Exemplo n.º 1
0
    protected void btnDelete_Click1(object sender, EventArgs e)
    {
        if (GXGridView1.SelectedIndex != -1)
        {
            int stateID = 0;
            if (GXGridView1.SelectedDataKey != null)
            {
                int GXgvSelectedValue = Convert.ToInt32(GXGridView1.SelectedValue);
                stateID = GXgvSelectedValue;
                dvDataSource.SelectParameters.Clear();
                dvDataSource.SelectParameters.Add("id", GXgvSelectedValue.ToString());
                DetailsView1.DataBind();
            }
            else
            {
                int GXgvSelectedValue = GXGridView1SelectedValue;
                stateID = GXgvSelectedValue;
                dvDataSource.SelectParameters.Clear();
                dvDataSource.SelectParameters.Add("id", GXgvSelectedValue.ToString());
                DetailsView1.DataBind();
            }

            Broker.DataAccess.State s = Broker.DataAccess.State.Get(stateID);
            s.IsActive = false;
            Broker.DataAccess.State.Table.Context.SubmitChanges();

            GXGridView1.TotalRecords = ActiveState.SelectCountCached();
            GXGridView1.DataBind();
            mvMain.SetActiveView(viewGrid);
        }
    }
        public void GoToMenuState(ActiveState state)
        {
            updateFlipView = true;

            switch (state)
            {
            case ActiveState.Left:
                if (MenuState != MenuState.Right)
                {
                    contentSelector.SelectedIndex = 0;
                }
                break;

            case ActiveState.Right:
                if (MenuState == MenuState.Right)
                {
                    contentSelector.SelectedIndex = 1;
                }
                else if (MenuState == MenuState.Both)
                {
                    contentSelector.SelectedIndex = 2;
                }
                break;

            default:
                break;
            }
        }
Exemplo n.º 3
0
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    /// <summary>
    //  Called each frame.
    /// </summary>
    protected override void Update()
    {
        base.Update();

        // object is active in the world
        if (_ObjectState == WorldObjectStates.Active && IsAlive())
        {
            // Show the healthbar
            ///if (_HealthBar != null) { _HealthBar.gameObject.SetActive(true); }

            // Create a healthbar if the unit doesn't have one linked to it
            ///else { CreateHealthBar(this, _Player.PlayerCamera); }

            // Update current shield hitpoints based on the spire hitpoints
            float points = 0;
            for (int i = 0; i < Spires.Count; i++)
            {
                points += Spires[i].GetHitPoints();
            }
            _ShieldPoints = points;
        }

        // Always show the active state mesh
        if (ActiveState != null)
        {
            ActiveState.SetActive(true);
        }
    }
Exemplo n.º 4
0
        public override int GetHashCode()
        {
            int hash = 1;

            if (UserId != 0)
            {
                hash ^= UserId.GetHashCode();
            }
            if (AppointmentId != 0)
            {
                hash ^= AppointmentId.GetHashCode();
            }
            if (ActiveState != 0)
            {
                hash ^= ActiveState.GetHashCode();
            }
            hash ^= activeGates_.GetHashCode();
            hash ^= finishGates_.GetHashCode();
            if (CreateTime != 0L)
            {
                hash ^= CreateTime.GetHashCode();
            }
            if (LastModifyTime != 0L)
            {
                hash ^= LastModifyTime.GetHashCode();
            }
            return(hash);
        }
Exemplo n.º 5
0
 public void ChangeState(ActiveState state)
 {
     lock (this)
     {
         this.state = state;
     }
 }
Exemplo n.º 6
0
    void Start()
    {
        ourShip = this.gameObject;

        enemyBoatController     = GetComponent <EnemyBoatController>();
        angleBetweenShipAndWind = GetComponent <AngleBetweenShipAndWind>();
        windArea = GameObject.Find("Wind Area").GetComponent <WindArea>();

        corner0 = GameObject.Find("Corner 0");
        corner1 = GameObject.Find("Corner 1");
        corner2 = GameObject.Find("Corner 2");
        corner3 = GameObject.Find("Corner 3");

