Exemplo n.º 1
0
 internal void DoorChange(DoorStates oldState, DoorStates newState)
 {
     stationsMemory.DoorChange(oldState, newState);
     driverless.DoorChange(oldState, newState);
     atp2.DoorChange(oldState, newState);
     ato.DoorChange(oldState, newState);
 }
Exemplo n.º 2
0
 /// <summary>Is called when the state of the doors changes.</summary>
 /// <param name="oldState">The old state of the doors.</param>
 /// <param name="newState">The new state of the doors.</param>
 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     foreach (IRuntime plugin in plugins_)
     {
         plugin.DoorChange(oldState, newState);
     }
 }
Exemplo n.º 3
0
 /// <summary>
 /// Constructor. Creates an object for a section.
 /// </summary>
 /// <param name="game"></param>
 /// <param name="section"></param>
 public PrisonModel(PrisonGame game, int section)
 {
     state = DoorStates.Closed;
     this.game = game;
     this.section = section;
     this.asset = "AntonPhibes" + section.ToString();
 }
Exemplo n.º 4
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 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState == DoorStates.None & newState != DoorStates.None)
     {
         try
         {
             Win32DoorOpen();
         }
         catch (Exception ex)
         {
             Callback.ReportError(ex.ToString());
         }
     }
     else if (oldState != DoorStates.None & newState == DoorStates.None)
     {
         try
         {
             Win32DoorClose();
         }
         catch (Exception ex)
         {
             Callback.ReportError(ex.ToString());
         }
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (state == DoorStates.open)
        {
            targetRotation = Quaternion.AngleAxis(openAngle, Vector3.up);
        }
        else
        {
            targetRotation = Quaternion.AngleAxis(closedAngle, Vector3.up);
        }


        transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, speed * Time.time);


        if (transform.rotation == targetRotation && prevState != state)
        {
            prevState = state;

            if (state == DoorStates.closed)
            {
                GetComponent <AudioSource>().Play();
            }
        }
    }
Exemplo n.º 6
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 internal void DoorChange(DoorStates oldState, DoorStates newState)
 {
     foreach (Device device in devices.Values)
     {
         device.DoorChange(oldState, newState);
     }
 }
Exemplo n.º 7
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 public override void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState == DoorStates.None & newState != DoorStates.None)
     {
         try
         {
             Win32DoorOpen();
         }
         catch (Exception ex)
         {
             base.LastException = ex;
             throw;
         }
     }
     else if (oldState != DoorStates.None & newState == DoorStates.None)
     {
         try
         {
             Win32DoorClose();
         }
         catch (Exception ex)
         {
             base.LastException = ex;
             throw;
         }
     }
 }
Exemplo n.º 8
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    public void ChangeState(DoorStates newState)
    {
        switch (newState)
        {
        case DoorStates.Bottom:

            targetAngle = new Vector3(0, 0, 0);

            break;

        case DoorStates.Left:

            targetAngle = new Vector3(-90, -180, 0);

            break;

        case DoorStates.Right:

            targetAngle = new Vector3(0, 0, -90);

            break;

        case DoorStates.Top:

            targetAngle = new Vector3(90, 0, -90);

            break;
        }
    }
Exemplo n.º 9
0
    // Update is called once per frame
    // Simply handles opening and closing the door
    void FixedUpdate()
    {
        if (touched)
        {
            float currentRotation = door.transform.localEulerAngles.y;
            if (touched)
            {
                Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Door"), true);
                if (doorState == DoorStates.closed)
                {
                    door.transform.RotateAround(pivot.transform.position, Vector3.up, doorOpenSpeed);

                    if (Mathf.Floor(currentRotation) == openRotation)
                    {
                        touched   = false;
                        doorState = DoorStates.open;
                        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Door"), false);
                    }
                    //
                }
                if (doorState == DoorStates.open)
                {
                    door.transform.RotateAround(pivot.transform.position, Vector3.up, -doorOpenSpeed);
                    if (Mathf.Floor(currentRotation) == closedRotation)
                    {
                        touched   = false;
                        doorState = DoorStates.closed;
                        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Door"), false);
                    }
                }
            }
        }
    }
Exemplo n.º 10
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 /// <summary>
 /// Constructor. Creates an object for a section.
 /// </summary>
 /// <param name="game"></param>
 /// <param name="section"></param>
 public PrisonModel(PrisonGame game, int section)
 {
     state        = DoorStates.Closed;
     this.game    = game;
     this.section = section;
     this.asset   = "AntonPhibes" + section.ToString();
 }
Exemplo n.º 11
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 public PilotLamp(AbstractCar car)
 {
     baseCar  = car;
     oldState = DoorStates.None;
     OnSound  = new CarSound();
     OffSound = new CarSound();
 }
Exemplo n.º 12
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    public void DoorSetState(int state)
    {
        if (secondsTilDefault > 0.0f)
            if ((DoorStates)state == defaultState || defaultTimer > 0.0f)
                return;

