public void Finish(FinishType type = FinishType.Dead) { if (isFinished) { return; } isFinished = true; Pause(); PlayerController player = PlayerController.instance; GameObject finish = GameObject.Instantiate(finishPrefabs[(int)type]); string[] messages = null; switch (type) { case FinishType.Dead: if (player.Hp <= 0) { EndingLibraryManager.instance.Unlock(EndingLibraryManager.Type.Hurt); } messages = Localization.GetStringArray("death"); MessageManager.instance.onConfirm += OnDeadFinish; break; case FinishType.Rebirth: EndingLibraryManager.instance.Unlock(EndingLibraryManager.Type.Rebirth); messages = Localization.GetStringArray("rebirth"); MessageManager.instance.onConfirm += OnRebirthFinish; break; case FinishType.RankUp: messages = Localization.GetStringArray("rankup"); MessageManager.instance.onConfirm += OnRankUpFinish; break; default: break; } MessageManager.instance.PushMessage(messages); MessageManager.instance.onConfirm += () => { if (finish) { GameObject.Destroy(finish); } }; FadeManager.instance.Fade(Color.clear, new Color(0, 0, 0, .7f), 1, () => { MessageManager.instance.Open(); }); UM_AdManager.instance.StartInterstitialAd(); }
public static IEnumerator TransitionColor(GameObject[] objs, float duration, FinishType finish, Color initial, Color final) { float t; float elapsed = 0f; while (elapsed <= duration) { t = SmoothLerp(elapsed / duration); Color c = Color.Lerp(initial, final, t); foreach (GameObject obj in objs) { SetColor(c, obj, null); } yield return(new WaitForEndOfFrame()); elapsed += Time.deltaTime; } foreach (GameObject obj in objs) { SetColor(final, obj, null); } yield return(FinishAction(objs, finish)); yield return(null); }
public static IEnumerator TransitionAlpha(GameObject[] objs, float duration, FinishType finish, float initial, float final) { Color32 startColor = new Color(1f, 1f, 1f, initial); Color32 destColor = new Color(1f, 1f, 1f, final); yield return(TransitionColor(objs, duration, finish, startColor, destColor)); }
public static IEnumerator FinishAction(GameObject[] objs, FinishType finish) { switch (finish) { case FinishType.None: yield return null; break; case FinishType.Activate: foreach (GameObject obj in objs) { obj.SetActive(true); } yield return null; break; case FinishType.Deactivate: foreach (GameObject obj in objs) { obj.SetActive(false); } yield return null; break; case FinishType.Destroy: foreach (GameObject obj in objs) { GameObject.Destroy(obj); } yield return null; break; default: yield return null; break; } }
public static IEnumerator TransitionAlpha(GameObject[] objs, float duration, float initial, float final, FinishType finish = FinishType.None, bool enableSr = false, GameObject exclude = null) { float t; float elapsed = 0f; while (elapsed <= duration) { t = SmoothLerp(elapsed / duration); foreach (GameObject obj in objs) { SetAlpha(initial + t * (final - initial), obj, exclude: exclude, enableSr: enableSr); } yield return(new WaitForEndOfFrame()); elapsed += Time.deltaTime; } foreach (GameObject obj in objs) { SetAlpha(final, obj); } yield return(FinishAction(objs, finish)); yield return(null); }
public void NotifyPlayerWin(PlayerType type) { StopBattle(); FinishType finish = type == PlayerType.PlayerOne ? FinishType.PlayerOneWin : FinishType.PlayerTwoWin; lastFinishType = finish; StartCoroutine(GameManager.Instance.GetCanvasSystem.InfoTextsSystem.ShowFinishText(finish, true)); }