        minDistBetweenParallel = 10;
        maxDistBetweenParallel = 30;

        cannonsTimeOfNextFire = new float[6];
        for (int i = 0; i < cannonsTimeOfNextFire.Length; i++)
        {
            cannonsTimeOfNextFire[i] = Time.time;
        }

        enemyBoatController.SailsDown();
        changeDirectionTime = Time.time + RandomPeriodOfTime();
        activeState         = state_PlayerSearch;
    }
Exemplo n.º 7
0
 public void Kill()
 {
     State    = ActiveState.Idle;
     Position = Vector2.Zero;
     Bounds.X = Position.X;
     Bounds.Y = Position.Y;
 }
Exemplo n.º 8
0
        /// <summary>
        /// Checks the current active state's transitions against the new behaviour state.
        /// Performs no checking if the new state and current ActiveState have the same ID.
        /// </summary>
        /// <param name="newBehaviourState"></param>
        private void HandleBehaviourChange(uint newBehaviourState)
        {
            DebugUtils.AssertNotNull(ActiveState);

            // If we have not changed state then just return.
            if (newBehaviourState == ActiveState.StateID)
            {
                return;
            }

            // Check the transitions of the current active state
            if (ActiveState.CheckTransitions(newBehaviourState))
            {
                SetNewActiveState(newBehaviourState);
            }

            // Check the global states
            foreach (State state in GlobalStates)
            {
                if (state != ActiveState && state.StateID == newBehaviourState)
                {
                    SetNewActiveState(newBehaviourState);

                    break;
                }
            }

            // Check that we have indeed transitioned to our new state
            Debug.Assert(newBehaviourState == ActiveState.StateID);

            // The new state we have moved to should not be playing already
            Debug.Assert(ActiveState.Animation.IsPlaying == false);

            ActiveState.Animation.IsPlaying = true;
        }
Exemplo n.º 9
0
        public virtual void SetState(ActiveState state, Tween customTween = null, Action callback = null)
        {
            if (state.Equals(ActiveState.ENABLE))
            {
                gameObject.SetActive(true);
            }

            var tweens = customTween != null ? new List <Tween> ()
            {
                customTween
            } : state.Equals(ActiveState.ENABLE) ? EnableAnimation(1f, 1f) :
            DisableAnimation(1f);

            for (int i = 0; i < tweens.Count; i++)
            {
                if (i == tweens.Count - 1)
                {
                    tweens[i].OnComplete(() => {
                        callback?.Invoke();
                        if (state.Equals(ActiveState.DISABLE))
                        {
                            gameObject.SetActive(false);
                        }
                    });
                }
                tweens[i].Play();
            }
        }
Exemplo n.º 10
0
 protected virtual void FixedUpdate()
 {
     if (ActiveState != null)
     {
         ActiveState.OnStateFixedUpdate();
     }
 }
Exemplo n.º 11
0
    // Use this for initialization
    void Start()
    {
        _PGS = gameObject.GetComponent <ArcReactor_Launcher>();

        _hm = Owner.GetComponent <HealthModule>();
        if (Owner.GetComponent <WeaponModule>())
        {
            _sbwm    = Owner.GetComponent <WeaponModule>();
            starship = false;
            starbase = true;
        }
        if (Owner.GetComponent <Stats>())
        {
            _st      = Owner.GetComponent <Stats>();
            _as      = Owner.GetComponent <ActiveState>();
            starship = true;
            starbase = false;
        }
        if (gameObject.GetComponent <AudioSource>())
        {
            _a              = gameObject.GetComponent <AudioSource>();
            _a.maxDistance  = 1000;
            _a.spatialBlend = 0.8f;
        }
    }
Exemplo n.º 12
0
 public void FixedUpdateActiveState()
 {
     if (ActiveState != null)
     {
         ActiveState.FixedUpdate();
     }
 }
Exemplo n.º 13
0
        //=------------------------------------------------------------------=
        //=------------------------------------------------------------------=
        //=------------------------------------------------------------------=
        //=------------------------------------------------------------------=
        //                    Public Methods/Properties/etc.
        //=------------------------------------------------------------------=
        //=------------------------------------------------------------------=
        //=------------------------------------------------------------------=
        //=------------------------------------------------------------------=

