public void TagReached(TagReachedResponse trr) { Log newLog = new Log(1, "Breakpoint hit : " + transform.name); //Create a Log VisualizationHandler.Handle(newLog); //Send it to the Visualization Handler to be handled //Blink the visualRepresentation StartCoroutine(Blinker()); }
public static void Handle(ActorDestroyed currEvent) { Destroy(Actors.allActors[currEvent.actorId]); Actors.allActors.Remove(currEvent.actorId); if (logCreateForEvent) { //Create a Log of it Log newLog = new Log(0, "Actor destroyed : " + currEvent.actorId); VisualizationHandler.Handle(newLog); } }
public static void Handle(MessageDropped currEvent) { //Do some animation to show disappearing message //Currently, this is visualized like MessageReceived ActorFunctionality af = Actors.allActors[currEvent.receiverId].GetComponent <ActorFunctionality>(); af.ReceiveMessageFromQueueDiscreetly(); if (logCreateForEvent) { //Create a Log of it Log newLog = new Log(0, "Message dropped : " + currEvent.receiverId); VisualizationHandler.Handle(newLog); } }
public static void Handle(MessageReceived currEvent) { GameObject recGO = Actors.allActors[currEvent.receiverId]; //Use dictionary of actors to do this ActorFunctionality af = recGO.GetComponent <ActorFunctionality>(); af.ReceiveMessageFromQueueDiscreetly(Actors.allActors[currEvent.senderId]); if (logCreateForEvent) { //Create a Log of it Log newLog = new Log(0, "Message received : " + currEvent.receiverId + ", message : " + currEvent.msg); VisualizationHandler.Handle(newLog); } }
public static void Handle(MessageSent currEvent) { GameObject senderGO = Actors.allActors[currEvent.senderId]; //Use dictionary of actors to do this ActorFunctionality af = senderGO.GetComponent <ActorFunctionality>(); af.GenerateMessageDiscreetly(Actors.allActors[currEvent.receiverId], currEvent.msg); if (logCreateForEvent) { //Create a Log of it Log newLog = new Log(0, "Message sent : " + currEvent.senderId + " to " + currEvent.receiverId + ", message : " + currEvent.msg); VisualizationHandler.Handle(newLog); } }
public static void Handle(ActorCreated currEvent) { GameObject go; if (currEvent.resourceId == "" || currEvent.resourceId == null) { go = Instantiate(VisualizationHandler.modelDictionary["Cube"]); //If type is not set, we want a cube } else { go = Instantiate(VisualizationHandler.modelDictionary[currEvent.resourceId]); } go.transform.name = currEvent.actorId; go.transform.parent = TraceImplement.rootOfActors.transform;//Add it to the root G.O. //Add this to the dictionary Actors.allActors.Add(currEvent.actorId, go); if (VisualizationHandler.sysActorNames.Any(go.transform.name.Contains)) //System actors are different { go.transform.position = new Vector3(Random.Range(3.5f, 4.5f), 1f, Random.Range(-2.5f, -3.5f)); //A separate area->Marked in the inspector } else { go.transform.position = new Vector3(Random.Range(0f, 3.5f), Random.Range(1.25f, 1.9f), Random.Range(-1.5f, 1.5f)); if (logCreateForEvent) { //Create a Log of it Log newLog = new Log(0, "Actor created : " + currEvent.actorId); VisualizationHandler.Handle(newLog); } } SuppressActorResponse sar = new SuppressActorResponse(go.transform.name, true); SendMessageContext context = new SendMessageContext(go, "SuppressOnOff", sar, SendMessageOptions.RequireReceiver); SendMessageHelper.RegisterSendMessage(context); }
private void MarkThis() //After status check { bool messagesExist = GetComponent <ActorFunctionality>().messageQueueBox.GetComponent <MessageQueueFunctionality>().messageQueue.Count > 0 ? true : false; if (messagesExist) { //We already know that status = -1 representationHolding = Markers.AssignNewMarker(); //Get a representation if (representationHolding.index != -1) { status = 1; //Message is marked Color matColour = representationHolding.colourOfMarker; markerMat.color = matColour; //Set the colour markerRenderer.enabled = true; //Enable the renderer } } else { Log newLog = new Log(1, "Only Actors with messages can be marked"); //Create a Log VisualizationHandler.Handle(newLog); //Send it to the Visualization Handler to be handled } }
public override void HandleOutline() { VisualizationHandler.Outline(this); }
public override void HandleVisualization() { VisualizationHandler.Handle(this); }
public override void HandleDiscreetly() { VisualizationHandler.Handle(this); }
private static void TopographyUnwrapper(TopographyResponse tr) { VisualizationHandler.Handle(tr); }