public void SetupBattle() { lastFinishType = FinishType.None; GameManager.Instance.GetCanvasSystem.ActivatePlayerUIs(false); GameManager.Instance.GetPlayer(PlayerType.PlayerOne).Init(GameManager.Instance.PlayerHPAmount); GameManager.Instance.GetPlayer(PlayerType.PlayerTwo).Init(GameManager.Instance.PlayerHPAmount); GameManager.Instance.ActivatePlayers(true); RunCountDown(); }
public void EndMainRowStatus(WorkflowDbContext context, FinishType finishType) { string sql = "UPDATE {0} SET " + " {2} " + " {1}_WF_STATUS = @WF_STATUS , " + " {1}_WF_IS_END = @WF_IS_END , " + " {1}_WF_TIME = @WF_TIME " + " WHERE FID = @FID"; string statusSql = Prefix + "_STEP_NAME = @STEP_NAME ,"; List <SqlParameter> list = new List <SqlParameter>(); SqlParameter statusPar = new SqlParameter("@WF_IS_END", (int)finishType); SqlParameter fidParm = new SqlParameter("@FID", FID) { DbType = DbType.String }; SqlParameter wftimeParm = new SqlParameter("@WF_TIME", context.Now) { DbType = DbType.DateTime }; list.Add(statusPar); list.Add(fidParm); list.Add(wftimeParm); string sql0 = string.Format(sql, MainTableName, Prefix, ""); switch (finishType) { case FinishType.ReturnBegin: break; case FinishType.Abort: //fMainRow[prefix + "WF_STATUS"] = "终止"; list.Add(new SqlParameter("@WF_STATUS", "终止")); //fMainRow[prefix + "STEP_NAME"] = "__abort"; list.Add(new SqlParameter("@STEP_NAME", "__abort")); sql0 = string.Format(sql, MainTableName, Prefix, statusSql); break; case FinishType.OverTryTimes: //fMainRow[prefix + "WF_STATUS"] = "重试错误终止"; list.Add(new SqlParameter("@WF_STATUS", "重试错误终止")); break; case FinishType.Error: // fMainRow[prefix + "WF_STATUS"] = "错误终止"; list.Add(new SqlParameter("@WF_STATUS", "错误终止")); break; default: list.Add(new SqlParameter("@WF_STATUS", "结束")); break; } context.RegisterSqlCommand(sql0, list.ToArray()); }
public void NotifyDraw() { StopBattle(); if (!isDrawNotifying) { isDrawNotifying = true; lastFinishType = FinishType.Draw; StartCoroutine(GameManager.Instance.GetCanvasSystem.InfoTextsSystem.ShowFinishText(FinishType.Draw)); } else { return; } }
public void NotifyTimeOut() { StopBattle(); lastFinishType = FinishType.TimeOut; if (GameManager.Instance.GetPlayer(PlayerType.PlayerOne).HP > GameManager.Instance.GetPlayer(PlayerType.PlayerTwo).HP) { NotifyPlayerDie(PlayerType.PlayerTwo); } else if (GameManager.Instance.GetPlayer(PlayerType.PlayerTwo).HP > GameManager.Instance.GetPlayer(PlayerType.PlayerOne).HP) { NotifyPlayerDie(PlayerType.PlayerOne); } StartCoroutine(GameManager.Instance.GetCanvasSystem.InfoTextsSystem.ShowFinishText(FinishType.TimeOut)); }
public void RaceEnd(FinishType finishState) { if (!isGamePlaying) { return; } switch (finishState) { case FinishType.Finish: Spots_Count(); float personalTrackRecord = DesignConstStorage.PersonalTrackRecord[Game_Manager.Instance.track_manager.Current_Track_Name]; if (personalTrackRecord > Game_Manager.Instance.record_manager.Record_Time) { Game_Manager.Instance.SetTimeRecord(Game_Manager.Instance.track_manager.Current_Track_Name, Game_Manager.Instance.record_manager.Record_Time); Debug.LogWarning(Game_Manager.Instance.track_manager.Current_Track_Name); } break; case FinishType.FalseStart: Game_Manager.Instance.ui_manager.Fail_Racing_Reason_Text.text = MyLocalization.Exchange("falsestart"); Tip_Text.text = MyLocalization.Exchange("tip_1"); break; case