public void Run() { if (Status != LoaderStatus.Ready) { return; } List <UmiItem> euroMadeData = null; status = LoaderStatus.Download; try { euroMadeData = Repository.EuroMade.Download((state) => Progress = state); } catch (MySqlException e) { status = LoaderStatus.Disconnected; return; } status = LoaderStatus.Upload; Repository.EuroMade.Upload(euroMadeData, (state) => Progress = state); status = LoaderStatus.Done; }
private void OnTriggerExit(Collider other) { if (status != LoaderStatus.NotLoaded) { status = LoaderStatus.NotLoaded; StartCoroutine(UnloadAsyncScene()); } }
private void OnTriggerEnter(Collider other) { if (status == LoaderStatus.NotLoaded) { status = LoaderStatus.Loading; StartCoroutine(LoadAsyncScene()); } }
IEnumerator LoadAsyncScene() { AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(this.sceneName, LoadSceneMode.Additive); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return(null); } status = LoaderStatus.Loaded; }
private MissionResult RunRecipe(CRecipe rec) { this._RobotManager.SetRec_Loader(rec); Thread.Sleep(500); this._RobotManager.NextStep_Loader(); Thread.Sleep(4000); //to 1/// while (this._RobotManager.IsLoaderMoving()) { Thread.Sleep(500); } Thread.Sleep(2000); this._Status = LoaderStatus.HOLDING; //this.closeClaw(); //Thread.Sleep(5000); //this.robotManager.nextStep_Loader(); ////to 2 //while (this.robotManager.isLoaderMoving()) //{ // Thread.Sleep(500); //} //Thread.Sleep(5000); //this.robotManager.nextStep_Loader(); ////to 3 //while (this.robotManager.isLoaderMoving()) //{ // Thread.Sleep(500); //} //this.openClaw(); //Thread.Sleep(5000); //this.robotManager.nextStep_Loader(); ////to 4 //while (this.robotManager.isLoaderMoving()) //{ // Thread.Sleep(500); //} //Thread.Sleep(5000); // this.robotManager.nextStep_Loader(); return(MissionResult.NORMAL); // throw new NotImplementedException(); }
/// <summary> /// 开始异步进行预加载。 /// /// 如果在进行执行Reset操作前,调用本方法多次,也只会执行一次loadAction。 /// </summary> public void BeginLoading() { if (this.Status == LoaderStatus.NotStarted) { this.Status = LoaderStatus.Running; var version = this._version; ThreadPool.QueueUserWorkItem(o => { LoaderStatus status = LoaderStatus.NotStarted; try { this._action(); status = LoaderStatus.Completed; //触发事件。 if (this.ActionSucceeded != null) { this.ActionSucceeded(this, EventArgs.Empty); } } catch { status = LoaderStatus.Failed; throw; } finally { this._signal.Set(); //有可能外界已经使用Reset重设了状态,那么这次执行就算被“丢弃”了,不再设置值。 if (this._version == version) { this.Status = status; } } }); } }
public static string ToAppStateName(this LoaderStatus status) { switch (status) { case LoaderStatus.Ready: return("Не запущен"); case LoaderStatus.Download: return("Загружает с Euromade.ru"); case LoaderStatus.Upload: return("Загружает в базу данных"); case LoaderStatus.Done: return("Работа выполнена"); case LoaderStatus.Disconnected: return("Связь с EuroMade оборвана"); default: return("Статус не определен"); } }
/// <summary> /// 重设本加载器,使得BeginLoading可以再次起作用。 /// </summary> public void Reset() { this.Status = LoaderStatus.NotStarted; this._signal.Reset(); }
public MissionLoader(RobotManager robotManager) { // TODO: Complete member initialization this._RobotManager = robotManager; this._Status = LoaderStatus.HOLDING; }
/// <summary> /// 重设本加载器,使得BeginLoading可以再次起作用。 /// </summary> public void Reset() { this.Status = LoaderStatus.NotStarted; this._signal.Reset(); }
/// <summary> /// 开始异步进行预加载。 /// /// 如果在进行执行Reset操作前,调用本方法多次,也只会执行一次loadAction。 /// </summary> public void BeginLoading() { if (this.Status == LoaderStatus.NotStarted) { this.Status = LoaderStatus.Running; var version = this._version; ThreadPool.QueueUserWorkItem(o => { LoaderStatus status = LoaderStatus.NotStarted; try { this._action(); status = LoaderStatus.Completed; //触发事件。 if (this.ActionSucceeded != null) { this.ActionSucceeded(this, EventArgs.Empty); } } catch { status = LoaderStatus.Failed; throw; } finally { this._signal.Set(); //有可能外界已经使用Reset重设了状态,那么这次执行就算被“丢弃”了,不再设置值。 if (this._version == version) { this.Status = status; } } }); } }
public void ResetState() { status = LoaderStatus.Ready; Progress = string.Empty; }
private void Awake() { if (instance == null) { instance = this; } networkManager = new NetworkManager(); string[] args = System.Environment.GetCommandLineArgs(); for (int i = 0; i < args.Length; i++) { if (args[i] == "-server") { loaderStatus = LoaderStatus.ServerBackground; DebugLog("Starting as server", GD.LT.Log); // ./UncivilizationLinux.x86_64 -server -batchmode -nographics -port 55601 -password olc } if (args[i] == "-port") { networkManager.SetPort(args[i + 1]); DebugLog("Listening port is: " + args[i + 1], GD.LT.Log); } if (args[i] == "-password") { networkManager.serverPassword = args[i + 1]; DebugLog("Using password for server", GD.LT.Log); } } if (loaderStatus == LoaderStatus.ServerBackground) { networkManager.StartUpServer(); } // Read the options fullScreen = (FullScreenMode)PlayerPrefs.GetInt("FullScreen", 3); mainVolume = PlayerPrefs.GetInt("MainVolume", 100); useTypingSound = PlayerPrefs.GetInt("UseTypingSound", 1) != 0; writeLogsOnFile = PlayerPrefs.GetInt("WriteLogsOnFile", 1) != 0; logsLevel = (LT)PlayerPrefs.GetInt("LogsLevel", (int)LT.Warning); filePathForLogs = PlayerPrefs.GetString("FilePathForLogs", Application.persistentDataPath); if (string.IsNullOrWhiteSpace(filePathForLogs)) { filePathForLogs = "C:\\Users\\claud\\Unity\\Uncivilization\\Logs\\Server Logs\\"; } logsLevel = LT.DebugST; // FIXME remove after debugging writeLogsOnFile = true; // FIXME AudioListener.volume = mainVolume / 100f; Screen.fullScreenMode = fullScreen; Screen.fullScreen = fullScreen != FullScreenMode.Windowed && fullScreen != FullScreenMode.Windowed; Debug.Log(filePathForLogs); // Init the log file InitLogFile(); enemies = gameLoader.GetEnemies(); gameLoader.InitGame(); }
public static bool IsStatus(LoaderStatus status1, LoaderStatus status2) { return(loaderStatus == status1 || loaderStatus == status2); }
public static bool IsStatus(LoaderStatus status) { return(loaderStatus == status); }
public static void SetStatus(LoaderStatus status) { loaderStatus = status; DebugLog("Status changed: " + loaderStatus, LT.Debug); }