        doorState = (DoorStates)state;

        if (doorState == DoorStates.Open)
            doorOpenCount++;
        else
            doorOpenCount--;

        if (doorOpenCount < 0) doorOpenCount = 0;

        if (doorOpenCount <= 0)
        {
            targetPosition = closedPosition + basePosition;
        }
        else
        {
            targetPosition = openPosition + basePosition;
            if (playAudio && doorOpenCount == 1 && doorState == DoorStates.Open)
                audio.PlayOneShot(audio.clip);
        }

        if (secondsTilDefault > 0.0f)
        {
            if (defaultState != doorState)
                defaultTimer = secondsTilDefault;
        }
    }
 private void SendTheMessage(int doorId, DoorStates state)
 {
     Task.Factory.StartNew(() =>
     {
         var message = _messageFactory.CreateDoorControlMessage(doorId, state);
         _messageWriterService?.SendMessage(message);
     });
 }
Exemplo n.º 14
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 internal void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (newState == DoorStates.None) {
         doorCls = true;
     } else {
         doorCls = false;
     }
 }
Exemplo n.º 15
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    protected void Open()
    {
        // Play Opening animation

        OnDoorOpen?.Invoke();
        objectCollider.enabled = false;
        currentDoorState       = DoorStates.Open;
    }
Exemplo n.º 16
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 public void OpenDoor(int x)
 {
     if (state != DoorStates.Open)
     {
         state = DoorStates.Opening;
     }
     //boneTransforms[d] = Matrix.CreateTranslation(0, 200, 0) * bindTransforms[d];
 }
Exemplo n.º 17
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 public void CloseDoor(int x)
 {
     if (state != DoorStates.Closed)
     {
         state = DoorStates.Closing;
     }
     //boneTransforms[d] = Matrix.CreateTranslation(0, 0, 0) * bindTransforms[d];
 }
Exemplo n.º 18
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 public void HandleDoorClosedEvent(object source, DoorClosedEventArgs args)
 {
     switch (_currentState)
     {
     case DoorStates.DoorOpen:
         _currentState = DoorStates.DoorClosed;
         break;
     }
 }
        private void LogDoorStateEvent(int doorId, DoorStates state)
        {
            var currentEvent = _createEvent().ForDoorWithId(doorId);