FinishType.OutOfControl: Game_Manager.Instance.ui_manager.Fail_Racing_Reason_Text.text = MyLocalization.Exchange("speeding"); Tip_Text.text = MyLocalization.Exchange("tip_2"); break; case FinishType.PassThrough: Game_Manager.Instance.ui_manager.Fail_Racing_Reason_Text.text = MyLocalization.Exchange("brakefailure"); Tip_Text.text = MyLocalization.Exchange("tip_3"); break; } isGamePlaying = false; //시간 계산. //시간 기반으로 점수 구해서 할까 아니면 그냥 시간+@를 할까? //게임 보상도 넣어야.. //팝업 결과창 //확인 하면 UI로 Game_Manager.Instance.EndOfRace(finishState == FinishType.Finish); }
public Vehicle(Vehicle copy) { Index = copy.Index; ID = copy.ID; ParentID = copy.ParentID; WheelType = copy.WheelType; CarName = copy.CarName; CarBrand = copy.CarBrand; DamageLimit = copy.DamageLimit; Flags = copy.Flags; BoostLength = copy.BoostLength; VehicleRank = copy.VehicleRank; BoostCapacity = copy.BoostCapacity; DisplayStrength = copy.DisplayStrength; padding0 = copy.padding0; AttribSysCollectionKey = copy.AttribSysCollectionKey; ExhaustName = copy.ExhaustName; ExhaustID = copy.ExhaustID; EngineID = copy.EngineID; EngineName = copy.EngineName; ClassUnlockStreamHash = copy.ClassUnlockStreamHash; padding1 = copy.padding1; CarShutdownStreamID = copy.CarShutdownStreamID; CarReleasedStreamID = copy.CarReleasedStreamID; AIMusicHash = copy.AIMusicHash; AIExhaustIndex = copy.AIExhaustIndex; AIExhaustIndex2 = copy.AIExhaustIndex2; AIExhaustIndex3 = copy.AIExhaustIndex3; padding2 = copy.padding2; Unknown = copy.Unknown; Category = copy.Category; VehicleAndBoostType = copy.VehicleAndBoostType; VehicleType = copy.VehicleType; BoostType = copy.BoostType; FinishType = copy.FinishType; MaxSpeedNoBoost = copy.MaxSpeedNoBoost; MaxSpeedBoost = copy.MaxSpeedBoost; Color = copy.Color; ColorType = copy.ColorType; DisplaySpeed = copy.DisplaySpeed; DisplayBoost = copy.DisplayBoost; padding3 = copy.padding3; }
public static IEnumerator FinishAction(GameObject[] objs, FinishType finish) { switch (finish) { case FinishType.None: yield return(null); break; case FinishType.Activate: foreach (GameObject obj in objs) { obj.SetActive(true); } yield return(null); break; case FinishType.Deactivate: foreach (GameObject obj in objs) { obj.SetActive(false); } yield return(null); break; case FinishType.Destroy: foreach (GameObject obj in objs) { GameObject.Destroy(obj); } yield return(null); break; default: yield return(null); break; } }
public static IEnumerator Resize(Transform t, Vector3 destScale, float duration, FinishType finish = FinishType.None) { float elapsed = 0f; Vector3 startScale = t.localScale; do { t.localScale = Vector3.Lerp(startScale, destScale, SmoothLerp(elapsed / duration)); yield return(new WaitForEndOfFrame()); if (t.gameObject == null) { yield break; } elapsed += Time.deltaTime; } while (elapsed <= duration); t.localScale = destScale; FinishAction(new GameObject[] { t.gameObject }, finish); }
public void NotifyPlayerDie(PlayerType type) { StopBattle(); switch (type) { case PlayerType.PlayerOne: { GameManager.Instance.GetPlayer(PlayerType.PlayerTwo).AddWin(); lastFinishType = FinishType.PlayerTwoWin; StartCoroutine(GameManager.Instance.GetCanvasSystem.InfoTextsSystem.ShowFinishText(FinishType.PlayerTwoWin)); break; } case PlayerType.PlayerTwo: { GameManager.Instance.GetPlayer(PlayerType.PlayerOne).AddWin(); lastFinishType = FinishType.PlayerOneWin; StartCoroutine(GameManager.Instance.GetCanvasSystem.InfoTextsSystem.ShowFinishText(FinishType.PlayerOneWin)); break; } } }