        //=------------------------------------------------------------------=
        // Constructor
        //=------------------------------------------------------------------=
        /// <summary>
        ///  Intializes a new instance of our class
        /// </summary>
        ///
        public TaskFrame() : base()
        {
            this.Font         = new Font(base.Font, FontStyle.Bold);
            this.ForeColor    = colorDefaultForeground();
            this.BackColor    = colorDefaultBackground();
            this.CaptionBlend = new BlendFill(BlendStyle.Horizontal,
                                              colorCaptionBlendStart(),
                                              colorCaptionBlendFinish());

            //
            // Set up some reasonable defaults here for the properties.
            //
            this.m_collapseButtonVisible = true;

            //
            // Make sure we don't bother sending this to the HWND, since it
            // will never see/use it.
            //
            SetStyle(ControlStyles.CacheText, true);


            //
            // Setting up our initial collapse/expand state.
            //
            this.m_activeState           = ActiveState.Expanded;
            this.m_invisibleFromCollapse = false;

            //
            // misc goo
            //
            this.m_imageTransparentColor = Color.Transparent;
        }
Exemplo n.º 14
0
        private void refresh05()
        {
            //Refresh subscription status
            try {
                //Create reporting service web client proxy
                ReportingService rs = new ReportingService();
                rs.Credentials = System.Net.CredentialCache.DefaultCredentials;

                //Request all subscriptions for the specified report
                this.mSubs05.Clear();
                Subscription[] subscriptions = rs.ListSubscriptions(this.mReportName, null);
                if (subscriptions != null)
                {
                    //Enumerate all subscriptions
                    for (int i = 0; i < subscriptions.Length; i++)
                    {
                        //Get subscription properties
                        Subscription      sub = subscriptions[i];
                        ExtensionSettings extSettings = null;
                        ActiveState       active = null;
                        string            desc = "", status = "", eventType = "", matchData = "";
                        ParameterValue[]  paramValues = null;
                        rs.GetSubscriptionProperties(subscriptions[i].SubscriptionID, out extSettings, out desc, out active, out status, out eventType, out matchData, out paramValues);

                        if (paramValues != null)
                        {
                            this.mSubs05.SubscriptionTable.AddSubscriptionTableRow(false, sub.Report, sub.SubscriptionID, desc, eventType, sub.LastExecuted, status, active.ToString(), getExtSettings(extSettings), matchData, getParamValues(paramValues), getSubjectLine(extSettings));
                        }
                    }
                    this.mSubs05.AcceptChanges();
                }
            }
            catch (ApplicationException ex) { throw ex; }
            catch (Exception ex) { throw new ApplicationException("Failed to refresh subscriptions.", ex); }
        }
Exemplo n.º 15
0
            public ShoppingCart <TItem> Add(TItem item)
            {
                TItem[] newItems = new[] { item };
                var     newState = new ActiveState(newItems);

                return(FromState(newState));
            }
Exemplo n.º 16
0
 private void SubscribeActiveStateEvents()
 {
     ActiveState.MessageGenerated            += MessageGeneratedEvent;
     ActiveState.StateIsChanged              += StateIsChanged;
     ActiveState.NonPriorityMessageGenerated += NonPriorityMessageGeneratedEvent;
     ActiveState.Init();
 }
Exemplo n.º 17
0
 private void TryExitActiveState()
 {
     if (ActiveState.CanExit)
     {
         ActiveState.TryExitState(DeltaTime);     //if is not in transition and is in the Main Tag try to Exit to lower States
     }
 }
Exemplo n.º 18
0
    void Start()
    {
        SelfDelay = Delay;
        _h        = Owner.GetComponent <HealthModule>();
        if (Owner.GetComponent <Stats>())
        {
            _st       = Owner.GetComponent <Stats>();
            _as       = Owner.GetComponent <ActiveState>();
            _man      = Owner.GetComponent <Maneuvers>();
            IsShip    = true;
            IsStation = false;
        }
        if (Owner.GetComponent <Station>())
        {
            _sb       = Owner.GetComponent <Station>();
            _sbwm     = Owner.GetComponent <WeaponModule>();
            IsShip    = false;
            IsStation = true;
        }
        moove = true;