            using var context = _createDoorContext();
            context.Events.Add((DoorEvent)currentEvent.SetTheEventDescriptionTo(state));
            context.Doors.First(d => d.Id == doorId).State = state;
            context.SaveChanges();
        }
Exemplo n.º 20
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 /// <summary>Is called when the state of the doors changes.</summary>
 /// <param name="oldState">The old state of the doors.</param>
 /// <param name="newState">The new state of the doors.</param>
 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     this.Doors = newState;
     foreach (var device in this.Devices)
     {
         device.DoorChange(oldState, newState);
     }
     this.Calling.DoorChange(oldState, newState);
 }
Exemplo n.º 21
0
 /// <summary>Is called when the state of the doors changes.</summary>
 /// <param name="oldState">The old state of the doors.</param>
 /// <param name="newState">The new state of the doors.</param>
 internal override void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState != DoorStates.None & newState == DoorStates.None)
     {
         if (this.State == States.Pattern)
         {
             this.State = States.Released;
         }
     }
 }
Exemplo n.º 22
0
 /// <summary>Is called when the state of the doors changes.</summary>
 /// <param name="oldState">The old state of the doors.</param>
 /// <param name="newState">The new state of the doors.</param>
 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState != DoorStates.None & newState == DoorStates.None)
     {
         if (this.SignalType != SignalTypes.None & !this.SignalCalled)
         {
             CallOutSignalAspect(false);
         }
     }
 }
Exemplo n.º 23
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 public void DoorChange(DoorStates _p1, DoorStates _p2)
 {
     _doorState = _p2;
     try { Impl.DoorChangeAny(); } catch (Exception ex) { RuntimeException(ex); }
     if ((_p1 == DoorStates.None) == (_p2 == DoorStates.None))
     {
         return;
     }
     try { Impl.DoorChange(); } catch (Exception ex) { RuntimeException(ex); }
 }
Exemplo n.º 24
0
 // --- constructors ---
 /// <summary>Creates a new train without any devices installed.</summary>
 /// <param name="panel">The array of panel variables.</param>
 /// <param name="playSound">The delegate to play sounds.</param>
 internal Train(int[] panel, PlaySoundDelegate playSound)
 {
     this.PluginInitializing = false;
     this.Specs   = new VehicleSpecs(0, BrakeTypes.ElectromagneticStraightAirBrake, 0, false, 0);
     this.State   = new VehicleState(0.0, new Speed(0.0), 0.0, 0.0, 0.0, 0.0, 0.0);
     this.Handles = new ReadOnlyHandles(new Handles(0, 0, 0, false));
     this.Doors   = DoorStates.None;
     this.Panel   = panel;
     this.Sounds  = new Sounds(playSound);
     this.AI      = new AI(this);
 }
Exemplo n.º 25
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 /// <summary>
 /// Opens or closes the door based on its current status
 /// </summary>
 public virtual void ToggleDoor()
 {
     if (DoorState == DoorStates.Open)
     {
         DoorState = DoorStates.Closed;
     }
     else
     {
         DoorState = DoorStates.Open;
     }
 }
Exemplo n.º 26
0
 /// <summary>Is called when the state of the doors changes.</summary>
 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState == DoorStates.None & newState != DoorStates.None) /* Door is opened */
     {
         SafetySystem.DoorOpened = true;
     }
     else if (oldState != DoorStates.None & newState == DoorStates.None)   /* Door is closed */
     {
         SafetySystem.DoorOpened = false;
     }
 }
Exemplo n.º 27
0
 /// <summary>Is called when the state of the doors changes.</summary>
 /// <param name="oldState">The old state of the doors.</param>
 /// <param name="newState">The new state of the doors.</param>
 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState == DoorStates.None & newState != DoorStates.None)
     {
         // TODO: Your old DoorOpen code goes here.
     }
     else if (oldState != DoorStates.None & newState == DoorStates.None)
     {
         // TODO: Your old DoorClose code goes here.
     }
 }
Exemplo n.º 28
0
 // --- constructors ---
 /// <summary>Creates a new train without any devices installed.</summary>
 /// <param name="panel">The array of panel variables.</param>
 /// <param name="playSound">The delegate to play sounds.</param>
 internal Train(int[] panel, PlaySoundDelegate playSound)
 {
     this.PluginInitializing = false;
     this.Specs = new VehicleSpecs(0, BrakeTypes.ElectromagneticStraightAirBrake, 0, false, 0);
     this.State = new VehicleState(0.0, new Speed(0.0), 0.0, 0.0, 0.0, 0.0, 0.0);
     this.Handles = new ReadOnlyHandles(new Handles(0, 0, 0, false));
     this.Doors = DoorStates.None;
     this.Panel = panel;
     this.Sounds = new Sounds(playSound);
     this.AI = new AI(this);
 }
Exemplo n.º 29
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 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (newState == DoorStates.None)
     {
         Win32DetailManagerPInvoke.DoorClose();
     }
     else if (oldState == DoorStates.None)
     {
         Win32DetailManagerPInvoke.DoorOpen();
     }
 }
Exemplo n.º 30
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 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState == DoorStates.None && (newState == DoorStates.Right || newState == DoorStates.Left))
     {
         ATSPlugin.Cpp.DoorOpen();
     }
     if (newState == DoorStates.None && (oldState == DoorStates.Right || oldState == DoorStates.Left))
     {
         ATSPlugin.Cpp.DoorClose();
     }
 }
Exemplo n.º 31
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 internal override void DoorChange(DoorStates oldState, DoorStates newState)
 {
     try
     {
         this.Api.DoorChange(oldState, newState);
     }
     catch (Exception ex)
     {
         base.LastException = ex;
         throw;
     }
 }
Exemplo n.º 32
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 internal override void DoorChange(DoorStates oldState, DoorStates newState)
 {
     #if !DEBUG
     try {
         #endif
         this.Api.DoorChange(oldState, newState);
         #if !DEBUG
     } catch (Exception ex) {
         base.LastException = ex;
         throw;
     }
     #endif
 }
Exemplo n.º 33
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 internal override void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState == DoorStates.None && newState != DoorStates.None)
     {
         atoState = AtoStates.Stopped;
     }
     else if (oldState != DoorStates.None && newState == DoorStates.None)
     {
         //Door closed
         atoState   = AtoStates.Ready;
         readyTimer = ATO_READY_TIMER;
     }
 }
Exemplo n.º 34
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 internal override void DoorChange(DoorStates oldState, DoorStates newState)
 {
                 #if !DEBUG
     try {
                         #endif
     this.Api.DoorChange(oldState, newState);
                         #if !DEBUG
 }
 catch (Exception ex) {
     base.LastException = ex;
     throw;
 }
                 #endif
 }
Exemplo n.º 35
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 public void Update(DoorStates newState)
 {
     if (oldState != DoorStates.None & newState == DoorStates.None)
     {
         Lit = true;
         OnSound.Play(baseCar, false);
     }
     else if (oldState == DoorStates.None & newState != DoorStates.None)
     {
         Lit = false;
         OffSound.Play(baseCar, false);
     }
     oldState = newState;
 }
Exemplo n.º 36
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 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (Stations.Count > 0) {
         if (/*oldState != DoorStates.None && */newState == DoorStates.None
             && vState.Vehicle.Speed.KilometersPerHour == 0
             && (Stations[lastCompletedDockingIndex + 1].DoorOpen == -1 || Stations[lastCompletedDockingIndex + 1].DoorOpen >= 1)
             && vState.Vehicle.Location >= Stations[lastCompletedDockingIndex + 1].StopPosition - OpenDoorStopsErrorRange
             && vState.Vehicle.Location <= Stations[lastCompletedDockingIndex + 1].StopPosition + OpenDoorStopsErrorRange
             && lastCompletedDockingIndex < Stations.Count)
         {
             lastCompletedDockingIndex++;
         }
     }
 }
Exemplo n.º 37
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        public DoorControl(IDoor door, IUserValidation userValidation, IEntryNotification entryNotification, IAlarm alarm)
        {
            _door              = door;
            _userValidation    = userValidation;
            _entryNotification = entryNotification;
            _alarm             = alarm;
            _currentState      = DoorStates.DoorClosed;