public IEnumerator ShowFinishText(FinishType finishType, bool isGameOver = false) { switch (finishType) { case FinishType.PlayerOneWin: finalText.text = "Player One WINS"; break; case FinishType.PlayerTwoWin: finalText.text = "Player Two WINS"; break; case FinishType.Draw: finalText.text = "DRAW!"; GameManager.Instance.GetFightManager.isDrawNotifying = false; break; case FinishType.TimeOut: finalText.text = "TIME OUT!"; break; } finalText.gameObject.SetActive(true); yield return(new WaitForSeconds(2)); finalText.gameObject.SetActive(false); GameManager.Instance.GetFightManager.HandleRoundFinish(isGameOver); }
public void HandleRoundFinish(bool isGameOver) { if (isGameOver) { lastFinishType = FinishType.GameOver; GameManager.Instance.ActivatePlayers(false); StopBattle(); GameManager.Instance.GetPlayer(PlayerType.PlayerOne).ResetWins(); GameManager.Instance.GetPlayer(PlayerType.PlayerTwo).ResetWins(); GameManager.Instance.GetCanvasSystem.GetPlayerUI(PlayerType.PlayerOne).ResetRounds(); GameManager.Instance.GetCanvasSystem.GetPlayerUI(PlayerType.PlayerTwo).ResetRounds(); GameManager.Instance.GetCanvasSystem.ActivatePlayerUIs(false); GameManager.Instance.GetCanvasSystem.GetMainMenu.ShowMenu(); } else { if (lastFinishType != FinishType.GameOver) { SetupBattle(); } } }
public static bool Recognization(RichWall richWall) { _wall = richWall.wall; _finishType = richWall.finishType; _length = _wall.get_Parameter(BuiltInParameter.CURVE_ELEM_LENGTH).AsDouble(); _level_bottom = _doc.GetElement(_wall.get_Parameter(BuiltInParameter.WALL_BASE_CONSTRAINT).AsElementId()) as Level; _level_top = _doc.GetElement(_wall.get_Parameter(BuiltInParameter.WALL_HEIGHT_TYPE).AsElementId()) as Level; _offset_bottom = _wall.get_Parameter(BuiltInParameter.WALL_BASE_OFFSET).AsDouble(); _offset_top = _wall.get_Parameter(BuiltInParameter.WALL_TOP_OFFSET).AsDouble(); _noConsHeight = _wall.get_Parameter(BuiltInParameter.WALL_USER_HEIGHT_PARAM).AsDouble(); _direction = GetWallDirection(_wall); if (_direction == Direction.Undefined) { _abandonWriter.WriteAbandonment(_wall, AbandonmentTable.SkewWall); return(false); } return(true); }
public static IEnumerator FadeOut(GameObject[] objs, float duration, FinishType finish) { yield return(TransitionAlpha(objs, duration, finish, 1f, 0f)); }
/// <summary> /// Constructor /// </summary> /// <param name="finishType"></param> public FinishedEventArgs(FinishType finishType) { Type = finishType; }
/// <summary> /// Event triggers whenever the thread is finished by itself or canceled by the user /// </summary> /// <param name="finishType"></param> protected virtual void OnThreadFinished(FinishType finishType) { ThreadFinished?.Invoke(this, new FinishedEventArgs(finishType)); }
private void ShowCompetitionEndScoreEx(CompetitionType type, CompetitionLevel level, string competitionName) { mCurrentScore += mMoodScoreBonus; int currentMoneyReward = 0x0; List <EquestrianCenter.PositionScoring> positionScoringTuning = EquestrianCenter.PositionScoringTuning; if (mCompetitionType == CompetitionType.Racing) { RaceShuffle(); } mCurrentPosition = GetPlaceInRace(type, level, EquestrianCenter.kNumberOfCompetitors, mCurrentScore, out currentMoneyReward); Responder.Instance.HudModel.UpdateCompetitionStanding(this); FinishType