        AllTorpedose = new GameObject[poolSize];
        for (int i = 0; i < poolSize; i++)
        {
            AllTorpedose[i] = Instantiate(Shell) as GameObject;
            AllTorpedose[i].SetActive(false);
        }
    }
Exemplo n.º 19
0
 public void SetInactive()
 {
     if (this.activeState != ActiveState.Inactive)
     {
         this.activeState = ActiveState.Inactive;
         this.OnInactive();
     }
 }
Exemplo n.º 20
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 public CatBrain(CatAI cat)
 {
     this.cat = cat;
     this.currentActiveState = new RestingState(this.cat);
     this.physicalState      = new CatPhysicalState();
     this.mentalState        = new MentalState();
     this.eventQueue         = new EventQueue(EVENT_UPDATE_INTERVAL);
 }
Exemplo n.º 21
0
 public CatBrain(CatAI cat, ActiveState initialActiveState)
 {
     this.cat = cat;
     this.currentActiveState = initialActiveState;
     this.physicalState      = new CatPhysicalState();
     this.mentalState        = new MentalState();
     this.eventQueue         = new EventQueue(EVENT_UPDATE_INTERVAL);
 }
Exemplo n.º 22
0
 public void Add(TState state, Action enter, Action <float> update, Action exit)
 {
     if (_states.ContainsKey(state))
     {
         throw new InvalidOperationException("State already is defined");
     }
     _states[state] = new ActiveState(enter, update, exit);
 }
Exemplo n.º 23
0
 public void SetActive()
 {
     if (this.activeState != ActiveState.Active)
     {
         this.activeState = ActiveState.Active;
         this.OnActive();
     }
 }
Exemplo n.º 24
0
 private void UpdateActiveState(BlockComponent blockComponent)
 {
     if (blockComponent != null)
     {
         //Debug.Log(blockComponent.name);
         currentState = (blockComponent.isMoving) ? ActiveState.Idle : ActiveState.Action;
     }
 }
Exemplo n.º 25
0
    void Start()
    {
        Camera = GameObject.FindGameObjectWithTag("MainCamera");
        _GDB   = GameObject.FindGameObjectWithTag("MainUI").GetComponent <GlobalDB>();
        _GDB.dwarfList.Add(gameObject);

        _AS = gameObject.GetComponent <ActiveState>();
    }
Exemplo n.º 26
0
 public Charge(String id, Texture2D spriteSheet, Vector2 position, List<Effect> effects, bool onStep,
     int[,] activePassability, int[,] inactivePassability, Condition passabilityCondition,
     float activeTime, float inactiveTime, float frameTime, float effectDelay)
     : base(id, spriteSheet, position, effects, onStep, activePassability, inactivePassability, 
     passabilityCondition, activeTime, inactiveTime, inactiveTime / (spriteSheet.Width/Block.WIDTH), effectDelay)
 {
     state = new ActiveState(this);
 }
Exemplo n.º 27
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 public async Task <T> SendMessageAsync <T>(TMessageId message, object arg = null)
 {
     if (ActiveState == null)
     {
         throw new InvalidOperationException("No active state to send message to.");
     }
     return(await ActiveState.SendMessageAsync <T>(this, message, arg));
 }
Exemplo n.º 28
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    public FiniteStateMachine(ActiveState initialState = null, bool bStartActive = true)
    {
        stateStack = new Stack<ActiveState>();
        if(initialState != null) {
            stateStack.Push(initialState);
        }

        bIsActive = bStartActive;
    }
Exemplo n.º 29
0
        public virtual void State_Allow_Exit(int nextState)
        {
            ActiveState.AllowExit();

            if (nextState != -1)
            {
                State_Activate(nextState);
            }
        }
Exemplo n.º 30
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 private void OnInit()
 {
     if (Vector3.Distance(this.transform.position, this.InitialPos) > 0.3f)
     {
         this.transform.position = Vector3.Lerp(this.transform.position, this.InitialPos, Time.deltaTime * this.InitRaiseSpeed);
         return;
     }
     this.CurrentState = ActiveState.Trace;
 }
Exemplo n.º 31
0
        private void StopActiveState()
        {
            _stateExecution?.Dispose();
            ActiveState?.Exit();