            if (_door == null)
            {
                return;
            }
            _door.DoorOpenedEvent += HandleDoorOpenedEvent;
            _door.DoorClosedEvent += HandleDoorClosedEvent;
        }
Exemplo n.º 38
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    public Door CreateDoor(int x, int y, DoorTypes type, DoorStates state, DoorDirections direction)
    {
        Transform parent = this.container.Find("Entities/Doors");

        GameObject obj = GameObject.Instantiate(prefabs.doors[type]);
        obj.transform.SetParent(parent, false);
        obj.name = type.ToString(); //"Item";
        Door door = obj.GetComponent<Door>();
        door.Init(this, x, y, Color.white);

        door.type = type;
        door.state = state;
        door.SetDirection(direction);

        return door;
    }
Exemplo n.º 39
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 internal override void DoorChange(DoorStates oldState, DoorStates newState)
 {
     if (oldState == DoorStates.None & newState != DoorStates.None) {
         try {
             Win32DoorOpen();
         } catch (Exception ex) {
             base.LastException = ex;
             throw;
         }
     } else if (oldState != DoorStates.None & newState == DoorStates.None) {
         try {
             Win32DoorClose();
         } catch (Exception ex) {
             base.LastException = ex;
             throw;
         }
     }
 }
Exemplo n.º 40
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    public void DoorToggle()
    {
        if (doorState == DoorStates.Closed)
            doorState = DoorStates.Open;
        else
            doorState = DoorStates.Closed;

        if (doorState == DoorStates.Closed)
            targetPosition = closedPosition + basePosition;
        else
            targetPosition = openPosition + basePosition;

