera.main.backgroundColor = Color.red; cylinderState = CylinderStates.Open; // show the restart button guiManager.objectivesPanel.SetActive(false); guiManager.restartButton.SetActive(true); guiManager.victoryButton.SetActive(false); } else { if ( !openPlay ){ if ( triggerPulls >= triggerPulls_objective ){ locked = true; Camera.main.backgroundColor = Color.green; cylinderState = CylinderStates.Open; // show the restart button guiManager.objectivesPanel.SetActive(false); guiManager.restartButton.SetActive(false); guiManager.victoryButton.SetActive(true); } } } musicManager.src.pitch = Mathf.Lerp(musicManager.src.pitch, 1f+liveBulletsInCylinder*0.1f, Time.deltaTime*0.25f); }
public Func <Task> FromStateHandlers(string elementName, string elementType, StateTriggerKinds sTK, TriggerStates tS) { //ToDo: null checks try { return(StateChangeEventHandlers .Where(triggerHandler => triggerHandler.ElementName == elementName && triggerHandler.ElementType == elementType && triggerHandler.TriggerKind == sTK && triggerHandler.TriggerState == tS) .Single() .MethodToUse); } catch { Logger.LogError(StringConstants.InvalidFromStateHandlersExceptionMessage, elementName, elementType, sTK, tS); throw new Exception(); // ToDo: create a new exception and use it here } }
public IStateBuilder AddEventHandler(string elementName, string elementType, StateTriggerKinds triggerKind, TriggerStates triggerState, Func <Task> methodToUse) { // ToDo: null or empty checks Logger.LogDebug($"<AddEventHandler, elementName = {elementName}, elementType = {elementType}, sTK = {triggerKind}, tS = {triggerState}, methodToUse = {methodToUse}"); StateChangeEventHandlers.Add(new StateChangeEventHandler() { ElementName = elementName, ElementType = elementType, TriggerKind = triggerKind, TriggerState = triggerState, MethodToUse = methodToUse }); Logger.LogDebug($"AddEventHandler>"); return(this); }
/// <summary> /// Initializes MeasurementMode after device transfers to ready state /// </summary> private void Port_MeasurementModeInitialize() { TriggerState = TriggerStates.Continuous; port.Send(new Transaction(Commands.Mode, ((int)Mode.ZTheta).ToString())); // set default mode Z-θ port.Query(new Transaction(Commands.Mode)); }