            ActiveState     = null;
            Context         = null;
            _stateExecution = null;
        }
Exemplo n.º 32
0
 void OnTriggerExit(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         Debug.Log("Player not near car anymore");
         playerInsideTrigger = false;
         ActiveState.SetActive(GlobalHandler.Instance.upArrow, false);
     }
 }
Exemplo n.º 33
0
 void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
         playerInsideTrigger = true;
         //Show Up Arrows
         ActiveState.SetActive(GlobalHandler.Instance.upArrow, true);
     }
 }
Exemplo n.º 34
0
    public void Update()
    {
        ActiveState currentState = GetCurrentState();

        if (bIsActive && currentState != null)
        {
            currentState();
        }
    }
Exemplo n.º 35
0
 /// <summary>
 /// Fully featured constructor for creating a new block
 /// </summary>
 /// <param name="id">Id to associate with this block</param>
 /// <param name="spriteSheet">Spritesheet to use for the block</param>
 /// <param name="position">Position of the block</param>
 /// <param name="effects">Effects to apply when the block is interacted with</param>
 /// <param name="onStep">If the block's effects are applied when it is stepped on, as opposed to when it is touched</param>
 /// <param name="passability">Passability of the block. Default is FULLY_PASSABLE</param>
 /// <param name="activeTime">How long the block is active for in seconds</param>
 /// <param name="inactiveTime">How long the block is inactive for in seconds</param>
 /// <param name="frameTime">How long each frame displays for in seconds</param>
 public Portal(String id, Texture2D spriteSheet, Vector2 position, List<Effect> effects, bool onStep, int[,] activePassability,
     int[,] inactivePassability, Condition passabilityCondition,
     float activeTime, float inactiveTime, float frameTime, float effectDelay)
     : base(id, spriteSheet, position, null, false, Block.FULLY_PASSABLE)
 {
     portalExit = null;
     if (id.Contains("Entrance"))
     {
         state = new ActiveState(this);
     }
 }
Exemplo n.º 36
0
        public void Activate()
        {
            if (active != ActiveState.NotStarted)
                throw new InvalidOperationException("Wrong state");

            active = ActiveState.Active;

            dbg = zm.Debug();
            src = new SourceCache(sourcePath);

            io.PutString("ZLR Debugger\n");
            dbg.Restart();
            ShowStatus();
        }
Exemplo n.º 37
0
        public override void Reset()
        {
            base.Reset();

            // Remove UIObject
            UIManager.Instance.RemoveUIObject(this);

            m_RemoveUIObject = false;

            if (m_Effect != null)
                m_Effect.Reset();

            m_ActiveState = ActiveState.eInActive;
        }
Exemplo n.º 38
0
        override public void ShowGUI(List<ActionParameter> parameters)
		{
            parameterID = Action.ChooseParameterGUI("Object to affect:", parameters, parameterID, ParameterType.GameObject);
            if (parameterID >= 0)
            {
                constantID = 0;
                objToAffect = null;
            }
            else
            {
                objToAffect = (GameObject)EditorGUILayout.ObjectField("Object to affect:", objToAffect, typeof(GameObject), true);

                constantID = FieldToID(objToAffect, constantID);
                objToAffect = IDToField(objToAffect, constantID, false);
            }

            activeState = (ActiveState)EditorGUILayout.EnumPopup("Active State", activeState);
          
			
			
			AfterRunningOption ();
		}
    public bool Setup( NamedObject _FollowUnit , 
					   int _ReferenceRectIndex )
    {
        if( false == this.enabled )
            return false ;

        // 檢查CameraFollower是否政在運作中
        CameraFollowMainCharacter follower = GlobalSingleton.GetCameraFollowMainCharacter() ;
        if( null != follower &&
            false == follower.enabled )
            return false ;

        if( null == m_BattleEventCamera ||
            null == m_CameraFollower ||
            _ReferenceRectIndex < 0 ||
            _ReferenceRectIndex >= 4 )
            return false ;