poorFinish = FinishType.PoorFinish; if ((mCurrentPosition >= EquestrianCenter.kPositionsForFinishTypes[0x1]) && (mCurrentPosition < EquestrianCenter.kPositionsForFinishTypes[0x0])) { poorFinish = FinishType.StandardFinish; } else if (mCurrentPosition == EquestrianCenter.kPositionsForFinishTypes[0x2]) { poorFinish = FinishType.Victory; } RidingSkill skill = Actor.SimDescription.SkillManager.GetSkill <RidingSkill>(SkillNames.Riding); skill.AddPoints(EquestrianCenter.kSkillPointsAdded[0x0]); bool flag = type == CompetitionType.CrossCountry; if ((flag || (type == CompetitionType.Racing)) && !Horse.BuffManager.HasElement(BuffNames.PetSkillFatigue)) { Horse.SimDescription.SkillManager.GetSkill <Racing>(SkillNames.Racing).AddPoints(EquestrianCenter.kSkillPointsAdded[0x1]); } if ((flag || (type == CompetitionType.Jumping)) && !Horse.BuffManager.HasElement(BuffNames.PetSkillFatigue)) { Horse.SimDescription.SkillManager.GetSkill <Jumping>(SkillNames.Jumping).AddPoints(EquestrianCenter.kSkillPointsAdded[0x2]); } if (currentMoneyReward != 0x0) { if (skill.IsEquestrianChampion()) { currentMoneyReward = (int)(currentMoneyReward * RidingSkill.EquestrianChampionPrizeMultiplier); } Actor.ModifyFunds(currentMoneyReward); skill.UpdateXpForEarningMoney(currentMoneyReward); EventTracker.SendEvent(new JockeyEvent(EventTypeId.kJockeyEvent, Actor, currentMoneyReward)); } string str = Localization.LocalizeString(false, "UI/Caption/HudCompetitionPanel/Place:Position" + mCurrentPosition, new object[0x0]); switch (poorFinish) { case FinishType.PoorFinish: if (Actor.IsActiveSim) { Audio.StartSound("sting_eques_poor_finish"); } if ((StoryProgression.Main.Skills.MatchesAlertLevel(Actor)) || (StoryProgression.Main.Skills.MatchesAlertLevel(Horse))) { Sim.ActiveActor.ShowTNSIfSelectable(TNSNames.EquestrianCenterPoorFinish, null, Actor, new object[] { Horse, Actor, str, competitionName }); } return; case FinishType.StandardFinish: if (Actor.IsActiveSim) { Audio.StartSound("sting_eques_standard_finish"); } if ((StoryProgression.Main.Skills.MatchesAlertLevel(Actor)) || (StoryProgression.Main.Skills.MatchesAlertLevel(Horse))) { Sim.ActiveActor.ShowTNSIfSelectable(TNSNames.EquestrianCenterStandardFinish, null, Actor, new object[] { Horse, Actor, str, competitionName }); } return; case FinishType.Victory: RidingSkill.WonCompetition(Actor.SimDescription, Horse.SimDescription, type, level); if (Actor.IsActiveSim) { Audio.StartSound("sting_eques_victory_finish"); } if (!Target.mPlayerHasParticipatedAndWon) { Target.mPlayerHasParticipatedAndWon = true; EventTracker.SendEvent(new EquestrianCompetitionEvent(EventTypeId.kEquestrianCompetition, Actor.FirstName, Actor.IsFemale, Horse.FirstName, Horse.IsFemale, competitionName)); } if ((StoryProgression.Main.Skills.MatchesAlertLevel(Actor)) || (StoryProgression.Main.Skills.MatchesAlertLevel(Horse))) { Sim.ActiveActor.ShowTNSIfSelectable(TNSNames.EquestrianCenterVictory, null, Actor, new object[] { Horse, Actor, competitionName }); } AddCompetitionTrophy(type, level); return; } }
public RichWall(Wall wall, FinishType finishType) { this.wall = wall; this.finishType = finishType; }
public static IEnumerator FadeOut(GameObject[] objs, float duration, FinishType finish = FinishType.None, bool enableSr = false, GameObject exclude = null) { yield return(TransitionAlpha(objs, duration, 1f, 0f, finish)); }