        if (secondsTilDefault > 0.0f)
        {
            if (defaultState != doorState)
                defaultTimer = secondsTilDefault;
        }
    }
Exemplo n.º 41
0
 public void CloseDoor(int x)
 {
     if(state!= DoorStates.Closed)
         state = DoorStates.Closing;
         //boneTransforms[d] = Matrix.CreateTranslation(0, 0, 0) * bindTransforms[d];
 }
Exemplo n.º 42
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			/// <summary>Called when the state of the doors changes.</summary>
			internal abstract void DoorChange(DoorStates oldState, DoorStates newState);
Exemplo n.º 43
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		/// <summary>Is called when the state of the doors changes.</summary>
		/// <param name="oldState">The old state of the doors.</param>
		/// <param name="newState">The new state of the doors.</param>
		public void DoorChange(DoorStates oldState, DoorStates newState) {
			if (oldState == DoorStates.None & newState != DoorStates.None) {
				// TODO: Your old DoorOpen code goes here.
			} else if (oldState != DoorStates.None & newState == DoorStates.None) {
				// TODO: Your old DoorClose code goes here.
			}
		}
Exemplo n.º 44
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		internal void DoorChange(DoorStates oldState, DoorStates newState) {
			doorCls = newState == DoorStates.None; // E~A~S~Y~
		}
Exemplo n.º 45
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    void Update()
    {
        if (secondsTilDefault > 0.0f)
        {
            if (defaultTimer > 0.0f)
                defaultTimer -= Time.deltaTime;

            if (defaultTimer <= 0.0f && doorState != defaultState)
            {
                if (defaultState == DoorStates.Closed)
                {
                    targetPosition = closedPosition + basePosition;
                    doorState = DoorStates.Closed;
                    doorOpenCount = 0;
                }
                else
                {
                    targetPosition = openPosition + basePosition;
                    doorState = DoorStates.Open;
                }
            }
        }

        transform.position = Vector3.SmoothDamp(transform.position, targetPosition,
                           					    ref currentVelocity, smoothSpeed * Time.deltaTime);
    }
Exemplo n.º 46
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		/// <summary>Is called when the state of the doors changes.</summary>
		/// <param name="oldState">The old state of the doors.</param>
		/// <param name="newState">The new state of the doors.</param>
		public void DoorChange(DoorStates oldState, DoorStates newState) {
		}
Exemplo n.º 47
0
		/// <summary>Is called when the state of the doors changes.</summary>
		/// <param name="oldState">The old state of the doors.</param>
		/// <param name="newState">The new state of the doors.</param>
		public void DoorChange(DoorStates oldState, DoorStates newState) {
			this.Train.Doors = newState;
			this.Train.DoorChange(oldState, newState);
		}
Exemplo n.º 48
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 internal void DoorChange(DoorStates oldStatue, DoorStates newState)
 {
 }
Exemplo n.º 49
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 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     doorCls = newState == DoorStates.None;
 }
Exemplo n.º 50
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 public void OpenDoor(int x)
 {
     if (state != DoorStates.Open)
         state = DoorStates.Opening;
         //boneTransforms[d] = Matrix.CreateTranslation(0, 200, 0) * bindTransforms[d];
 }
Exemplo n.º 51
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 /// <summary>Is called when the state of the doors changes.</summary>
 /// <param name="oldState">The old state of the doors.</param>
 /// <param name="newState">The new state of the doors.</param>
 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     ms.DoorChange(oldState, newState);
     tims.DoorChange(oldState, newState);
 }
Exemplo n.º 52
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 /// <summary>Is called when the state of the doors changes.</summary>
 /// <param name="oldState">The old state of the doors.</param>
 /// <param name="newState">The new state of the doors.</param>
 public void DoorChange(DoorStates oldState, DoorStates newState)
 {
     vacma.trainEvent(new TrainEvent(EventTypes.EventTypeChangeDoors, newState));
 }
Exemplo n.º 53
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        /// <summary>
        /// This function is called to update this component of our game
        /// to the current game time.
        /// </summary>
        /// <param name="gameTime"></param>
        public void Update(GameTime gameTime)
        {
            float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
            switch (state)
            {
                case DoorStates.Closed:
                    canMoveThrough = false;
                    break;
                case DoorStates.Open:
                    canMoveThrough = true;
                    break;

                case DoorStates.Opening:
                    canMoveThrough = false;
                    doorTranslation += 200 *delta / timeToRasieDoor;

                    if (doorTranslation >= 200)
                    {
                        state = DoorStates.Open;
                        doorTranslation = 200;
                    }
                    foreach (int d in doors)
                    {
                        boneTransforms[d] = Matrix.CreateTranslation(0, doorTranslation, 0) * bindTransforms[d];
                    }
                    break;

                case DoorStates.Closing:
                    canMoveThrough = false;
                    doorTranslation -= 200 * delta / timeToRasieDoor;
                    if (doorTranslation <= 0)
                    {
                        state = DoorStates.Closed;
                        doorTranslation = 0;
                    }
                    foreach (int d in doors)
                    {
                        boneTransforms[d] = Matrix.CreateTranslation(0, doorTranslation, 0) * bindTransforms[d];
                    }
                    break;

            }
        }