        // Debug.Log( "_ReferenceRectIndex=" + _ReferenceRectIndex ) ;

        m_BattleEventCamera.rect = m_ReferenceRects[ _ReferenceRectIndex ] ;
        ShowGUITexture.Show( m_Arrows.Obj , false , false , true ) ;// hide all arrows
        ShowGUITexture.Show( m_ArrowObjs[ _ReferenceRectIndex ].Obj , true , false , false ) ;// show only arrow

        m_CameraFollower.Setup( _FollowUnit ) ;
        m_FollowUnit.Setup( _FollowUnit ) ;

        m_BattleEventCamera.enabled = true ;
        m_State = ActiveState.Active ;
        return true ;
    }
    public void Close()
    {
        if( null == m_BattleEventCamera ||
            null == m_CameraFollower )
            return ;

        ShowGUITexture.Show( m_Arrows.Obj , false , false , true ) ;// hide all arrows

        m_CameraFollower.Close() ;

        m_BattleEventCamera.enabled = false ;
        m_State = ActiveState.UnActive ;
    }
    public void SetupByTime( NamedObject _FollowUnit , 
					   		 int _ReferenceRectIndex , 
							 float _ElapsedSec )
    {
        if( false == Setup( _FollowUnit , _ReferenceRectIndex ) )
            return ;
        m_Timer.Setup( _ElapsedSec ) ;
        m_Timer.Rewind() ;
        m_State = ActiveState.ActiveByTime;
    }
Exemplo n.º 42
0
        public void HandleCommand(string cmd)
        {
            if (cmd.Trim() == "")
            {
                if (lastCmd == null)
                {
                    io.PutString("No last command.\n");
                    ShowStatus();
                    return;
                }
                cmd = lastCmd;
            }
            else
            {
                lastCmd = cmd;
            }

            string[] parts = cmd.Split(COMMAND_DELIM, StringSplitOptions.RemoveEmptyEntries);
            switch (parts[0].ToLower())
            {
                case "reset":
                    dbg.Restart();
                    break;

                case "s":
                case "step":
                    if (dbg.State == DebuggerState.Paused)
                        dbg.StepInto();
                    break;

                case "o":
                case "over":
                    if (dbg.State == DebuggerState.Paused)
                        dbg.StepOver();
                    break;

                case "up":
                    if (dbg.State == DebuggerState.Paused)
                        dbg.StepUp();
                    break;

                case "sl":
                case "stepline":
                    DoStepLine();
                    break;

                case "ol":
                case "overline":
                    DoOverLine();
                    break;

                case "r":
                case "run":
                    if (dbg.State == DebuggerState.Stopped)
                        dbg.Restart();
                    dbg.Run();
                    break;

                case "b":
                case "break":
                    DoSetBreakpoint(parts);
                    break;

                case "c":
                case "clear":
                    DoClearBreakpoint(parts);
                    break;

                case "bps":
                case "breakpoints":
                    DoShowBreakpoints();
                    break;

                case "tc":
                case "tracecalls":
                    DoToggleTraceCalls();
                    break;

                case "bt":
                case "backtrace":
                    DoShowBacktrace();
                    break;

                case "l":
                case "locals":
                    DoShowLocals();
                    break;

                case "g":
                case "globals":
                    io.PutString("Not implemented.\n");
                    break;

                case "q":
                case "quit":
                    io.PutString("Goodbye.\n");
                    active = ActiveState.Finished;
                    return;

                default:
                    Console.WriteLine("Unrecognized debugger command.");

                    Console.WriteLine("Commands:");
                    Console.WriteLine("reset, (s)tep, (o)ver, stepline (sl), overline (ol), up, (r)un,");
                    Console.WriteLine("(b)reak, (c)lear, breakpoints (bps), tracecalls (tc)");
                    Console.WriteLine("backtrace (bt), (l)ocals, (g)lobals");
                    Console.WriteLine("(q)uit");
                    break;
            }