protected override bool Execute() { WorkflowDbContext dbContext = Source as WorkflowDbContext; EndStepConfig config = Config as EndStepConfig; AutoProcessor processor = null; WorkflowContent content = WorkflowInstUtil.CreateContent(WorkflowRow); if (!string.IsNullOrEmpty(config.PlugRegName)) { try { processor = AtawIocContext.Current.FetchInstance <AutoProcessor>(config.PlugRegName); processor.Config = config; processor.Source = Source; processor.Content = content; processor.Execute(WorkflowRow); } catch (Exception ex) { string mesg = string.Format(ObjectUtil.SysCulture, "程序出现异常,异常信息是:{0}{1}{0}堆栈信息是:{0}{2}", Environment.NewLine, ex.Message, ex.StackTrace); AtawTrace.WriteFile(LogType.WorkFlowError, mesg);; // AtawTrace.WriteFile(); throw new PlugInException(config, config.Error, ex); } } FinishType finishType = FinishType.Normal; if (config.EnableModify) { finishType = FinishType.ModifiedNormal; } //----- ////新增实例历史 // "WI_ID", //"WI_WD_NAME", "WI_CONTENT_XML", "WI_NAME", "WI_CREATE_DATE", "WI_CREATE_USER", //"WI_REF_LIST", "WI_IS_TIMEOUT","WI_TIMEOUT_DATE", "WI_NEXT_EXE_DATE", "WI_PRIORITY" , //"WI_STATUS", "WI_ERROR_TYPE","WI_RETRY_TIMES","WI_MAX_RETRY_TIMES","WI_WE_ID", //"WI_PARENT_ID","WI_PC_FLAG" WF_WORKFLOW_INST_HIS wfi_His = new WF_WORKFLOW_INST_HIS(); //copy wfi_His.WI_ID = WorkflowRow.WI_ID; wfi_His.WI_WD_NAME = WorkflowRow.WI_WD_NAME; wfi_His.WI_CONTENT_XML = WorkflowRow.WI_CONTENT_XML; wfi_His.WI_NAME = WorkflowRow.WI_NAME; wfi_His.WI_CREATE_DATE = WorkflowRow.WI_CREATE_DATE; wfi_His.WI_CREATE_USER = WorkflowRow.WI_CREATE_USER; wfi_His.WI_REF_LIST = WorkflowRow.WI_REF_LIST; wfi_His.WI_IS_TIMEOUT = WorkflowRow.WI_IS_TIMEOUT; wfi_His.WI_TIMEOUT_DATE = WorkflowRow.WI_TIMEOUT_DATE; wfi_His.WI_NEXT_EXE_DATE = WorkflowRow.WI_NEXT_EXE_DATE; wfi_His.WI_PRIORITY = WorkflowRow.WI_PRIORITY; wfi_His.WI_STATUS = WorkflowRow.WI_STATUS; wfi_His.WI_ERROR_TYPE = WorkflowRow.WI_ERROR_TYPE; wfi_His.WI_RETRY_TIMES = WorkflowRow.WI_RETRY_TIMES; wfi_His.WI_MAX_RETRY_TIMES = WorkflowRow.WI_MAX_RETRY_TIMES; wfi_His.WI_WE_ID = WorkflowRow.WI_WE_ID; wfi_His.WI_PARENT_ID = WorkflowRow.WI_PARENT_ID; wfi_His.WI_PC_FLAG = WorkflowRow.WI_PC_FLAG; //赋值 wfi_His.WI_END_DATE = dbContext.Now; wfi_His.WI_END_STATE = (int)finishType; if (!string.IsNullOrEmpty(WorkflowRow.WI_PROCESS_ID)) { wfi_His.WI_END_USER = WorkflowRow.WI_PROCESS_ID; } else { wfi_His.WI_END_USER = GlobalVariable.UserId.ToString(); } //附加 dbContext.WF_WORKFLOW_INST_HIS.Add(wfi_His); ////copy步骤历史 string wiId = WorkflowRow.WI_ID; List <WF_STEP_INST> stepList = dbContext.WF_STEP_INST.Where(a => a.SI_WI_ID == wiId).ToList(); List <WF_STEP_INST_HIS> stepListHis = new List <WF_STEP_INST_HIS>(); foreach (var step in stepList) { //------------ WF_STEP_INST_HIS his = new WF_STEP_INST_HIS(); his.SI_WI_ID = step.SI_WI_ID; his.SI_CURRENT_STEP = step.SI_CURRENT_STEP; his.SI_CURRENT_STEP_NAME = step.SI_CURRENT_STEP_NAME; his.SI_END_DATE = step.SI_END_DATE; his.SI_FLOW_TYPE = step.SI_FLOW_TYPE; his.SI_ID = step.SI_ID; his.SI_INDEX = step.SI_INDEX; his.SI_IS_TIMEOUT = step.SI_IS_TIMEOUT; his.SI_LAST_MANUAL = step.SI_LAST_MANUAL; his.SI_LAST_MANUAL_NAME = step.SI_LAST_MANUAL_NAME; his.SI_LAST_STEP = step.SI_LAST_STEP; his.SI_LAST_STEP_NAME = step.SI_LAST_STEP_NAME; his.SI_NOTE = step.SI_NOTE; his.SI_PRIORITY = step.SI_PRIORITY; his.SI_PROCESS_DATE = step.SI_PROCESS_DATE; his.SI_PROCESS_ID = step.SI_PROCESS_ID; his.SI_RECEIVE_DATE = step.SI_RECEIVE_DATE; his.SI_RECEIVE_ID = step.SI_RECEIVE_ID; his.SI_SEND_DATE = step.SI_SEND_DATE; his.SI_SEND_ID = step.SI_SEND_ID; his.SI_START_DATE = step.SI_START_DATE; his.SI_STATUS = step.SI_STATUS; his.SI_STEP_TYPE = step.SI_STEP_TYPE; his.SI_TIME_SPAN = step.SI_TIME_SPAN; his.SI_TIMEOUT_DATE = step.SI_TIMEOUT_DATE; dbContext.WF_STEP_INST.Remove(step); dbContext.WF_STEP_INST_HIS.Add(his); } //新增最后一个步骤到历史 WF_STEP_INST_HIS his_step = new WF_STEP_INST_HIS(); // dbContext.WF_STEP_INST_HIS.Add(his_step); StepUtil.CopyWorkflowToStepHis(dbContext, WorkflowRow, his_step, FlowAction.Flow); dbContext.WF_STEP_INST_HIS.Add(his_step); ////更新主表信息 //删除视力表 content.EndMainRowStatus(Source as WorkflowDbContext, finishType); ////主表转移先不做 ////--提交 dbContext.WF_WORKFLOW_INST.Remove(WorkflowRow); Source.Submit(); return(false); }
public static IEnumerator FadeOut(GameObject obj, float duration, FinishType finish = FinishType.None, bool enableSr = false, GameObject exclude = null) { yield return(FadeOut(new GameObject[] { obj }, duration, finish, enableSr, exclude)); }
public RichWall(Wall wall, FinishType finishType) { this.wall = wall; this.finishType = finishType; }
public static IEnumerator FadeOut(GameObject[] objs, float duration, FinishType finish) { yield return TransitionAlpha(objs, duration, finish, 1f, 0f); }
public static IEnumerator TransitionColor(GameObject[] objs, float duration, FinishType finish, Color initial, Color final) { float t; float elapsed = 0f; while (elapsed <= duration) { t = SmoothLerp(elapsed / duration); Color c = Color.Lerp(initial, final, t); foreach (GameObject obj in objs) { SetColor(c, obj, null); } yield return new WaitForEndOfFrame(); elapsed += Time.deltaTime; } foreach (GameObject obj in objs) { SetColor(final, obj, null); } yield return FinishAction(objs, finish); yield return null; }
public static IEnumerator TransitionAlpha(GameObject[] objs, float duration, FinishType finish, float initial, float final) { Color32 startColor = new Color(1f, 1f, 1f, initial); Color32 destColor = new Color(1f, 1f, 1f, final); yield return TransitionColor(objs, duration, finish, startColor, destColor); }
public static void Abort(IUnitOfData source, WF_WORKFLOW_INST WorkflowRow, FinishType finishType = FinishType.Abort) { WorkflowDbContext dbContext = source as WorkflowDbContext; WorkflowContent content = WorkflowInstUtil.CreateContent(WorkflowRow); WF_WORKFLOW_INST_HIS wfi_His = new WF_WORKFLOW_INST_HIS(); //copy wfi_His.WI_ID = WorkflowRow.WI_ID; wfi_His.WI_WD_NAME = WorkflowRow.WI_WD_NAME; wfi_His.WI_CONTENT_XML = WorkflowRow.WI_CONTENT_XML; wfi_His.WI_NAME = WorkflowRow.WI_NAME; wfi_His.WI_CREATE_DATE = WorkflowRow.WI_CREATE_DATE; wfi_His.WI_CREATE_USER = WorkflowRow.WI_CREATE_USER; wfi_His.WI_REF_LIST = WorkflowRow.WI_REF_LIST; wfi_His.WI_IS_TIMEOUT = WorkflowRow.WI_IS_TIMEOUT; wfi_His.WI_TIMEOUT_DATE = WorkflowRow.WI_TIMEOUT_DATE; wfi_His.WI_NEXT_EXE_DATE = WorkflowRow.WI_NEXT_EXE_DATE; wfi_His.WI_PRIORITY = WorkflowRow.WI_PRIORITY; wfi_His.WI_STATUS = WorkflowRow.WI_STATUS; wfi_His.WI_ERROR_TYPE = WorkflowRow.WI_ERROR_TYPE; wfi_His.WI_RETRY_TIMES = WorkflowRow.WI_RETRY_TIMES; wfi_His.WI_MAX_RETRY_TIMES = WorkflowRow.WI_MAX_RETRY_TIMES; wfi_His.WI_WE_ID = WorkflowRow.WI_WE_ID; wfi_His.WI_PARENT_ID = WorkflowRow.WI_PARENT_ID; wfi_His.WI_PC_FLAG = WorkflowRow.WI_PC_FLAG; //赋值 wfi_His.WI_END_DATE = dbContext.Now; wfi_His.WI_END_STATE = (int)finishType; if (!string.IsNullOrEmpty(WorkflowRow.WI_PROCESS_ID)) { wfi_His.WI_END_USER = WorkflowRow.WI_PROCESS_ID; } else { wfi_His.WI_END_USER = GlobalVariable.UserId.ToString(); } //附加 dbContext.WF_WORKFLOW_INST_HIS.Add(wfi_His); ////copy步骤历史 string wiId = WorkflowRow.WI_ID; List <WF_STEP_INST> stepList = dbContext.WF_STEP_INST.Where(a => a.SI_WI_ID == wiId).ToList(); List <WF_STEP_INST_HIS> stepListHis = new List <WF_STEP_INST_HIS>(); foreach (var step in stepList) { //------------ WF_STEP_INST_HIS his = new WF_STEP_INST_HIS(); his.SI_WI_ID = step.SI_WI_ID; his.SI_CURRENT_STEP = step.SI_CURRENT_STEP; his.SI_CURRENT_STEP_NAME = step.SI_CURRENT_STEP_NAME; his.SI_END_DATE = step.SI_END_DATE; his.SI_FLOW_TYPE = step.SI_FLOW_TYPE; his.SI_ID = step.SI_ID; his.SI_INDEX = step.SI_INDEX; his.SI_IS_TIMEOUT = step.SI_IS_TIMEOUT; his.SI_LAST_MANUAL = step.SI_LAST_MANUAL; his.SI_LAST_MANUAL_NAME = step.SI_LAST_MANUAL_NAME; his.SI_LAST_STEP = step.SI_LAST_STEP; his.SI_LAST_STEP_NAME = step.SI_LAST_STEP_NAME; his.SI_NOTE = step.SI_NOTE; his.SI_PRIORITY = step.SI_PRIORITY; his.SI_PROCESS_DATE = step.SI_PROCESS_DATE; his.SI_PROCESS_ID = step.SI_PROCESS_ID; his.SI_RECEIVE_DATE = step.SI_RECEIVE_DATE; his.SI_RECEIVE_ID = step.SI_RECEIVE_ID; his.SI_SEND_DATE = step.SI_SEND_DATE; his.SI_SEND_ID = step.SI_SEND_ID; his.SI_START_DATE = step.SI_START_DATE; his.SI_STATUS = step.SI_STATUS; his.SI_STEP_TYPE = step.SI_STEP_TYPE; his.SI_TIME_SPAN = step.SI_TIME_SPAN; his.SI_TIMEOUT_DATE = step.SI_TIMEOUT_DATE; dbContext.WF_STEP_INST.Remove(step); dbContext.WF_STEP_INST_HIS.Add(his); } //新增最后一个步骤到历史 WF_STEP_INST_HIS his_step = new WF_STEP_INST_HIS(); // dbContext.WF_STEP_INST_HIS.Add(his_step); StepUtil.CopyWorkflowToStepHis(dbContext, WorkflowRow, his_step, FlowAction.Flow); dbContext.WF_STEP_INST_HIS.Add(his_step); ////更新主表信息 //删除视力表 content.EndMainRowStatus(dbContext, finishType); ////主表转移先不做 ////--提交 dbContext.WF_WORKFLOW_INST.Remove(WorkflowRow); dbContext.Submit(); }
public static bool Recognization(RichWall richWall) { _wall = richWall.wall; _finishType = richWall.finishType; _length = _wall.get_Parameter(BuiltInParameter.CURVE_ELEM_LENGTH).AsDouble(); _level_bottom = _doc.GetElement(_wall.get_Parameter(BuiltInParameter.WALL_BASE_CONSTRAINT).AsElementId()) as Level; _level_top = _doc.GetElement(_wall.get_Parameter(BuiltInParameter.WALL_HEIGHT_TYPE).AsElementId()) as Level; _offset_bottom = _wall.get_Parameter(BuiltInParameter.WALL_BASE_OFFSET).AsDouble(); _offset_top = _wall.get_Parameter(BuiltInParameter.WALL_TOP_OFFSET).AsDouble(); _noConsHeight = _wall.get_Parameter(BuiltInParameter.WALL_USER_HEIGHT_PARAM).AsDouble(); _direction = GetWallDirection(_wall); if (_direction == Direction.Undefined) { _abandonWriter.WriteAbandonment(_wall, AbandonmentTable.SkewWall); return false; } return true; }
public static IEnumerator TransitionAlpha(GameObject obj, float duration, float initial, float final, FinishType finish = FinishType.None, bool enableSr = false, GameObject exclude = null) { yield return(TransitionAlpha(new GameObject[] { obj }, duration, initial, final, finish, enableSr, exclude)); }
public LayerStoreResult(Layer parent) : base(parent) { // Set defaults. this.FinishType = FinishType.Biome; }