            ShowStatus();
        }
Exemplo n.º 43
0
 private void SetPreviousState()
 {
     m_PreviousState = m_ActiveState;
 }
Exemplo n.º 44
0
 public void GotoPreviousState()
 {
     m_ActiveState = m_PreviousState;
 }
Exemplo n.º 45
0
        public virtual void Enable()
        {
            // Set active state to enabled
            m_ActiveState = ActiveState.eState_Enabled;

            // Set opacity to full
            SetOpacity(1.0f);

            // Set to render
            ActiveRender = true;
        }
Exemplo n.º 46
0
 /// <summary>
 /// Sets the state to active
 /// </summary>
 public void Activate()
 {
     state = new ActiveState(this);
 }
Exemplo n.º 47
0
 void OnTriggerStay(Collider other)
 {
     if (this.CurrentState == ActiveState.Trace
         && other.gameObject != this.User
         && other.gameObject != GameObject.Find("Ground")
         && other.gameObject.tag != "Bomb")
     {
         this.FoundTarget = other.gameObject;
         this.CurrentState = ActiveState.Attack;
     }
 }
Exemplo n.º 48
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        public virtual void OnRemove()
        {
            m_ActiveState = ActiveState.eOut;

            if (m_Effect != null)
                m_Effect.OnExit();
            else
                UIManager.Instance.RemoveUIObject(this);
        }
Exemplo n.º 49
0
        public void SetActiveState(ActiveState activeState)
        {
            SetPreviousState();

            m_ActiveState = activeState;
        }
Exemplo n.º 50
0
 //    use Physics.OverlapSphere
 void OnTriggerExit(Collider other)
 {
     this.InitialPos.Set(this.transform.position.x, this.InitialPos.y, this.transform.position.z);
     this.CurrentState = ActiveState.Init;
 }
 /// <remarks/>
 public string EndGetSubscriptionProperties(System.IAsyncResult asyncResult, out ExtensionSettings ExtensionSettings, out string Description, out ActiveState Active, out string Status, out string EventType, out string MatchData, out ParameterValue[] Parameters)
 {
     object[] results = this.EndInvoke(asyncResult);
     ExtensionSettings = ((ExtensionSettings)(results[1]));
     Description = ((string)(results[2]));
     Active = ((ActiveState)(results[3]));
     Status = ((string)(results[4]));
     EventType = ((string)(results[5]));
     MatchData = ((string)(results[6]));
     Parameters = ((ParameterValue[])(results[7]));
     return ((string)(results[0]));
 }
Exemplo n.º 52
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 public void PushState(ActiveState newState)
 {
     stateStack.Push(newState);
 }
 public string GetSubscriptionProperties(string SubscriptionID, out ExtensionSettings ExtensionSettings, out string Description, out ActiveState Active, out string Status, out string EventType, out string MatchData, out ParameterValue[] Parameters)
 {
     object[] results = this.Invoke("GetSubscriptionProperties", new object[] {
                 SubscriptionID});
     ExtensionSettings = ((ExtensionSettings)(results[1]));
     Description = ((string)(results[2]));
     Active = ((ActiveState)(results[3]));
     Status = ((string)(results[4]));
     EventType = ((string)(results[5]));
     MatchData = ((string)(results[6]));
     Parameters = ((ParameterValue[])(results[7]));
     return ((string)(results[0]));
 }
Exemplo n.º 54
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 public virtual void Disable()
 {
     // Set active state to disabled
     m_ActiveState = ActiveState.eState_Disabled;
 }
Exemplo n.º 55
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        public virtual void OnShow()
        {
            m_ActiveState = ActiveState.eIn;

            if (m_Effect != null)
                m_Effect.OnEnter();
        }
Exemplo n.º 56
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        public void Focus()
        {
            SetPreviousState();

            m_ActiveState = ActiveState.eFocus;
        }
Exemplo n.º 57
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 public ActiveTestFunction(VehicleDB db, IChannel chn, IFormat format)
     : base(db, chn, format)
 {
     actMap = new Dictionary<int, Action<ActiveState>>();
     state = ActiveState.Stop;
 }